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Harbinger: Rules Pack

The document provides rules and information for the Harbinger doubles tournament, which uses Warhammer Fantasy miniatures and rules. Key details include: - The tournament is being held over one day and consists of three 2-hour rounds to give teams practice and find the best doubles team. - Armies are made up of two 1000 point forces from permitted Warhammer armies lists. Forces must follow standard force organization charts. - Games use standard Warhammer rules with some modifications like table quarters being worth 50 victory points instead of 25. - Painting quality will be rewarded but is not required - the goal is for players to have fun in a competitive environment.
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0% found this document useful (0 votes)
131 views6 pages

Harbinger: Rules Pack

The document provides rules and information for the Harbinger doubles tournament, which uses Warhammer Fantasy miniatures and rules. Key details include: - The tournament is being held over one day and consists of three 2-hour rounds to give teams practice and find the best doubles team. - Armies are made up of two 1000 point forces from permitted Warhammer armies lists. Forces must follow standard force organization charts. - Games use standard Warhammer rules with some modifications like table quarters being worth 50 victory points instead of 25. - Painting quality will be rewarded but is not required - the goal is for players to have fun in a competitive environment.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Harbinger

Rules Pack
INTRODUCTION

Harbinger is a doubles tournament for two allied forces using Games Workshops Warhammer fantasy rules and
miniatures. The following terms are used throughout this pack and have the following meanings:

FORCE is used to describe the units under one players control


ARMY is used to describe the combined forces of the two players

We're holding Harbinger for a number of reasons:


to give teams an opportunity to practice for Carnage
to find the best doubles team on the day
to get a whole bunch of players together to have fun playing their favourite game all day long

Please do not expect anything other than a slightly chaotic, hectic day of fun games, played within a
competitive, but much looser framework than a Grand Tournament. As such the rules of engagement are different
so please take the time to read through this rules pack before the event and contact us if you have any
questions.

THE VENUE

Players are advised that from the moment of entry into Harbinger the decisions of the Referees regarding the fair
adjudication of the rules, and in all issues of health and safety, are final.
No discussions will be entered into once a decision is made. This applies to rules adjudications, the scores applied
for any category of the Event and any issues that require the cooperation of the competitors.

Harbinger is being held in association with the Guildford Games Club at the Park Barn Centre, Park Barn Drive,
Guildford. GU2 8EN.

As Harbinger is being held in a public place we insist on the highest standards of behaviour from everyone attending
the event. This applies to your dealings with the event staff, with each other and towards the general public.

YOU WILL NEED Dwarfs


Empire
Any gaming materials you require to play, specifically: High Elves
Your entry ticket this guarantees entry for two Warriors of Chaos
players forming a team Lizardmen
This rules pack Ogre Kingdoms
An English language core rulebook Orcs & Goblins
Any appropriate supplemental texts or reference Skaven
sheets Tomb Kings
A tray to carry your models around Vampire Counts
Your miniatures, complete with movement trays Wood Elves
Two legible copies of your army roster (See Army
Roster section below) In the instance of a new Warhammer Armies book being
Dice, templates and a tape measure released or updated, it will only be valid for use providing
Superglue and poly cement for repairs it has been on sale for one full calendar month prior to
Pen and paper the event.

The official errata documents for the above armies can


SELECTING AN ARMY be found at:

Only the main army lists from the following Warhammer www.games-workshop.com/gws/content/
Armies books may be used: article.jsp?aId=3400019
Beasts of Chaos
Bretonnia PLEASE NOTE: These are the only lists that will be
Daemons of Chaos permitted at this event. If you have any queries
Dark Elves regarding the validity of your chosen force, you must
seek out a Referee when you first arrive at the venue.
ARMY ROSTER
In advance of the event, we ask that you carefully consider the number of miniatures you will be fielding within your
armies in comparison to the amount of time you will have to play the different scenarios. This will be a brisk paced
day and we will be playing to the time allotted to the scenarios, so be warned!

Your roster must contain:


Player Name, Team Name and Club Name (where appropriate).
The name of the models used in your army, as well as their points value.
Any extra equipment or special items must be clearly marked along with their points cost.
You must follow the standard force organisation chart for the creation of your Army.
In Harbinger a combined Army of 2000pts must contain the following:
2 Forces of no more than 1000 points each. You may not transfer unused points between Forces.
Both players must each provide 1 Hero capable of acting as the Army general to lead their force.
Forces must conform to the Tournament selection criteria for a 1000 point Army, which is as follows:
1-2 Heroes,
2+ Core,
0-2 Special,
0-1 Rare.
Within the Army each individual Magic Item or Magic Banner may only be selected once.
Special characters from the appropriate army books may be used providing they feature in the list of
permitted Warhammer Armies printed above.
Additionally:
If a race-specific selection criterion exists in your Army List then the Force must satisfy it; for example, a
Bretonnian Force must take a Battle Standard Bearer and another Hero to be the General.
If the two Forces are Battle Brothers, the criteria need only be satisfied once for the entire Army.
For example, two Bretonnian Forces need only provide one Battle Standard Bearer in the Army.
In the case of High Elves and their unique Force Organisation criteria, this only applies in a High Elf Battle
Brothers Army.
Should any error in the roster be detected then the appropriate players may call a Referee and, if the error is
verified, a Roster Penalty may be applied. Any changes made to the Roster without informing the Chief Referee may
result in action taken against you.

HOW THE DOUBLES EVENT WORKS


Harbinger consists of three games or rounds, each lasting a maximum of 2 hours.

In the first round teams will be matched randomly against an opposing team. In each subsequent round, teams will
be facing appropriate opponents according to their ranking. Should a team draw the same opponents again, ask a
Referee to step in to sort things so that the teams face suitable opponents.

You will be assigned a table for your game. Any team that does not have an opponent should raise their hand and
call for a Referee, who will attempt to find opponents for them.

If an opponent does not arrive within 15 minutes of the start time for the game, then they will be considered to be
late for their game, and may face suitable action from the Referees as a result.

Before battle commences there will be a five-minute warm-up period. During this period players must first show
their opponent all the models in their Forces. Players are allowed to ask their opponent questions about the Forces
and the rules that apply to them.

After inspecting the Forces, all players should discuss the terrain for the battle, and how each feels it will affect the
models in play. They can also discuss any other rules that they think may come up in the battle.

Before each battle the General must be decided using the following rules:
Each player on the team rolls a die, with the opponents witnessing the roll re-roll any ties
The highest rolling player will lead the Army in this battle and their Hero acts as the General
Both Forces will react to the General as per the Warhammer rules.

Note that Special Rules relating specifically to the General only apply if the given Hero has been selected to lead the
Army for that game.

Each battle will be fought on a 6 by 4 table with fixed scenery; if you are unhappy with the scenery layout, alert a
Referee who will ensure the layout is fair, however the Referee may insist you use the table as is.

The Battlefield Conditions used each round will be generated randomly by the event organisers.
Once youve finished your game, you must fill in the results card and then hand it in at the information desk.
Your results will then be entered into the tournament database. This will decide the new rankings and ultimately the
winners of the Tournament.
PAINTED ARMIES

Entry into Harbinger requires that you have a legal Force, which ideally would have all the models fully painted and
based.

However, as many teams will be fielding new armies this year, you will be able to play with miniatures that are not
yet at that standard.

Events like Harbinger are a chance for players to show off all their hobby skills. Therefore extra points will be
awarded to for armies that are fully painted and based. Were not looking for Golden Demon standard, but the better
the painting the more points you will get.

If Referees see anything that they consider to be inappropriate to the event, you will be required to follow their
instructions in full. They are also empowered to apply penalties to scores where they see fit.

We dont allow the use of non-Citadel or non-Forgeworld miniatures for this event and any found will be removed
from play by Referees.

Conversions or Scratch-built models that are considered to be unsuitable by the Referees will be removed from play.

DOUBLES TOURNAMENT VICTORY POINTS

Victory Points are used as they appear on pages 102 and 103 in the core rule book, with the following exceptions:
Table quarters are now worth 50 points.
If you have slain the enemy General, or if they are fleeing or have fled the table, you gain +50 VPs. Please
remember to be clear about which Hero in your Army is the General in this game.
Banners are worth +50 points each.
If you have captured the enemy Battle Standard at the end of the battle you gain +50 VPs.
Control of your opponents Special Feature at the end of the game is worth +100 points.
If you do not control your own Special Feature at the end of the game you lose 100 points.

Please Note: The Victory Points are separate from the Generalship score. They will be used as a decider in the
event of two players having the same Generalship score.

DECIDING WHO WINS THE TOURNAMENT

After each game you must record the following information on the results card provided:
Result of the game (Win, Lose, Draw or Concede)
Any points from capturing Objective Markers
The number of Victory Points both you and your opponent scored.
Players will be ranked in order of Tournament Points. If there is a tie, then players that have scored the same
number of Tournament Points will be separated by their total Cumulative Victory Points.

Tournament Points are awarded as follows:

Degree of Victory Score


Win =30
Draw =10
Loss = 1
Concede = 0

Victory Bonus Points are awarded to recognise the level of victory achieved in each round as follows:

Winners Score /Losers Score


Massacre 3 / 0
Solid Victory 2 / 0
Minor Victory 1 / 0

Please Note: the Victory Bonus Points are separate from the Tournament Points score. They will be used as a decider
in the event of two teams having the same Tournament Points score.

Once the Event results are published, we cannot alter them in any way.
AWARDS CEREMONY

The award ceremony will take place as soon as possible after the conclusion of the final game. We urge all players
to stay for the awards ceremony so that they can cheer the winners and commiserate with the losers!
There will be several awards handed out at the end of the tournament.

These include:

Best Generals Award - for the team that wins the Tournament
A prize for each team member
Best Generals certificates
Vouchers for free entry into the next Obsidian : The Weird event
Second Place Award
A joint prize for the team
Second Place certificates
Vouchers for discounted entry into the next Obsidian : The Weird event
Third Place Award
Third Place certificates
Vouchers for discounted entry into the next Obsidian : The Weird event
Harbinger Champions - This is a title bestowed on the club whose top 2 teams score the most points on the
day
Best Force - for the player who receives the most votes for having the Best Painted Force
A painting related prize
Best Force certificates
Vouchers for discounted entry into the next Obsidian : The Weird event

REFEREES AND RULES QUERIES

If you encounter a rules problem during one of your games and cannot find the answer in the rulebook or any other
Games Workshop resource, for a quick resolution, and in order to avoid arguments, we recommend that you roll off
to decide on a temporary answer and get on with your game.

Try to go out of your way to make the game as enjoyable an experience as possible for everyone.

ENTRY TICKETS

Harbinger is being organised by the Obsidian : The Weird events team.


(http://uk.groups.yahoo.com/group/Obsidian_The_Weird/)

To obtain a ticket for Harbinger at 15 per team, please send an email to obsidianmh@yahoo.co.uk quoting the
following details:

1. Name
2. Contact Telephone Number
3. Postal Address

Payment instructions will be included in the reply.


GAME SCENARIOS
NATURES WRATH
Battlefield Special Rules
The battlefield terrain will be set up for you in advance of Harbinger Weather:
your game.
After the deployment each side rolls one die. Add them
Deployment together and apply the effect below starting from first
Standard deployment as described on page 2 of the turn.
Warhammer rule book. Harbinger Weather special rules
apply (see below). 2 Heavy rain
Heavy Rain over entire battlefield.
-2 to hit with all missile weapons.
Objectives
Roll at the end of each game turn.
None. Heavy rain finishes at the end of first turn on the
roll of +6. Second turn on the roll of +5 etc.
First Turn
As normal rules 3-4 Thunder storm
Roll at the beginning of every game turn.
Game Length On the roll of +6 in the first turn, +5 in second etc.
When the Thunder Storm happens roll for each
The battle will last for six turns or until one team
unit on the battlefield on the roll of +6 the unit suffers
concedes.
d6 strength 4 hit.

Victory Conditions 5-6 Magical Storm


As normal rules Each player adds (+D3 power dice) into his pool in
magic phase. Miscast happens on any double roll
of 1 and 2.

7 Perfect Harbinger Weather

8-9 Extreme Heat


Roll a LD test for each unit that is attempting to
march in this turn.
If they fail they cant march.

10-11 Tornado:
Put the big ordnance template in the middle of the
board.
The Tornado will scatter 2D6 at the beginning of
each players turn. The Tornado blocks line of sight.
Any model under the template needs to take an
immediate strength test or will be removed from
the game.
No armour saves are allowed including
regeneration saves and ward saves.

12 Blizzard:
Roll an artillery die and multiply by 3 at the
beginning of every game turn.
The result is how many inches that units are al
lowed to see for the entire turn. If a misfire is
rolled, the Blizzard will only last one more turn and
then finish automatically.
FORCED MARCH THE DUEL

Battlefield Battlefield
The battlefield terrain will be set up for you in advance of The battlefield terrain will be set up for you in advance of
your game. your game.

Before deployment each player takes a D6, and hides it Before deployment a Mighty Duel must be fought (see
behind their hand or in a cup. The number they choose the special rules below).
to place uppermost on the dice represents how hard they
have force marched to the battle, the higher the number Deployment
the harder the march. Standard deployment as described on page 2 of the
Warhammer rule book.
Deployment
The dice are now revealed. The side that chose the Objectives
higher number reaches the battlefield first, roll off to see None.
who arrives first in the case of a tie.
First Turn
Next, each player must roll a D6 for each of the units in
their army. If the dice roll is less than the forced march As normal rules, but the winner of the Mighty Duel re-
value they picked, then the unit in question has fallen ceives +1 to his roll.
behind and must enter play as a reinforcement on turn 2
(see the special rules for reinforcements, below). Game Length
The battle will last for six turns or until one team
On any other roll the unit deploys normally - this may concedes.
result in a team not having any units to deploy.
Victory Conditions
The player whose troops arrived first must now deploy As normal rules
his army anywhere in their half of the battlefield (right
up to the half way line if desired). Special Rules
Mighty Duel: Each team must nominate one Character
Objectives from their armies to fight a duel before battle. The
After the first team has deployed their army they must Character will be involved in a Mighty Duel against the
place three objectives anywhere on the table that are other hero.
more than 18 away from any table edge.
Set up the models in base to base contact for combat.
They must place at least one objective in the opponents They will strike in initiative order. A dice roll may be
half of the table. required to decide who strikes first if both characters
have the same initiative value.
First Turn
As normal rules The duel is fought on foot so no monsters or horses are
allowed to lend their attacks to the duel.
The duel is fought until a character loses all of his
Game Length
wounds.
The battle will last for six turns or until one team
concedes. The loser will permanently lose one wound for the entire
game but he will hate the opposing character for the rest
Victory Conditions of the battle. His entire army should then deploy first.
At the end of the battle the side that controls the most
objectives is the winner. Objectives are controlled by the The Hero winning the Duel will give Stubborn to one unit
side that has the closest unit within 12 of the objective. he will join until the end of game.

Special Rules
Reinforcements: Any reinforcements that a player has
are not deployed at the start of the battle, but instead
enter play in the players second turn. Reinforcements
enter play in the same manner as if they had pursued an
enemy off the table, moving on from their table edge.
They may enter anywhere on the long table edge of their
sides deployment area.

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