DCTournament EnglishJune1-1
DCTournament EnglishJune1-1
A DC Tournament event must have at least four players. VP RESULT WIN(KP) LOSE(DTP)
Games will be between two players (1 vs 1), and played on
a 36” x 36” gaming area. 0-4 Tie 3 3
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3. If there is still a tie, player with less Level cost spent in SPORTSMANSHIP
his Team will be put forward.
The aim of any DC Tournament is to encourage fun,
4. If the tie persist, randomize it. sportsmanlike games in the spirit of friendly cooperation
and rivalry.
PAINTING AND CONVERSIONS Should any discussion with a player escalate to an
uncomfortable situation, stop and call the DC Tournament
Knight Models™ encourages players to paint all of the Organizer (or referee) so that he can evaluate the situation.
miniatures in their Team, as this enhances the gaming The referee’s ruling is final.
experience, but it is not mandatory to attend a DC
Tournament. An organizer has the authority to disqualify a player if
he considers their behavior to be unsporting or unduly
Converted DCUMG miniatures are permitted as long as they uncooperative.
comply with the following rules:
PAIRING
• The model has no recognizable registered material other
than that of Knight Models™. In the first game, pairings will be made randomly.
The pairings of subsequent games will follow the ‘Swiss’
• Most of the converted model’s volume must be composed system, based on player rankings.
by Knight Models™ parts. In order to avoid confusions,
conversion must include iconic elements of the BYES
represented model.
Should the number of players registered be odd, the player
• A weapon can be converted as long as the converted left after first game pairings will be considered free and
weapon represents the same type of weapon (a sword is will receive a BYE. In subsequent games, the player in last
a sword and not an axe, for example). position will be granted the BYE. If this player has already
received one BYE, it will be given to the next player that has
• Models must be mounted on their corresponding size not received it, counting from the bottom up.
base. Elements may be added to the base, provided that The player that receives the BYE will obtain 5 DC
they do not impede measuring. Tournament Points and 10 VP .
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BEGINING A GAME DC Tournament VARIATIONS
A player can request to see his opponent’s Team list before There are different variations that can be used; divided by
the game begins. A player can request to see any Character category. We recommend not using more than one variation
Card before and during the game, provided that he doesn’t per category, although they might be used.
excessively slow the game by inspecting the cards.
List Configuration Variations
Place the objects used in the scenario. Both players throw
1D8 (throw again in case of tie) and the player who obtains Standard – One list required.
the higher number will choose whether to deploy first or
second. If he chooses to deploy first, he will also choose Two lists – Two lists of the same Faction can be taken.
where.
Reinforcements – In this variation some “extra” Level points can
RECORDING SCORES be added to the standard list.
At the end of every game, both players must write down the At the beginning of each game, players examine their
following information on the DC Tournament sheet: name opponent’s Team list (including their Reinforcements), and
of their opponent, game score, number of VP obtained, and may then make changes to their list (following the usual
points of models destroyed (Level cost of models become configuration restrictions). After this, the game begins and the
Incapacitated). Models off the table when the game ends final list with all the changes is revealed to the opponent. The
count as Incapacitated. amount of reinforcements varies depending on the number of
points played; use the table below:
Once this information is recorded, game results must be
reported to the organizer. Points Reinforcements
17-32 5
33+ 6
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Painting Variations SCENARIOS
Standard - Models are not required to be painted.
Each Game will be played in one of the different scenarios
Painted - Even if the model is unfinished, it must at least described in this document (all players in every game will
be base coated, with at least two distinct areas of color on play in the same scenario), without repeating any during
display. Bases may be plain. the DC Tournament.
Advanced Painting – All parts of a model must be painted All the Scenarios have a duration of 6 Rounds.
distinctly, with at least one shade and highlight on all areas.
For example, hair color must be different than that of flesh or
cloth. Bases must be finished.
If it is not clear whether a miniature complies with these
requisites or not, the organizer will have the final word.
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Big Combat
• Description: The Champions take an individual combat.
• Game length: 6 Rounds. Special Rules
• Deployment: The game is played on a 36” square board.
Players must dice off to see who chooses the deployment • The Champion: The Highest Level model (in case of a tie
zone, and starts deploying first. Players must alternate owner chooses) of each player will be the Champion.
placing models in their deployment zone, one at a time, • Gladiator´s Arena: Inside the marked centred zone
until all models are deployed. cannot be deployed any model, The zone must be clear,
only the Champion of each player must be deployed in
the middle of the game zone in base-to-base contact
(see map).
The Champions models gains +2 to all defences during
the first round of the game.
Deployment zone A 6”
Victory conditions
• 2 Vp to a player who incapacites the
12” opponent ´s Champion.
4” Radius • 1 Vp to a player whose Champion survive at the end of the
Game.
• 1 additional Vp to a player whose lowest level model
incapacite the opponent´s Champion.
• 1 Vp to a player for every friendly model which survive at
the end of the Game.
12”
Deployment zone B 6”
Legend:
Champion Player A:
Champion Player B:
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Power Zones
• Description: Two power zones appear; the Characters
must go inside to control the strange power. Special Rules
• Game length: 6 Rounds.
• Deployment: The game is played on a 36” square board. • Power Zones: To move a model into a Power zone the
Players must dice off to see who chooses the deployment model must roll 2D8 plus its Power stat. If the result
zone, and starts deploying first. Players must alternate is higher than 15 the model may be move into or pass
placing models in their deployment zone, one at a time, through the Power Zone.
until all models are deployed. A model may only attempt this roll once per round it and
may not be rerolled by any means.
If a Thrown or Pushed model is going to enter the Power
Zone they must attempt the roll. If it is failed, they will
stop at the edge of the zone.
Deployment Grab and Throw may not be used inside the Power Zone.
4” zone A 5”
Victory conditions
5”
• 2 Vp to the player who owns the only models inside one
Power Zones at the end of each Round.
3” Radius • 1 Vp to the player who owns the only models inside in
both Power Zones at the end of each Round.
• 1 Vp to the player who incapacites an enemy model with
power 10 or more.
• 1 Vp to the player whose models all survive until the end
3” Radius of the game.
5”
Deployment 4”
5”
zone B
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Getaway
• Description: The characters must try to get to the enemy
deployment zone. Special Rules
• Game length: 6 Rounds.
• Deployment: The game is played on a 36” square board. • Disturbing Aura: a model can´t be placed or deployed in
Players must dice off to see who chooses the deployment the enemy deployment zone in the first Round.
zone, and starts deploying first. Players must alternate The players can control the deployment zones, to control
placing models in their deployment zone, one at a time, you must have more models inside than opponent.
until all models are deployed.
Victory conditions
• 2 Vp to the player who control an enemy deployment
zone. This Victory Condition is checked at the end of each
Round.
Deployment • 1 Vp to the player who controls its own deployment zone.
9”
zone A This Victory Condition is checked at the end of each
Round.
• 2 Vp to the player whose all of its models survive at the
9” end of the Game.
• 1 Vp to the first player who places 2 models in an enemy
deployment zone in the same round.
9”
Deployment 9”
zone B
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Boom Tubes
• Description: The characters must try to activate all the
Mother Boxes. Special Rules
• Game length: 6 Rounds.
• Deployment: The game is played on a 36” square board. • Mother Boxes: Each player takes 4 Mother Box markers
Players must dice off to see who chooses the deployment and places them alternately in the four zones, outside
zone, and starts deploying first. Players must alternate of the deployment zones. Mother Box markers have a
placing models in their deployment zone, one at a time, 30mm base. In each zone cannot be placed more than 2
until all models are deployed. Mother Boxes markers.
A model whose volume is in contact with a Mother Box
marker may attempt to activate it by paying 1 Power
Counter and making a successful Willpower roll. This
will make it controlled by that team.
To turn an activated Mother Box to your side you must be
Deployment zone A 6” in contact with it, pay 1 POW and pass a Willpower roll.
A model may use an activated Motherbox to move to
another, selected randomly, by paying 1 POW and then
placing the model in base contact with the new marker.
12” These markers cannot be moved, displaced nor change
its original position by any means.
Victory conditions
• 1 VP to each Mother Box controlled by their side. This
12” Victory Condition is checked at the end of each Round.
• 1 VP to the player who has the most Mother Boxes
activated by their side. This Victory Condition is checked
at the end of each Round.
Deployment zone B 6”
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Siege
• Description: The time for making damage in the earth of
the enemy has come. Special Rules
• Game length: 6 Rounds.
• Deployment: The game is played on a 36” square board. • Headquarters: For this scenario each player need two
Players must dice off to see who chooses the deployment Headquarters markers. They are 40mm bases, Size
zone, and starts deploying first. Players must alternate 4 and are placed alternately in the objective zone. The
placing models in their deployment zone, one at a time, marker has 10 to all defenses and it is immune to all
until all models are deployed. Effects.
Each marker has 30 Structure points.Once per round
a model in contact with the marker can spent 1 Power
Counter to try to repair it. The model must make
a willpower roll, if the roll is sucessfull repair 1D8
structure points from it.
Deployment 5” These markers cannot be moved, displaced nor change
zone A its original position by any means.
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Rifts
• Description: Characters must try to close as many Rifts as
possible. Special Rules
• Game length: 6 Rounds.
• Deployment: The game is played on a 36” square board. • Planar Distortion: Each player make 2D8 roll (if roll the
Players must dice off to see who chooses the deployment same number, reroll it) at the beginning of the Round,
zone, and starts deploying first. Players must alternate the Rift with that numbers become open, to close a Rift
placing models in their deployment zone, one at a time, need a model to in base contact with it spend 1 Pow and
until all models are deployed. make a Stamina test. If fail that roll, the character suffer
a 1 Physical Damage with Irresistible.
• Rifts: The Rifts Markers are 30 mm base.
See the map to place the Rifts Markers. Victory conditions
These markers cannot be moved, displaced nor change
its original position by any means. • 1 VP to each Rift closed by your models at the end of each
Round.
• 1 VP if close more Rifts at the end of each Round.
Deployment zone A 6”
Deployment zone B 6”
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Claim the City
• Description: Both sides have battled so that only a few
remain. If they’re to win this fight, each team knows that Special Rules
it has to summon reinforcements – but will it be possible
in the heat of battle? • Call for Help: When a model is in the opponent’s half
• Game length: 6 Rounds. of the table, it may attempt to place a Call marker by
• Deployment: The game is played on a 36” square board. spending 1 Power counter and passing a Willpower roll.
Players must dice off to see who chooses the deployment The counter must be placed fully in the opponent’s half
zone, and starts deploying first. Players must alternate of the table (over the center line), in base contact with the
placing models in their deployment zone, one at a time, model who placed it.
until all models are deployed. Any model in base contact with a Call marker may spend
1 Power counter and pass a Stamina roll to remove it
from play.
6” Deployment 6” Deployment
Victory conditions
zone A zone A
• 1 VP to a player for each Call marker placed by their
10” 10” models.
• 1 VP to the player with the most Call markers in play. This
Victory Condition is checked at the end of each Round.
• 1 VP for each enemy model incapacitated.
10” 10”
6” Deployment 6” Deployment
zone B zone B
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Danger Zone
• Description: The teams converge upon an anomaly of
unknown provenance, sending forward their best and Special Rules
most agile members to explore it.
• Game length: 6 Rounds. • The Danger Zone: Mark a zone of 6” radius, extending
• Deployment: The game is played on a 36” square board. from the center point of the board. A model wholly within
Players must dice off to see who chooses the deployment this zone can explore it by making a successful Agility
zone, and starts deploying first. Players must alternate roll.
placing models in their deployment zone, one at a time,
until all models are deployed. Victory conditions
• 1 VP for each model that explores the Danger Zone. This
Victory Condition is checked at the end of each Round.
Deployment zone A 6”
• 1 VP for each enemy model incapacitated.
12”
6” Radius
12”
Deployment zone B 6”
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Player Name: Team:
List 1
Total
List 2
Total