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40K Campaigns- Escalation League 2- Apocalypse- Kill teams

Four players per campaign. Each player will get 3 Territories. One will be a Base. Your Base provides you with 3 Stratagems. And the other two are chosen at random and provide 1 Stratagem a piece.

The first day of the campaign all players will roll for initiative with 2d6. The highest number wins initiative and will choose to attack. The next highest roll will attack the remaining player. The attacker will choose one of the defenders territories to attack. The attacker will choose one of his territories as collateral. The winner takes both territories and can use the Stratagems. within in the next game.

Initiative will be determined the next round with a roll off of 2d6 by the winners of the previous round.

Missions

Week 1 Annihilation
Week 2 Seize Ground
Week 3 Capture & Control

Territories & Stratagems.

Comm Station – Allows 1 unit of your choice to Re Roll Armor Saves once per game.

Medicae Facility – Allows 1 unit the feel no pain attribute for one round once per game.

Holy Site – Allows 1 unit to re-roll Leadership once per game.

Ammo Depot – Allows 1 unit of your choice to Re Roll failed shooting to hit.

Power Generator – Allows 1 unit of your choice to Re roll failed to wound.

Factory – Allows 1 unit of your choice to Re roll failed Close Combat to wound

Motor Pool – Allows 1 unit of your choice to reduce the result of the Damage Table by 1 once per game.

The Escalation league will be beginning on March 15th 2009 on Sunday at 2:00pm. Each player will begin with 500 points and each week we will be incrementally increasing the points and changing the mission.
Prizes! At the end of the three months there will be a final tournament. The tournament results will be calculated with the results from the league and prizes will be determined.

Entry will be $5 a week and all entry money will go towards prize support.

1st place 50%
2nd place 30%
3rd place 20%
of the collected prize pool

The scoring system for the league breaks down as such:

Each week a player will be able to earn up to four points 1 point for attendance, 2 points for victory in their match, and 1 point for having a painted force. By painted we mean at least three colors, a base coat and some detail. So there is a possibility of 4 points per week and 48 points for the duration of the league. If you don’t have perfect attendance do not fret there is still a possibility to win the whole shebang.

The tournament will take place week 13. The tournament results will be accumulated with the League points. 1st place will be allocated 12pts, 2nd 6 points, and third will receive 3 points.

So for example if you attended 10 weeks, won 5 matches and had a fully painted force for three of those weeks then you will receive 23 points going into the tournament. If you take second place in the tournament you will then receive and additional 6 points giving you a total of 29 points.

Here is the weekly breakdown of the point escalation and mission.

Points Mission Deployment

By the end of the league you will be familiar with all of these missions and deployment variants. You will be a savvy vet ready to annihilate anyone.

League Special Rules

No Special Characters.

1 HQ and 2 Troop choices


Apocalypse coming soon

Kill Teams
Welcome to Kill Team the Warhammer 40k skirmish game. Kill Teams takes the Warhammer 40k Big Battle game and condenses it into a Gears of War type mission based game. Reality’s Edge house rules for Kill Teams..
1. All players choose 1 squad with no model number restriction. You may choose from Troops, Elites, and Heavy’s to fill out your squad.
2. Fast Attack can be chosen but they contribute a counter* for every two fast attack models.
3. Models must have 1 wound only
4. No armor save greater than 2+
5. A leader may be chosen from any force organization choice and may ignore rules 3&4.
6. No special characters may be chosen
7. No model with and armor value may be chosen.
8. Each Kill team must have a point value greater than 200 from the armies’ current codex.
9. All Models have the Fearless special rule.
10. Squads are equipped with frag and krak grenades.