Manfest: X5 AU Civil Waaaaaaaggggghhhhh

Sat Dec 06 2025 at 09:00 am to 08:00 pm

Alternate Universes (1510 DeKalb Pike, Blue Bell, PA) | Blue Bell

Manfest: X5 AU Civil Waaaaaaaggggghhhhh
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Manfest X5: Au Civil WaaaaaaGGGHHHHH!
In the current environment it was only a matter of time until the Civil Waaaaaggghhhh hit Au,…

Arrival Time: 9:00 AM
Please be on time, we have a lot to accomplish before we set up.
Entrance Fee: $25
Includes meal, drink. The rest goes towards prize support.
Army Construction
All players will bring a Battle Forged army of no more than 4,500 points. This list will be an Onslaught Matched Play list. Legends units are permitted.
All players are encouraged to bring an additional 500 points in case of last minute adjustments. This must still form a legal matched play list when combined with your 4,500pts list to form a 5,000pt list.
Command points (CP)
Each player gains 1CP at the start of each team Command phase.
Outside of the 1CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless of the source (this includes other CP gained at the start of the Command phase).
Selecting Units
Your army cannot contain more than four units with the same datasheet name as that unit – or eight units with the same datasheet name as that unit if it is a Battleline or Dedicated Transport unit.
Select Warlord
Players must select a “Common Sense” unit as Warlord. Players cannot take a lower level character as their warlord for “player advantage”. TOs reserve the right to instruct players to change their warlord for thematic reasons. If a character data sheet has a rule that mandates it must be your warlord… it must be your warlord.
All warlords have the special rule:
Objective Priority: Unless part of an attached unit (see Leader, page 39 Warhammer 40,000 Core Rules), this unit can only be selected as a target of a ranged attack if the attacking model is on the same table or is within 24”.
Allies
Allies function in the same way as Strike Force games, with the below changes to the allied unit limits:
Assigned Agents
Change the unit type limits as described below:
RETINUE units: 4
CHARACTER units: 4
REQUISITIONED units: 2
Cults of the Dark Gods, Daemonic Pact, Iconoclast Fiefdom, Questor Forgepact
Increase the points cost limit to "Up to 1125 points"
Dreadblades
You can include either up to 2 TITANIC CHAOS KNIGHTS models or up to 6 WAR DOG models (Or 1 Titanic Chaos Knight and 3 Wardog Model)
Freeblades
You can include either up to 2 TITANIC IMPERIAL KNIGHTS models or up to 6 ARMIGER models. (Or 1 Titanic Imperial Knight and 3 Armiger Model)
Brood Brothers Auxilia, Carnival of Excess, Changehost of Deceit, Final Day, Khorne Daemonkin, Reaper's Wager, Tallyband Summoners
Increase the points cost limit to "Up to 2250 points"
If you have something in mind and it doesn’t fit into the methods described above, please contact Jack or Craig before the day of the event. If there is a fair way to make it work. We are all game....
Teams
Teams will be set the day of the event.
Generals
The Team Generals will be Craig Valvano (Au North) & Frank Smith (Au South)
Assembling the teams
Teams will be selected by the generals. Using a modified player draft in the morning of the event. The TOs may group players to help maintain game balance. Afterward, the Generals have a few minutes to discuss the map with their teammates.
Draft Order: Draft order will be determined the morning of the event in an old-fashioned gentlemen's duel… the dice (Roll Off)
Deployment/First Turn
Generals will roll off and the winner will choose for their team to be first team. The first team will choose the deployment zone and will go first. Once the deployment zones are set, each player will simultaneously place an objective marker on the battlefield, wholly within their team's deployment zone and more than 18" from other player's objective marker. Units that can be deployed outside of their controlling player's deployment zone can be set up more than 9" of the opposing team's territory. After the objective markers have been placed, all team members will deploy their armies. During this time, players can Declare Battle Formations. All models must be deployed wholly within 24" of their own, and any units that cannot wholly fit are to be considered destroyed before the battle starts.
After deployment, each army will simultaneously Resolve Pre-Battle Rules and resolve any other rules that are resolved before the battle starts. Models may not be moved within 9" of the opposing team's territory.
Rapid Redeployment
At the start of the first battle round, the second team general may declare up to 8 units to be redeployed. The rules for each redeployment are:
• A unit may be redeployed from the battlefield to strategic reserves.
• A unit may be redeployed from Reserves to wholly within 24" of their controlling player's objective marker and wholly within their team's deployment zone. If a selected unit cannot fit in such a way, it cannot be selected for this redeployment.
• A unit on the battlefield to wholly within 24" of their controlling player's objective marker and wholly within their team's deployment zone. If a selected unit cannot fit in such a way, it cannot be selected for this redeployment.
• A transport unit and the models embarked inside count as 1 choice.
• The following units count as 2 choices for the team:
◦Units with a wounds characteristic of 20+.
◦The Starting strength of the unit is 20+, excluding Leaders
◦The total of the Wounds characteristics of the models in the unit is 25+, excluding leaders.
◦When that unit’s player added that unit to their army, the points value they subtracted from the total permitted for this battle was sufficient for that unit to be composed of 20 or more models.

Deploying From Reserves
(We are using normal Strategic Reserves rules / Deep Strike Rules)
Units may only be set up in their controlling player's assigned areas. The TOs will go over the map and instruct players on these assigned areas during briefing.
Player Army interaction
Army Abilities, Unit Abilities and Stratagems that affect friendly units may only affect their controlling players' units, even if the keywords match.
Aircraft
All aircraft units gain the deep strike ability. The following rules apply:
When the aircraft unit is set up using the Deep Strike rule, it can be set up anywhere on the battlefield more than 6” horizontally away from all enemy models. This unit cannot declare a charge, but can otherwise act normally in the remainder of the turn.
If the aircraft has the transport keyword, all disembarking models must be set up more than 9” horizontally away from all enemy models on the turn the aircraft arrives from deep strike.
Command Points
Teammates cannot share command point during gameplay.
Table Rules
Table Gaps
Units with the Fly keyword may make a Normal move, Advance Move or Fallback move over table gaps, but only if the move is sufficient to be set up wholly on the battlefield. Likewise, line of sight can be drawn over the gaps.
Roads /runways (if used)
While on the road or runway, vehicle units may double their Movement value, may roll 2d6 and pick the highest for Advancing, and may add 2” to their charge rolls if the enemy unit is also on the road. This additional movement only applies while on the road, if a unit moves off the road their movement returns to normal and any Advancing distance remaining is halved(round down). The road does not affect units with the Fly or Walker keywords.
------UPDATE BELOW--------
MissionS

Manfest Primary Mission! (Entire Table)
Primary Mission: Critical Landing Sites
Hold your beachhead while pushing your foe off of theirs.
At the end of their command phase, each team scores a number of victory points for each player placed objective they control, based on the current battle round. Only battleline & infantry models may be used to determine which team has more models within 3 inches of the objective marker.
Secondary Objective: Cut off the Head
Eliminate your enemy's command structure.
At the end of battle, each team scores 10 victory points for each Warlord that is destroyed. Score 20 points instead if the Warlord was destroyed by a Warlord unit. If an enemy Warlord was destroyed, but then was resurrected or otherwise returned to the battlefield it will not count as destroyed.

Resource Sub table (Sub Table Mission)
Secondary Objective: Control Resources (Natural Resource container)
Take command of key points of the battlefield.
At the end of the game, each team scores 5 victory points for each Natural Resource Container they control. Only battleline & infantry models may be used to determine which team has more models within 3 inches of the natural resource container.
At the end of their movement phase, any number of units on the team may begin the following action:
Control Resources Secondary Objective: Harvest (Action)
Starts: Your shooting phase
Units: One or more battleline or infantry units within 3” of a different natural resource container.
Completes: End of your turn, if the unit performing the action is still within 3” of the resource container.
If completed: Your unit has harvested resources.
Victory Points:
At the end of the team's turn, if one unit “Harvests” you score 5points. if two units “Harvest” that team scores 10 victory points. If three or more units’ “Harvests” that team scores 20 victory points.
Battle Fortification Sub table (Sub Table Mission)
Secondary Objective: Battle fortification (Fortress of Redemption)
At the end of their turn, the team that controls this objective scores 10 victory points.
In your shooting phase you can select one of your infantry units from your army that is not battle-shocked and is eligible to shoot. Until the end of your turn, the unit you selected is not eligible to shoot their ranged weapons or declare a charge but may instead take control of “This battle fortification”. The player with control of the fortress of redemption may select this Fortification to shoot this phase.
This fortification may not be destroyed and is considered inactive. At the end of each battle round, this fortification has its wounds fully restored. When this terrain feature is reduced to zero wounds, instead of resolving the Deadly Demise rule, all units within the terrain feature must roll a d6 for each model in the unit, on a roll of a 1 or 2, the unit suffers a mortal wound. Monster and vehicle units instead suffer d3 mortal wounds.
Airfield Sub table (Sub Table Mission)
Secondary Objective: Occupy the Airfield
(Important Airfield terrain features will be pointed out by T.O.’s during morning announcements)
At the end of their command phase, each team scores 5 victory points for each landing zone they control. Only battleline & infantry models may be used to determine which team has more models within 3 inches of these terrain features.
Airfield Secondary Objective: Control (Action)
Starts: Your shooting phase
Units: One of your infantry units within 3” of the control tower.
Completes: End of your turn, if the unit performing the action is still within 3” of the control tower.
If completed: You have “Control” of the airfield.
Victory Points:
If you have Control of the airfield that team scores 5 victory points.
Sites Of Power Sub Table (Sub Table Mission)
Secondary Objective: Sites of Power
(The sites of power will be pointed out by T.O.’s during morning announcements)
At the end of their command phase, each team scores 5 victory points for each Site of power they control. Only battleline & infantry models may be used to determine which team has more models within 3 inches of these terrain features.
Sites of power Secondary Objective: Incantation (Action)
Starts: Your shooting phase
Units: One of your infantry units within 3” of a site power.
Completes: End of your turn, if the unit performing the action is still within 3” of the site of power.
If completed: You have completed “Incantation “.
Victory Points:
For each time you have completed “Incantation” that team scores 3 victory points.
Insurrection
Secondary Objective: The Focus of the Insurrection (Sub Tables Mission)
(Civilians will be deployed by Generals & T.O.’s after Deployment, further civilians may be deployed during the battle by the TO)
At the end of the command phase, the team that holds the “The Focus of the Insurrection” scores 5 victory points. Only battleline & infantry models may be used to determine which team has more models within 3 inches of the “The Focus of the Insurrection”.
Sites of power Secondary Objective: Reap/Protect the Horde (Action*)
This action is started and ended at the completion of a singular phase. Units performing this action in the shooting phase can act normally in the Charge/ Close Combat phase and a unit performing this action in the close combat phase can shoot normally in the preceding shooting phase. The same unit can perform this action in both phases!
A non-battle shocked unit with an OC of 0 can perform this action in either phase.
Starts: Shooting phase or Charge/Close Combat Phase
*Shooting Phase
Units: One or more of your units with a ranged attack of at least 12” and within 12” of a civilian(s).
Completes: End of your shooting phase, one your units are within 12” of one or more civilians can perform this action up to three times in a phase. (max three civilian casualties per unit)
*Charge Phase/ Close Combat Phase
Units: One or more your units that are within 12’ of a civilian(s) can declare a charge into any/all civilian models. (Following normal charge rules) Once the successful charge is completed move/ activate the unit as normal (Including pile in moves) and remove the civilian(s) and perform consolidation as normal. The action is then completed; the charging unit can consolidate into an enemy unit as normal. (the charging unit has completed the action and cannot make any close combat attacks)
Completes: During your Close Combat Phase after the unit has activated.
If you chose to protect the civilians, instead of removing the “civilians” keep the tokens with your unit. If a unit is destroyed during the battle had civilian tokens, the civilians will scatter. (in a manner that entertains the T.O.’s)
Victory Points:
Reap – At the end of your turn, gain 2 VP for each of your unit that Reaped.
Protect – At the end of the game, score 5 VP for each Protect token still attached to your units that are on the battlefield.
Player’s track of Reap and Protect tokens.
Reap bonus – Bringer of Carnage (Award)
Protect Bonus – Crossing Guard (Award)
That's everything, ...
Looking forward to this year's event currently there are 24 people which will be the highest attendance in a few years, but I'm sure we will muscle through it! Again, Manfest is a fun event, and our goal is for all players to be able to enjoy this event, any all feedback is welcomed... And FEST ON!

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Event Venue

Alternate Universes (1510 DeKalb Pike, Blue Bell, PA), United States

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