twistercon2013 40k tournament rules
TRANSCRIPT
7/29/2019 Twistercon2013 40k Tournament Rules
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BASIC RULES
• Armies will consist of 1750 points or less, consisting of a
Primary Detachment using the standard Force Organization
Chart. You may optionally take a single Allied Detachment
and/or a single Fortification.
• The Warhammer 40,000 6th
Edition Rules and all relevant
Games Workshop Errata and FAQs will be used.• Forge World/Imperial Armor units are NOT allowed in the
Warhammer 40K Tournament; however players may still use
their Forge World models to represent a unit from their codex.
• Each player MUST bring a total of THREE (3) tactical markers
based on 40mm circular bases.
• A separate printed army list is required for the judges and each
of your opponents (minimum 6 copies).
• Each player must bring a Warhammer 40,000 rulebook and the
codex (or codices) represented in their army and all materials
needed to play a game/report the results – including dice,
measuring devices, templates, and a writing implement.
• If illegal units or rules violations are found in a player’s list, at a
minimum, the models in violation will be removed from all
subsequent play.
• Please familiarize yourself with the Tabletop Gaming Club’s
house rules, as they will be in effect for this tournament.
• Mysterious Objectives are in use.
• Mysterious Terrain is not used.
• If you roll your Warlord Trait out of the main rulebook, you roll
once and choose any trait with that number. If you choose to
roll your trait out of your codex, you must use the codex trait.
• The Tournament is a W/L/D format, with accumulated points
used to determine standing in the final bracket.
• Parings are Swiss style, based on strength of schedule.
GAMES
All participants will play four 2 hour and 15 minute games. In
order to be eligible for prizes you must play in all four games.
SCORING
Each scenario is built using two book missions played
simultaneously with all three Secondary Objectives. Winning one
mission earns that player its tournament points. If a primary
mission is tied, neither player earns the points. Any bonus
Victory Points earned via Warlord traits, etc. apply to the 4 point
primary mission only.
In the Scouring, each player places 2 objectives in their
opponent’s deployment zone and 1 outside of either player’s
deployment zone following normal objective placement rules (6
total on the board for the Scouring). Each player has a 1, 2, and 3
point objective, which are revealed just before the role to seize
the initiative as normal. In Big Guns Never Tire, each player
places 2 objectives in their own deployment zone following
normal objective placement rules (4 total for this objective on
the table). Units that count as scoring for one primary mission donot count as scoring for the other. For example, a heavy support
unit counts as scoring only for Big Guns Never Tire, not for the
other mission, Crusade.
Secondary Objectives are added to the total, not to each mission.
For example, if you win the first Primary mission, lose the second
Primary Mission, and get First Blood, Slay the Warlord, but not
Linebreaker, you would have scored 6 points total (4 for primary,
0 for second primary and 2 of the 3 secondary objectives for 6
total).
Each scenario has a total of 10 possible points. The player with
the most points is the winner, if both players have equal points,the game is a tie.
RULES JUDGEMENTS
Rules issues will be dealt with by a roaming judge. The hierarchy
for determing rules issues is as follows:
1. Main Rule Book
2. FAQs and Errata’s
3. Tabletop Gaming Club House Rules
4. Consensus of judges present
Ruling by a judge is final, and no further discussion is allowed.
PAINTINGAll models will be painted to a 3 color minimum. Primer counts
as a color provided no plastic or metal shows through. If any
models are not painted to a 3 color minimum, you will be
ineligible for prize support at the end of the event.
WYSIWYG
All models are expected to be WYSIWYG as much as is
reasonable. Proxies are not permitted. Counts as armies will only
be permitted if they clearly represent an effort to build a unique
army around an obvious theme. YOU ARE REQIRED TO HAVE A
HANDOUT TO SHOW YOUR OPPONENT THAT SHOWS WHAT
EACH UNIT IN YOUR ARMY IS ALONG WITH ITS STATS AND
PERTENANT RULES. This must be available before the game soyour opponent has time to understand what they are playing
against. There will be no exceptions.
TwisterCon 2013
Warhammer 40k Tournament
General Rules and Guidelines
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MODELING FOR ADVANTAGE
There is a fine line between creative freedom and modeling for
advantage. There is no wish to stifle anyone’s creativity, but in
the end, this is a game that relies heavily upon the physical
characteristics of the models being used.
Modeling for advantage will be handled on a case by case basis.To resolve a possible abusive situation, follow these steps:
1. Ask the player to play the model as if it were a GW
standard, modern version.
2. Call a judge to ask for a judgment.
3. Possibly substitute the model with an appropriate
replacement.
Examples of what is considered modeling for advantage:
• Using out of date and inappropriately sized models such as
the rogue trader era Eldar Avatar (which currently is a large,
monstrous creature model but back then, was the size of a
Space Marine, which would now grant huge advantages due
to being so much smaller) or Gorka Morka Trukks (which areless than half the size of modern versions). If an army is
made predominantly of Rogue Trader era minis (or any era)
and is clearly going for a theme, then exceptions will be
made. If it appears to a judge that the player is in fact
modeling for advantage, then action will be taken.
• Increasing or decreasing the size of models to gain an
advantage in gaining or granting cover. Custom Battle
Wagons often fall into this category.
• Altering a model to increase the range of a model or to
benefit your LOS.
TERRAINTerrain will be prearranged and laid out by the judges prior to
the event. If you come to a table and feel that it is not
sufficiently or fairly arranged, or that it may have been moved by
the previous player, alert a judge who will arrange the terrain
appropriately.
SPORTSMANSHIP
After each game, please evaluate your opponent’s
sportsmanship. Please choose from below:
• Positive – Reserved for the very best games of Warhammer.
Your opponent was supporting and honest, and went out of
his way to provide a fantastic game for you both. You would
want this person in your local gaming club. This is worth five
(5) sportsmanship points.
• Average – This should be the majority of your marks. This
covers most normal games of Warhammer. Your opponent
was sporting, came ready to play, and tried to resolve
disputes agreeably. This is worth three (3) sportsmanship
points.
• Negative – Just a terribly awful game. This should be
reserved for the direst of circumstances. This should NEVERreflect the final outcome of the game, rather the actions and
sportsmanship during it. This is worth zero (0)
sportsmanship points.
Judge’s Marks: The Judges may assign additional negative
sportsmanship marks throughout the tournament. These marks
are in addition to those you receive from your opponents and
will count towards disqualification. Additionally, players who
negligently give out a large number of positive or negative
sportsmanship marks will have them called into question by the
judges and will be required to explain their marks. The judges
reserve the right to nullify any sportsmanship marks that they
deem were not awarded in the spirit of the system outlined
above.
Disqualification: Players who receive 3 or more negative
sportsmanship marks will be disqualified from the event and will
no longer be eligible to receive any awards.
Favorite Opponent Voting: After the final game, in tandem with
the results for that game, players will have an opportunity to
vote for their Favorite Opponent of the tournament. This vote
should be awarded to the player that best exemplifies theWarhammer 40K hobby and provided a truly enjoyable game.
This vote is mandatory and will be part of your final results
sheet. Each vote a player receives is worth five (5)
Sportsmanship points.
TwisterCon 2013
Warhammer 40k Tournament
General Rules and Guidelines
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CURRENT HOUSE RULES
I. Terrain
A. Terrain bases are included in the effect of the terrain piece.
B. Vertical terrain pieces with multiple levels will be measured
vertically for the purposes of movement. If a unit does not
have the required movement to complete the move up or
down a level, the unit will remain on the current level orthe furthest level at which the movement will allow.
C. Terrain and the effects of terrain such as cover saves and
difficult/dangerous terrain will be declared at the time of
setup.
II. Dice
A. Dice must be rerolled if the dice does not land flat on the
gaming table itself.
B. Dice that land flat on a flat terrain piece must be rerolled.
C. Dice rolled must be in clear view of the opposing player.
D. A set of rolled dice must all come to rest on the same
plane.
III. Models
A. “What you see is what you get” (WYSIWYG) will beenforced for all logged games with no exception. (even if
your opponent agrees, this rule still stands)
B. All models must display three separate colors. (example of
the minimum: the base is black, the model is primed in red,
the weapon is roughly painted silver)
C. All models must not display any raw material such as
plastic, metal, or resin.
IV. Game play
A. To determine line of sight to a target, the only parts that
count are: torsos, heads, arms, legs, backpacks, extra
armor, claws, and anything that would be connected to the
model that is not purely aesthetic. Examples of parts thatdo not count would be: flags, streamers, large swords,
whips, or other items that are posed and not realistically
useful.
B. To claim an objective, a model must have its head, arms
(not counting weapons), torso, or base within 3” of the
edge of the objective marker. A model can be above or
below the objective based on established rules regarding
unit coherence on page 98 and 99 of the Warhammer
40,000 6th Edition Rule Book.
C. Over-watch during a multiple assault is done in the order
the attacker chooses. This is based on established rules of
the Warhammer 40,000 6th Edition Rule Book as follows:
attacker declares charge, defender chooses to over-watchor not, attacker rolls charge distance, attacker moves
models into base to base contact, attacker declares next
charge. All charges must be resolved before you move to
the fight sub-phase. The defender chooses to over-watch at
the time of a single charge declaration. The defender can
take their chances and wait or over-watch the first unit that
declares assault.
D. Vertical distance is counted towards any movement.
Movement between levels is counted as 3" verticaldistance regardless of how far apart the actual levels are. If
terrain pieces have levels that are extremely far apart and
the distance does not seem appropriate, the players can
decide to make it impassable or designate it as a different
vertical distance. This must be done at the start of the
game during the previously mentioned terrain discussion.
E. When using any weapon with a range of “template”, per
page 50 of the BRB, the range is considered to be inside the
tear drop shape template. Therefore, flamers can only
wound models that one or more tear drop shape templates
physically cover in the same shooting phase from the same
unit. If a model is not touched by at least one of the flamer
templates fired in the shooting phase it cannot havewounds allocated to it. Any excess wounds generated by
multiple flamers are lost if there are no eligible models that
were under one of the templates.
TwisterCon 2013
Warhammer 40k Tournament
General Rules and Guidelines
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TwisterCon 2013
Warhammer 40k Tournament
Painting Rubric