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Twistercon2013 40k Tournament Rules

This document outlines the general rules and guidelines for the TwisterCon 2013 Warhammer 40k tournament. Key points include: - Armies will consist of 1750 points or less using the standard Force Organization Chart and optionally one Allied Detachment and/or Fortification. - Games Workshop 6th edition rules and FAQs will be used, excluding Forge World units. - Players must bring 3 tactical markers, a printed army list, rulebook, codex, and materials to play. - Models must be at least 3 colors with no bare plastic/metal showing and WYSIWYG is enforced.

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Chris Moser
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0% found this document useful (0 votes)
84 views4 pages

Twistercon2013 40k Tournament Rules

This document outlines the general rules and guidelines for the TwisterCon 2013 Warhammer 40k tournament. Key points include: - Armies will consist of 1750 points or less using the standard Force Organization Chart and optionally one Allied Detachment and/or Fortification. - Games Workshop 6th edition rules and FAQs will be used, excluding Forge World units. - Players must bring 3 tactical markers, a printed army list, rulebook, codex, and materials to play. - Models must be at least 3 colors with no bare plastic/metal showing and WYSIWYG is enforced.

Uploaded by

Chris Moser
Copyright
© Attribution Non-Commercial (BY-NC)
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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TwisterCon 2013 Warhammer 40k Tournament

General Rules and Guidelines


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. th The Warhammer 40,000 6 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 players list, at a minimum, the models in violation will be removed from all subsequent play. Please familiarize yourself with the Tabletop Gaming Clubs 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 opponents deployment zone and 1 outside of either players 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 do not 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 Erratas 3. Tabletop Gaming Club House Rules 4. Consensus of judges present Ruling by a judge is final, and no further discussion is allowed. PAINTING All 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 so your opponent has time to understand what they are playing against. There will be no exceptions.

TwisterCon 2013 Warhammer 40k Tournament


General Rules and Guidelines
MODELING FOR ADVANTAGE There is a fine line between creative freedom and modeling for advantage. There is no wish to stifle anyones 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 are less 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. TERRAIN Terrain 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 opponents 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 NEVER reflect the final outcome of the game, rather the actions and sportsmanship during it. This is worth zero (0) sportsmanship points. Judges 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 the Warhammer 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
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 or the 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 be enforced 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 that do 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-watch or 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" vertical distance 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 have wounds 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


Painting Rubric

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