The International Warhammer tournament rules pack
This pack contains the full Tournament rules specially adapted for the tournament organized by gaming club Valhala."Uprising" is to be held on 16-17. April 2011 in Novi Sad, Serbia
The tournament will be held on 16th and 17th of April in SPENS main hall.
All Tournament material will be published or presented in English, interpreters or translations can be provided only for Serbian language due to the variety of nationalities that we expect to attend the tournament. That is why all players have to understand English or Serbian.
Rosters and descriptions of your forces to be handed in have to be in English or Serbian.
The Chief Referee’s decision will be final.
Entry fee is 10 Euro and includes refreshing drinks for all players for both days.
If you have any questions about the event please e-mail: firstname.lastname@example.org
ETC AR 5.0
- Characters will get "look out sir" versus the following spells that automatically kill models or automatically remove an entire regiment: Dwellers Below, Final Transmutation, Dreaded 13th, Infernal Gateway 11-12 effect. Normal requirements for lookout sir apply.
I. General Restrictions:
No Special or Named Characters.
Army used can be any of the currently published GW Army books (O&G will use old rules).
A maximum of 3 identical core choices may be taken (regardless of equipment and other upgrades)
An army may have up to 5 war machines and template weapons. Warmachines that use a template count as a single choice in this regard. All template weapons (from magic items, abilities, etc.) count, except for spells.
Max. 45 models with missile weapons with a range of 20”+ (not incl. war machines, characters and chariots).
Unit sizes are limited as follows:
Units cannot be more than 40 models nor 450 points (including all command, upgrades, magic items/banners). This restriction applies during the creation of the roster - unit size/cost may be increased during the game (for example - by joining characters to the unit). This restriction does not apply to characters.
- Apart from Winds of magic and Channeling, an army may only generate 2 PD/DD per magic phase.
- You may have units/abilities that actually would generate more than 2 extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- “Count as” items/abilities may never exceed a cumulative 2 PD/DD per phase. This means that if you take the Book of Hoeth, you may not take any other items that “count as adding PD/DD”
- All modifiers are applied from the army list and will not change during the game.
Apart from winds of magic and through the channeling rule, an army may only ever add 2 dice to its power or dispel pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be used in any way (i.e. - they can’t be stored).
If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is removed from the opponent’s pool and then discarded.
Some special items and abilities DECREASE the limit of power or dispel dice you can add to the pool. We refer to those as “count as” items. What this means is that, if your roster includes one “counts as 1 Power Dice (PD)” item, your army can only add 1 power dice (instead of the usual 2 dice) to the pool in each of your own magic phases of the entire game (regardless of whether the item is destroyed or used up).
Please note that you cannot have a combination of items that would decrease the limit of extra power or dispel dice to below zero.
- Power Scroll is banned
- Each Loremaster ability counts as generating 1 PD each magic phase
- Any item that auto-dispels a spell counts as generating 1 DD each magic phase.
- Folding Fortress is not allowed
Army Specific Restrictions:
Beastmen: Beastmen armies have an extra 200 points for their roster (2600 total).
Bretts: No Restrictions
Dark Elves: Hydra is a 0-1 choice. Max. 35 repeater Crossbows in the army. Repeater Bolt Throwers 0-2.Flying units (inc. characters on flying steeds) in the army limited to 0-3. Shades max 20 models per army. Dreadlord on pegasus cannot take Crown of Command.
Dwarves: Each spellbreaker/spelleater rune counts as +1 DD. Grudge Throwers are a 0-2 choice; May generate Max. +4 dispel dice instead of +2
DOC: Max. 28 Models per unit; Flamers are a 0-1 choice. All daemonic gifts are 0-1. Bloodletters and Herald of Khorne are 0-3 total. Daemonic Battle Standard can take either daemonic icon or gifts.
Empire: Steam Tank counts as a war machine; Tank, Rocket battery and Engineers are a 0-1 choice
High Elves: Max. 500 points or 40 models per unit; Vortex Shard counts as +1DD; Book of Hoeth counts as 2PD and 2 DD; Banner of the World Dragon counts as +1 DD
Lizardmen: Salamanders are a 0-1 Choice; Terradons, Chameleon Skinks and Stegadons (any kind) are 0-2 choices; Beclaming Cogitations counts as +2DD; Cupped hands counts as +2PD
Ogres: Ogre Kingdoms armies have an extra 200 points for their roster (2600 total).
O&G: No Restrictions
Skaven: All Skaven rare choices 0-1; Gutter runners are a 0-2 choice; Engineers are a 0-3 choice;
Vampires: Wraiths and Varghulf are 0-1 choices. Wraith unit size - maximum 5 models. Army may have maximum two units (total) of: wraiths, black coach or spirit hosts. Army with grave guard using great weapons may not have Drakenhoff Banner.
TK: Tomb King armies have an extra 200 points for their roster (2600 total).
WE: Wand of Wych Elm counts as +1 DD
Warriors of Chaos: Hellcannon is a 0-1 choice. Infernal Puppet counts as +1 PD and +2DD; Tendrils of Tzeench and Conjoined Homunculus both counts as +1 PD. Favour of the Gods cannot be taken by a Champion of a Chosen of Tzeentch unit
Members of the same team will not be paired together.
Tables - random.
Victory points scored as per the rulebook, with the exceptions that:
- units that are at 25% or less of their original models yield 50% VP's to the opponent (characters, monsters and handlers, war machines and single models are unaffected).
-units that are fleeing at the end of the battle yield 50% VP's to the opponent.
In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%.
0-20 Victory-Points per game
Victory points to Battle points per game:
Some games will NOT be decided using victory points, but will instead use the rules presented in the scenario rules in the rulebook. Those games can have the following results: Win, Loss, or a Draw, and the generalship points awarded for them are as follows:
Game Result Score
1st battle: Battlline
As decribed in the rulebook.
This scenario uses victory points for determining the winner
2nd battle: Dawn attack
As decribed in the rulebook.
This scenario uses victory points for determining the winner
3rd battle: Blood and glory
As decribed in the rulebook.
Special missions count as one additional point.
4th battle: Meeting engagement
As decribed in the rulebook.
This scenario uses victory points for determining the winner
5th battle: Headhunt Battleline
• This game is set up and played exactly as rules for Battleline scenario (page 144)
o This scenario uses victory points for determining the winner
o Additional victory points can be gained (note that these are all EXTRA victory points, in addition to
all those earned in the normal way):
Each enemy hero killed is worth additional 50 victory points
Each enemy monster killed is worth additional 100 victory points
Enemy general is worth additional 100 victory points
• The bonuses are cumulative, so general is worth in total: His point cost + 100 for
general (normal bonus) + 50 (enemy hero killed, scenario bonus) + 100 (scenario
SPECIAL MISSIONS & THE MASTER STRATEGIST AWARD
We will give out a separate award for the player (or players!) who managed to score the highest number of Strategy Points over the weekend and who will be awarded the accolade of the Master Strategist for the event.
Over the course of the event, you will be issued with 6 Special Mission Cards for use during the tournament. These allow you to play as part of a separate challenge to the main competition in order to find the player with the most tactically astute mind at the event. They are also intended to give players something else to
think about in addition to completing the challenges they will face during the scenarios they will play.
You will play one card per round that you will choose. When you decide what it is, make a note of it on your results card but don’t show your opponent.
Each Mission is worth a certain number of Victory Points that must be recorded as part of your results for that round. Please note: you must mark on your results card whether or not you were successful in completing your mission.
They are as follows:
1 Assassination! “Cut away the Head and the body will crumble…” Your mission is to eliminate the enemy general. At the end of the game if the enemy general is either destroyed or fleeing you gain 200 VPs.
2 Wood for the War Effort! “Wood is needed to fuel your campaign, capture those trees.” Your mission is to control more woods on the table than your opponent at the end of the game. To control a wood, at least half of the remaining models in one of your scoring units must be in the wood with no enemy in the same wood. Scoring units have at least 5 models, are not fliers or raised/summoned units. If you complete this mission, you receive 200 VPs.
3 Higher Ground! “An elevated position is needed to establish a forward offensive.” Your mission is to control more hills on the table than your opponent at the end of the game. To control a hill, at least half of the remaining models in one of your scoring units must be on the hill with no enemy on the same hill. Scoring units have at least 5 models, are not fliers or raised/summoned units. If you complete this mission, you receive 400 VPs.
4 Forward Offensive! “Get moving soldiers, we need to break through their lines!” To complete this mission, you must finish the game with three scoring units above half strength in the enemy deployment zone. Scoring units have at least 5 models who are not fliers or raised/summoned units. If you complete this mission, you receive 200 VPs.
5 Surgical Strike! “Concentrate efforts on the General’s Elite, we must eliminate them!” Your mission is to destroy your opponent’s most expensive unit. If at the end of the game, you opponent’s most expensive unit is either fleeing or dead, you receive 200 VPs. If two or more units are the most expensive; you complete the mission if you destroy at least one of them.
6 Crushing Blow! “Destroy the enemy’s morale by destroying his finest warriors!” Your mission is to destroy more of your opponent’s Special and Rare units than he does of yours. Fleeing units also count. If you complete this mission, you receive 200 VPs.
V. Virtual Line of Sight
0: Swarms - models of this size never block line of sight or give cover.
1: Infantry, War Beasts, War Machines
2: Cavalry, Monstrous Infantry/Cavalry/Beasts, Chariots, Unique without the Large Target rule
3: Monsters, all Large Targets
Line of sight is always checked virtually, drawn "base to base". Models see in their front 1/4 zone. Line of Sight is blocked by models that are equal to or larger than both: the model whose line of sight we are checking and its target.
Line of sight and war machines:
Catapults (and similar) can place their template so that the center is over any one unit that is at least partially visible to them.
Cannons can choose any point between themselves and a visible target when firing. Over- or under-guessing to shoot at units the cannon does not have line of sight to is not allowed
Hills are size two for each level (so a 3-step hill is size 6) and block sight / give hard cover just like models of that size. Models standing on hills add the hill size to their own size. Buildings and large rocks always block line of sight completely. Forests do not block line of sight, but soft cover applies to all shots fired through or into (but not out of) forests. Ruins do not block line of sight, but hard cover applies to all shots fired into (but not through/out of) ruins. Units standing behind obstacles gain soft (wood) or hard (stone) cover as per the RB.
Cover from intervening units/terrain
Cover is granted when at least 50% of models in target unit are fully or partially obscurred by other units/terrain from the shooting model. In order for intervening models to grant cover, their size must be at least: one point smaller than both the target unit and the shooting model.
Skirmishers never block LoS, and are seen in accordance with their size on the chart, but provide cover as per the above rules. The gap between skirmishers is treated as part of the unit when determining if skirmishers give cover to something behind them. Skirmishers formed up for combat block Line of Sight like normal units.
VI The matches
Each player will play 5 games in the tournament. The time limit for each game is 2 hours and 30 minutes.
Tournament is played according to the Swiss-type: In the first round, competitors will be matched randomly. After that, competitors will be matched based on their points for Generalship. To match competitors by their Generalship score we will rank them from the highest score to the lowest, VPs difference being the tie-breaker. We will pair the competitors from this ranked list. The two players in first and second place will play each other, the players in third and fourth place will play each other, and so on. However team mates will not be paired to play against eachother. Competitors can never play the same opponent twice nor will they play their teammates. For the first round only, the players from the same club won't be paired against each other.
Each battle will be fought on a 6' by 4' table.
Each table will be a pre-designed battlefield with fixed scenery.
Each player will have to bring the following things (in addition to his army): a copy of his Army Book, all
the necessary dice and templates and a tape measure.
Should a player be late for more than 29 minutes for his game, his opponent will score a Massacre
All official errata and FAQs on actual Army books must be used.
The official languages of the tournament are Serbian and English, so it is imperative that you undestand
Serbian and/or English, otherways you might not be allowed to participate in the tournament.
Instead of 6th game, we will organize a little competition between teams: These competitions are meant to promote friendship and goodwill.
Some of the competitions are:
Walking the plank
VII Army Painting
7.1 PART A: This section is to be filled out by you, the player.
Your Name (Very Important!)
Is every single model in the army painted? (If no, score is 0 – do not proceed any further.) YES NO
Did you paint ALL of the army yourself? (If no, player is ineligible for WOW! mark) YES NO
There will be two painting judges on the tournament. The judges will grade all the armies, and total will be divided by two, for a total of 30 points.
7.2 PART B: This section is to be filled out by the judges - not you!
a) Your army isn't painted - 0 points
b) Your army has 3 colours - 3 points
c) Every part of every miniature in your army is painted with at least 1 non-prime colour - 5 points
a) No details - 0 points
b) At least some attempt is made to make details (either eyes and nails and hoofs of your miniatures (so all of those, as long as you have them), single colour is ok, or you done some level of shading (be it drybrush, highlight, or something else) - 3 points
c) Each of your miniatures have painted eyes, hoof, nails (or whatever of those your miniatures have (or something else of course)), plus you have at least 2 levels of shading on your miniatures (background colour and highlight for example) - 5 points
a) No bases - 0 points
b) You have done at least something on your bases (flock for example) - 3 points
c) You have either done scenic base (with stirodur or greenstuff for example), or you have 2 things on your bases (for example sand and static grass) - 5 points
a) No converting done - 0 points
b) at least 1 of your miniatures is converted - 3 points
c) you eiher have 1 complex conversion (for example: green stuff used, or using parts from multiple models), or at least 30% of your army (round up number of models if it matters) has at least some level of conversion (for example head swaps) - 5 points
a) no movement trays - 0 points
b) you have movement trays - 3 points
c) you have movement trays, and some attempt is done to make them look better, be it painting, or placing static grass on their edges or something else - 5 points
a) no freehand - 0 points
b) Army has at least one freehand (flag,shield…) - 3 points
c) Army has many freehand drawings (flags, shields, tattoos….) - 5 points.
Judge 1 Signature:
Judge 2 Signature:
VIII Sportsmanship and Rules Questions
The primary purpose of this tournament is to get together for the weekend, so that we can play our favorite game and meet other players who share our interests. Finding ‘champion players’ of our games is a byproduct of this, and we’re really much more interested in creating a quality gaming experience for all the people that take part, where they get to play lots of games and meet a whole bunch of new players.
This being said we do understand that sometimes even the friendliest of players can lose their cool, especially if the dice have been going against them all day. The most common causes of friction in a game are questions about the rules of the game. Rules questions arise in most games, both because the huge number of variables involved in the game make it just about impossible for the rules manual to cover every situation that might occur, and because different people interpret the rules in different ways. In order to avoid arguments we recommend that you refer to the appropriate rules manual as soon as a question arises. If the rules do not cover the situation, then roll a dice to decide what happens. In other words, a friendly dice roll should decide any question that cannot be answered by referring to the rules.
Please note that there is absolutely nothing wrong with asking an opponent if they can show you the appropriate rule or set of characteristics so that you can check for yourself that everything is being done correctly. All we require is that you ask nicely and politely, and that you do your best to sort out any problems yourselves.
If you really want a Referee to arbitrate a rules question or help you out with a situation both players genuinely don’t understand, then you are free to call one over, and our Referees may intervene if they see an argument.
Be warned, however, that our Referees are under strict instructions to give players one of two answers to any question they are asked:
1. They will show you the rule in its relevant place in the rulebook (or Chronicles / Annual / WD).
2. To roll a D6 to sort out any rules problems not solved by the above.
Discussion about rules with referees during battles is not allowed and it is considered red card offence.
You should also note that the prime duty of our Referees is to make sure that the majority of players in the tournament get a nice friendly game where winning is secondary to having a good time. Anyone who keeps on spoiling a game with picky rules questions or who consistently bends the rules in their favor will be asked to desist or suffer the consequences.
Referees will have a simple card system to adjudicate this kind of ruling:
YELLOW: A Yellow Card will be shown to the player(s) and their player number and name logged.
This card is a warning.
RED: A Red Card will be shown to the player(s) and their player number and name logged.
Five points per Red Card will be taken from a Red booked player’s Generalship totals.
The decision of the Chief Referee is final, and no discussion will be entered into.
Arguing with the Chief Referee following a decision will be a RED CARD offense.
8.) Sportsmanship points (-5 to 5 pts)
At the end of the tournament every player will nominate one of his opponents as the friendliest one and that player will get one additional point. Also every player may nominate one of his opponents as a bad and unfair player. If someone gets at least 3 bad opponent marks 5 points will be substracted from his overall points.
IX Team competition
In addition to the Tournament we will also grade teams. Participants can apply in teams that consist of 2-4 players. Benefit of teams is that team mates will not be matched to play against eachother. Also, there are prizes meant for best teams.
The prizes are won for the following categories:
First place overall
Second place overall
Third place overall
Players Favorite Army
First Team overall
Second Team overall
Third Team overall
9:00 – 10:00 earliest entry and registration
10:00 – 10:30 Briefing and introduction
10:30 – 13:00 ROUND 1
13:00 – 14:00 Break for lunch
14.00 – 16.30 ROUND 2
16:30 – 17:00 Best Painted Army Voting
17:00 – 19:30 ROUND 3
10:00 – 12:30 ROUND 4
12:00 – 13:00 Lunch break
13:00 – 15:30 ROUND 5
16:00 – 18:30 ROUND 6 (which is not warhammer but team competition)
19:00 - Awards Ceremony
20:00 - End of the Tournament
It is very important that all players who are interested in taking part at the tournament register before 1st April.
Registration could be sent via e-mail: email@example.com ; Post (Vladimir Curcic, Nadezde Petrovic 8, 21000 Novi Sad, Serbia); telephone:+381 216315538 or GSM (sms): +381 69 3176302
Registration must include name of the participant(s), contact e-mail or GSM number.
Please let us know if you are vegetarian or have any special needs.
It is very important that you let us know if you need accommodation otherwise we will assume that you
will take care about it on your own!
A single person can send registrations for his/hers club/team mates (with their consent, of course)!
If you have any questions about the event please send an e-mail to: firstname.lastname@example.org
Last edited by kgkid on Tue Apr 26, 2011 12:40 pm; edited 1 time in total