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DICEHEAD TOURNAMENT RULES & GUIDELINES

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CLICK ON THE LOGO BELOW FOR THE RULES OF THE GAME SYSTEM YOU NEED!







TEAMS

TEAMS



STANDARD RULES

STANDARD RULES









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Flames of War Tournament Rules

1. All Official Army Lists available are playable.

2. ALL GAMES will be Axis vs. Allies IF Possible.

3. All the Models in the Army DO NOT have to be painted or flocked but should be assembled and should be completed as close to possible to represent what the model is supposed to be. (WYSIWYG)

4. List restrictions - Mid War Monsters will not be allowed in the tournaments unless noted in the specific tournament description.

5. In most events, there is a Best Army award that will encompass paint and theme, so, Histories are encouraged if you want to go for this award, but NOT REQUIRED and will NOT affect your overall score.

6. Army Lists should be emailed to shane@dicehead.com with "FOW List" in the Subject and your Name and phone number in the Body at least 1 week in advance, but the day of is fine if for some reason you cannot.

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Non-Rogue Trader Tournament Rules

The Rules for Rogue Trader Tournaments will be used for our regular Non-RT Tournaments with the following Exceptions:

1. There are NO Sportsmanship, Theme or Painting Scores. But, this is NO EXCUSE for poor Sportsmanship! Anyone acting in an inapropriate manner will be removed from the tournament with no refunds!
2. All the Models in the Army DO NOT have to be painted or flocked but should be assembled and should be completed as close to possible to represent what the model is supposed to be. (WYSIWYG)
3. You may be up to 5 points over the tournaments points allowance

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1. The Warhammer 40,000 5th Edition Rules will be used.

2. You must use the same army list for each game.

3. All models must be painted and based, meaning that all models are required to have at least three colors on them. At the bare minimum, bases must be painted if they are not flocked. If your models are not painted, they may not be used in the Rogue Trader Tournament.

4. All models must be Citadel, Marauder, Fanatic, or Forge World models. Forge World models may only be used to represent entries from Codecies or Army books. Vehicles from the Imperial Armour book are not permitted.

5. Rogue Trader Tournaments are for fun, and poor sportsmanship will not be tolerated. You must conduct yourself in a manner that will not bring the hobby into disrepute. Conduct yourself as you would have your opponents conduct themselves. Profane language and unsportsmanlike conduct will not be tolerated and you will be removed from the tournament if you cannot control your language/actions.

6. You may use Special Characters as long as they meet the specified requirements (e.g., you may not use a Special Character that is restricted to armies over 3,000 points or under 1,500 points if the tournament you are playing is using 1,850 or 2,000-point armies!).

7. The AdeptiCon INAT FAQ 3.2 & Games Workshop FAQ and Army Errata Lists will be used.

8. 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. Tournament points MAY be deducted and award eligibility MAY be forfeited.

9. VERY IMPORTANT!: What You See Is What You Get (WYSIWYG). If you wish to use an item, it must be represented on the figure. Army list choices whose models aren't available must be converted. Remember, if you are in doubt about a conversion you have done, you probably shouldn't use it! We don't want you showing up with something you can't use! Please review your opponents’ models before the game begins and ask questions about any conversions/models that you are unsure of.

10. You must bring all materials needed to play including dice, measuring devices, templates, models, and any rules that you will be using.

11. New Codecies or Army books - When a new Codex or Army book is published, you must use it if it comes out 1 month or more prior to the Rogue Trader Tournament. If the book comes out less than 1 month before the RTT, you can use either the new book or the existing book.

12 . Create an army of no more than the points allowance for the tournament with one Standard Force Organization chart.

13. Specific zone fighting rules will not be in effect - including Jungle fighting and City fighting.

14. Games can end in a draw if both sides meet or fail to meet the stated victory conditions.

15.A total of 3 Games will be played. There will be a 2 hour time limit per round/game.

16. Individual units that may have multiple rules versions will follow the rules presented in that army's codex. Yes, this means a Black Templar Land Raider will function differently than a standard Space Marine Land Raider. Please take the time to review the relevant GW/Adepticon FAQ's for clarifications.

17. Valid Warhammer 40,000 Armies:

Space Marines - Codex: Space Marines. Index Astartes rules will not be used.

Dark Angels - Codex: Dark Angels (Ravenwing and Deathwing armies are permitted)

Blood Angels - White Dwarf/GW Website

Space Wolves - Codex: Space Wolves

Black Templars - Codex: Black Templars

Daemonhunters - Codex: Daemonhunters

Witchhunters - Codex: Witchhunters

Sisters of Battle - Codex: Witchhunters

Imperial Guard - Codex: Imperial Guard

Chaos Space Marines - Codex: Chaos Space Marines

Chaos Daemons - Codex: Chaos Daemons

Eldar - Codex: Eldar

Dark Eldar - Codex: Dark Eldar

Orks - Codex: Orks

Tau - Codex: Tau (Tau Farsight Enclave is permitted)

Tyranids - Codex: Tyranids

Necrons - Codex: Necron

Special characters may be used but must adhere to the rules for that particular character.

 

The BASE Mission Points for W/L/D vary with each tournament.

UPDATED SPORTSMANSHIP SCORING SYSTEM:

Possible Total of 10 Points per Game Played

o Did your opponent show up on time (or early)? 1 Point

o Did your opponent have all the materials they needed to play (dice, templates, army list, rules for their army, rules for the game)? 1 Point

o Did your opponent play their turns in a reasonable amount of time (taking in account time to plan strategy, and includes playing throughout all the phases)? 1 Point

o Did your opponent measure accurately for both model moves and shooting distances? 1 Point

o Did your opponent solve rules disputes by showing you the relevant passages in their rulebook (or, if that could not be found or remained confusing, was amicable about bringing over a Rules Judge)? 1 Point

o Was your opponent's army easy to understand with clear conversions or completely WYSWIG? And did they point out anything not WYSWIG (example: a power fist that is on the model, but not paid for in the points)1 Point

o Do you think your opponent built an army based on the theme of the relevant gaming universe and supplied background for that army (as opposed to a force built purely for winning with little or no regard to that army's established background)? 1 Point

o Was your opponent of good humor and amicable when not concentrating on strategy or planning out moves (this does not mean they put on a one man circus for you, but rather was not angry/grumbling/complaining/obtuse during your game)? 1 Point

o Was your opponent helpful in explaining correct rules, explaining how their army works? 1 Point

o Win or lose, was this person the type of opponent you look forward to playing again? 1 Point

PLEASE NOTE: If any of these topics did not apply to your game (no rules questions, etc., then you should still give your opponent points for that topic!)




UPDATED THEME SCORING SYSTEM:

PLEASE NOTE: These Scores DO NOT affect your overall Tournament Score!
These points are used to help determine the "Best Themed" Award
It is for the players who really work hard to flush out their armies and play an army true to the history and backrounds set in the Universe.

Possible Total of 10 Bonus Theme Points Overall

The Tournament Judges will answer and score these questions and the points will be given in addition to the normal scores given by players each round.

o Does this army set a good example for this army type? (Has the codex been bent and broken to make a power army that gives the army a bad name or has it been put together to represent the army well?) 2 Points

o Does this army have a storyline/codex theme? (An all Wych Dark Eldar Army or an Eldar Craftworld themed army are examples that would score points here.)2 Points

o Does the army have Fluff? (Possible 5 extra points) 1 Point for each of the following:
-- Does the army have a name?
-- Are character models named on the Army List?
-- Are individual units named on the Army List?
-- Has a back story for the army been submitted? (note: a back story must be a story: it must contain a narrative that takes place within the Warhammer/ 40k universe)
-- Do the army’s painting and modeling fit the submitted back story?

o Is this army one of the top 3 themed armies at the event? 1 Point




PAINT SCORING SYSTEM

1. The entire army is completely painted. The model(s) must have a basecoat [no visible primer (usually white or black spray paint) and no bare metal showing] and at least three different colors. The model does not have to be painted to an expert level to score a point here, but the miniature cannot look as though it was primed this morning.

2. In your opinion, there was honest effort put into painting the army. Do you think the contestant has tried, to the best of his ability and skill, to finish this army? If so, score a point here.

3. If you got points for both 1 and 2, score a point here as well. Let's face it, painting an entire army is hard work. We want to reward anyone who has done it!

4. All of the models in the army are based well. If the contestant spent extra time finishing the bases, Score a point here. Do the bases have an appropriate theme (e.g., grass, desert, rocks) and a realistic, detailed appearance?

5. Does the army feature insignia, camouflage schemes, or eye-catching items? We are talking about cohesive color schemes, camouflage patterns, or armywide details that make the whole force seem cooler. Did the painter put some extra time to pick out or add cool basic details on the army? For instance, a basecoated Ultramarines army with all the matching "U" insignia on their shoulder pads would fit this category.

6. Do the character models and centerpieces standout? Every army has an HQ Commander, Lord, Champions, Sergeants, large vehicles or monsters. Was extra time spent painting these important models in the army? Did the models get the attention they deserved? If so, Score a point here.

7. Extra time and effort are evident in the details. Score a point here if the model has small details that enhance the overall look of the model without detracting from its general aesthetics. Such details might include conversions, extra details on bases (e.g., skulls and battlefield debris), or expertly painted eyes,tattoos, etc.

8. Does the army look like an army? Does the force look coherent? Do the various units/regiments have colors, markings, insignia, etc that tie them together? Do the bases of the models match each other, is there a definite theme that you can pick out? If so, Score a point here.

9. The army is painted to an above-average standard. Score a point here if the painting looks "crisp," all features can be seen easily, and highlights and shading are apparent and neat. In short, the model should look like something you would see (or would want to see) pictured in a magazine.

10. This army is one of the top three. Score a point here if you would choose this army as one of the top three armies. Only three players will get this point.


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1. The Warhammer Fantasy 8th Edition Rules will be used.

2. You must use the same army list for each game.

3. All models must be painted and based, meaning that all models are required to have at least three colors on them. At the bare minimum, bases must be painted if they are not flocked. If your models are not painted, they may not be used in the Rogue Trader Tournament.

4. All models must be Citadel, Marauder, Fanatic, or Forge World models. Forge World models may only be used to represent entries from Codecies or Army books. Vehicles from the Imperial Armour book are not permitted.

5. Rogue Trader Tournaments are for fun, and poor sportsmanship will not be tolerated. You must conduct yourself in a manner that will not bring the hobby into disrepute. Conduct yourself as you would have your opponents conduct themselves. Profane language and unsportsmanlike conduct will not be tolerated and you will be removed from the tournament if you cannot control your language/actions.

6. You may use Special Characters as long as they meet the specified requirements (e.g., you may not use a Special Character that is restricted to armies over 3,000 points or under 1,500 points if the tournament you are playing is using 1,850 or 2,000-point armies!).

7. The AdeptiCon INAT FAQ 3.2 & Games Workshop FAQ and Army Errata Lists will be used.

8. 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. Tournament points MAY be deducted and award eligibility MAY be forfeited.

9. VERY IMPORTANT!: What You See Is What You Get (WYSIWYG). If you wish to use an item, it must be represented on the figure. Army list choices whose models aren't available must be converted. Remember, if you are in doubt about a conversion you have done, you probably shouldn't use it! We don't want you showing up with something you can't use! Please review your opponents’ models before the game begins and ask questions about any conversions/models that you are unsure of.

10. You must bring all materials needed to play including dice, measuring devices, templates, models, and any rules that you will be using.

11. New Codecies or Army books - When a new Codex or Army book is published, you must use it if it comes out 1 month or more prior to the Rogue Trader Tournament. If the book comes out less than 1 month before the RTT, you can use either the new book or the existing book.

12 . Create an army of no more than the points allowance for the tournament with one Standard Army Organization chart.

13. Games can end in a draw if both sides meet or fail to meet the stated victory conditions.

14.A total of 3 Games will be played. There will be a 2 hour time limit per round/game.

15. Valid Warhammer Fantasy Armies:

Bretonnia: Army Book
Chaos: Beasts of
Chaos: Warriors of
Chaos: Daemons of
Chaos Dwarfs PDF
Dark Elves: Army Book
Dwarfs: Army Book
Empire: Army Book
High Elves: Army Book
Lizardmen: Army Book
Ogre Kingdoms: Army Book
Orcs and Goblins: Army Book
Skaven: Army Book
Tomb Kings: Army Book
Vampire Counts: Army Book
Wood Elves: Army Book
Dogs of War Armies are not allowed

Special characters may be used but must adhere to the rules for that particular character.

The BASE Scenario Points for W/L/D are as follow:

Win = 15 points
Draw = 9 points
Loss = 5 points

In addition to these base points, the scenarios will have other objectives that will affect the total Scenario Points.
For a Possible of 3-18 Total Mission Points per round

UPDATED SPORTSMANSHIP SCORING SYSTEM:

Possible Total of 10 Points per Game Played

o Did your opponent show up on time (or early)? 1 Point

o Did your opponent have all the materials they needed to play (dice, templates, army list, rules for their army, rules for the game)? 1 Point

o Did your opponent play their turns in a reasonable amount of time (taking in account time to plan strategy, and includes playing throughout all the phases)? 1 Point

o Did your opponent measure accurately for both model moves and shooting distances? 1 Point

o Did your opponent solve rules disputes by showing you the relevant passages in their rulebook (or, if that could not be found or remained confusing, was amicable about bringing over a Rules Judge)? 1 Point

o Was your opponent's army easy to understand with clear conversions or completely WYSWIG? And did they point out anything not WYSWIG (example: a power fist that is on the model, but not paid for in the points)1 Point

o Do you think your opponent built an army based on the theme of the relevant gaming universe and supplied background for that army (as opposed to a force built purely for winning with little or no regard to that army's established background)? 1 Point

o Was your opponent of good humor and amicable when not concentrating on strategy or planning out moves (this does not mean they put on a one man circus for you, but rather was not angry/grumbling/complaining/obtuse during your game)? 1 Point

o Was your opponent helpful in explaining correct rules, explaining how their army works? 1 Point

o Win or lose, was this person the type of opponent you look forward to playing again? 1 Point

PLEASE NOTE: If any of these topics did not apply to your game (no rules questions, etc., then you should still give your opponent points for that topic!)




UPDATED THEME SCORING SYSTEM:

PLEASE NOTE: These Scores DO NOT affect your overall Tournament Score!
These points are used to help determine the "Best Themed" Award
It is for the players who really work hard to flush out their armies and play an army true to the history and backrounds set in the Universe.

Possible Total of 10 Bonus Theme Points Overall

The Tournament Judges will answer and score these questions and the points will be given in addition to the normal scores given by players each round.

o Does this army set a good example for this army type? (Has the codex been bent and broken to make a power army that gives the army a bad name or has it been put together to represent the army well?) 2 Points

o Does this army have a storyline/codex theme? (An all Wych Dark Eldar Army or an Eldar Craftworld themed army are examples that would score points here.)2 Points

o Does the army have Fluff? (Possible 5 extra points) 1 Point for each of the following:
-- Does the army have a name?
-- Are character models named on the Army List?
-- Are individual units named on the Army List?
-- Has a back story for the army been submitted? (note: a back story must be a story: it must contain a narrative that takes place within the Warhammer universe)
-- Do the army’s painting and modeling fit the submitted back story?

o Is this army one of the top 3 themed armies at the event? 1 Point




PAINT SCORING SYSTEM

1. The entire army is completely painted. The model(s) must have a basecoat [no visible primer (usually white or black spray paint) and no bare metal showing] and at least three different colors. The model does not have to be painted to an expert level to score a point here, but the miniature cannot look as though it was primed this morning.

2. In your opinion, there was honest effort put into painting the army. Do you think the contestant has tried, to the best of his ability and skill, to finish this army? If so, score a point here.

3. If you got points for both 1 and 2, score a point here as well. Let's face it, painting an entire army is hard work. We want to reward anyone who has done it!

4. All of the models in the army are based well. If the contestant spent extra time finishing the bases, Score a point here. Do the bases have an appropriate theme (e.g., grass, desert, rocks) and a realistic, detailed appearance?

5. Does the army feature insignia, camouflage schemes, or eye-catching items? We are talking about cohesive color schemes, camouflage patterns, or armywide details that make the whole force seem cooler. Did the painter put some extra time to pick out or add cool basic details on the army? For instance, a basecoated Ultramarines army with all the matching "U" insignia on their shoulder pads would fit this category.

6. Do the character models and centerpieces standout? Every army has an HQ Commander, Lord, Champions, Sergeants, large vehicles or monsters. Was extra time spent painting these important models in the army? Did the models get the attention they deserved? If so, Score a point here.

7. Extra time and effort are evident in the details. Score a point here if the model has small details that enhance the overall look of the model without detracting from its general aesthetics. Such details might include conversions, extra details on bases (e.g., skulls and battlefield debris), or expertly painted eyes,tattoos, etc.

8. Does the army look like an army? Does the force look coherent? Do the various units/regiments have colors, markings, insignia, etc that tie them together? Do the bases of the models match each other, is there a definite theme that you can pick out? If so, Score a point here.

9. The army is painted to an above-average standard. Score a point here if the painting looks "crisp," all features can be seen easily, and highlights and shading are apparent and neat. In short, the model should look like something you would see (or would want to see) pictured in a magazine.

10. This army is one of the top three. Score a point here if you would choose this army as one of the top three armies. Only three players will get this point.


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40K TEAM TOURNAMENT GUIDELINES

UPDATED NEW RULES JANUARY 2010

· The Painting, Sportsmanship & Theme Points Rules posted under the "Rogue Trader" Section will be used in any Rogue Trader Events.

· All 40K Team Tournament army lists must follow the 40K Team Tournament rules posted below.

· Individual units that may have multiple rules versions will follow the rules presented in that army's codex. Yes, this means a Black Templar Land Raider will function differently than a standard Space Marine Land Raider. Please take the time to review the relevant GW/Adepticon FAQ's for clarifications.

· The 'What You See Is What You Get' (WYSIWYG) rule is in effect. That means all units must be easily identifiable as the particular codex/army book choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).

· Each Team Member must bring all materials needed to play a game and report the results, including dice, measuring devices, templates, and a writing implement.

· Each 2-Player Team must have a Warhammer 40,000 rulebook and the codex (or codices)used for the team during each game.

· In order to keep the event on schedule, all players must drop the dice and stop playing when time is called for a round. Because of this, please be aware of the time left in the round and do not start a game turn you cannot finish.

· If illegal units or rules violations are found in a Team Member's list, at a minimum, the model(s) in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited.

· Tournament rulings are final and arguments or poor conduct by players will not be tolerated. We reserve the right to remove players from the tournament or the event location itself with no refunds allowed.



A Team Member's HQ and one Troops choice must come from the same "parent" codex.

Note: Inquisitorial allies can be used for other slots by following the "Using Witch Hunters as Allies" and "Using Daemonhunters as Allies" rules.


The Team Tournament Force Organization chart is as follows:

This chart applies to EACH Team member/1000 point army list.

· Min/Max 1 HQ
· 0-1 Elites
· Min 1-3 Troops
· 0-1 Fast
· 0-1 Heavy

Any Member of the Team (in any combination) may take 1 additional Elite, Fast or Heavy choice for their team, thus bringing their TEAM Total to a maximum of 3 Elite, Fast or Heavy choices

This Force Organization overrides any codex requirements such as the Space Wolf Codex.

The following units from various Codices may ignore any unit prerequisites in their codex, but they DO take up the following Force Organization slots within the 40K Team Tournament:

· Dark Angel and Blood Angel Techmarines count as Elites (normal prerequisites still apply)

· Dark Angel Command Squads count as HQ

· Blood Angels Honour Guards count as HQ

· A Chaos Greater Daemon counts as HQ

· Chaos Lesser Daemons count as Troops

· Chaos Spawn count as Fast Attack

· Space Marine Honour Guard count as HQ

· Space Marine Command Squads count as HQ

· Space Marine Servitors count as Elites

· The Emperor's Champion counts as HQ (see Clarifications below)

Each Team Member's Army Represents an INDEPENDENT, SINGLE 1000 Point Force and may not mix with or have any affect on the other Team Member's Army. These circumstances include but are not limited to:

Special Characters affect units only in their 1000 point army.

An Orc Waaagh affects that player's 1000 point army only.

Psykers or other abilities that a model can affect a unit or other model with, may only affect models from that player's 1000 point army list. (e.g. An Eldar Farseer cannot fortune/doom/etc. a unit in any army list other than his own 1000 point army list).

Transports may not be shared.


SPECIAL CHARACTERS:

A Team may include only 1 of any named Special Character or unit upgrade that becomes a Special Character. (e.g. A Space Wolf Army allied with another Space Wolf Army may not both include Njal).


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WARHAMMER FANTASY TEAM GUIDELINES

The Painting, Sportsmanship & Theme Points Rules posted under the "Rogue Trader" Section will be used in any Rogue Trader Events.

· The AdeptiCon INAT FAQ 3.2 will be used.

· All Fantasy Team Tournament army lists must follow the Fantasy Team Tournament rules posted below.

· The 'What You See Is What You Get' (WYSIWYG) rule is in effect. That means all units must be easily identifiable as the particular codex/army book choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).

· Each Team Member must bring all materials needed to play a game and report the results, including dice, measuring devices, templates, and a writing implement.

· Each 2-Player Team must have a Warhammer Fantasy rulebook and the Army Book(s) used for the team during each game.

· In order to keep the event on schedule, all players must drop the dice and stop playing when time is called for a round. Because of this, please be aware of the time left in the round and do not start a game turn you cannot finish.

· If illegal units or rules violations are found in a Team Member's list, at a minimum, the models) in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited.

· Tournament rulings are final and arguments or poor conduct by players will not be tolerated. We reserve the right to remove players from the tournament or the event location itself with no refunds allowed.



· Army Selection

Valid armies are:

o Bretonnia: Army Book
o Chaos: Beasts of
o Chaos: Warriors of
o Chaos: Daemons of
o Chaos Dwarfs PDF
o Dark Elves: Army Book
o Dwarfs: Army Book
o Empire: Army Book
o High Elves: Army Book
o Lizardmen: Army Book
o Ogre Kingdoms: Army Book
o Orcs and Goblins: Army Book
o Skaven: Army Book
o Tomb Kings: Army Book
o Vampire Counts: Army Book
o Wood Elves: Army Book

· Special Characters/Named Characters are NOT allowed.

TEAMS

· Teams: As this is a Team Tournament, players are encouraged to use contingents from two different army books/races.

· Each list shall use the following organization chart:

o 1-2 Heroes
o 2+ Core
o 0-2 Special
o 0-1 Rare

· Each team is allowed to upgrade one Hero-level Character to a Lord-level Character per 2000 point army.
· Each army is allowed one model to be upgraded to the army battle standard bearer. However, no army is required to take one. Bretonnians do not receive their extra paladin for this purpose.
· High Elves may change one Core Slot into either a Rare or Special.
· Special Characters and 'Named Characters' are not allowed, period. Should a force wish to use any list with a mandatory Special Character, your pre-approval response will contain the 'stock' character replacement value.
· Characters that take multiple character slots still must use the required multiple slots. For example, Vampire Lords still take a Lord and Hero slot. If a character uses more slots than are available in the modified organization chart, they cannot be taken. You are not allowed to use slots from your teammate's organization chart.
· No duplicates of magic items or Runic items are allowed except for dispel scrolls (Runes) and power stones.
· Three games will be played.
· Each Contingent must provide an army list to their opponents with the stats of their army. Magic Items do not need to be named, but a line should appear denoting the cost of items. Hidden models (Assassins, Fanatics, etc…) should be listed separate of the unit they are contained in.
· Magic Generation: Each 1000 point side generates its own power and dispel dice to be used by its own mages. If a side has no mages, it can only use the Common Pool. The Common Pool dice (2) must be divided at the beginning of the magic phase, and cannot be switched mid-phase.
· Magic Effects: Beneficial spells may be cast on your friendly contingents. Special Racial effects or Race Spell Effects (Cauldron of Blood, Screaming Bell, etc…) affect both friendly and enemy models that are applicable. The list of 'Beneficial Spells' is available in the FAQ.
· Army Specific Rules: "Armies" that generate special effects only generate half of those effects, rounding up for each 1000 point portion of the alliance.

Example:
o A team of Dwarves and Empire would only generate 3 basic dispel dice for the team, rather than 4 as a "standard" dwarf army would.
o A Dwarf-Dwarf team would generate 4
· Units or characters that create their own "ability" are not affected by this.
· Each army must have its own general and will gain regular bonuses and detriments from its own general and battle standard bearer, and not the teammate's general or battle standard bearer.

Examples:
o A unit of Skaven slaves could not use a Chaos Lord's leadership plus the unit's rank bonus for LD tests.
o An Undead army will only start to crumble with the removal of that army's specific general.
· Characters in each army cannot join units of the teammate's army.
· Fleeing/Destroyed Allied units may panic friendly units.
· The rulings of the current GW 7th Edition Fantasy FAQ will be used. Other Tournament-Specific Rulings are available in the Adepticon Fantasy FAQ.
· The Fantasy Team Tournament will use the 'Sliding' Methodology from The GW FAQ, Pg 6-8. If both players would prefer the 'Clipping' methodology, both Teams must agree to use this method before starting the game.

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WARMACHINE & HORDES STEAMROLLER 4.0 RULES & GUIDELINES

Steamroller 4 Steamroller is Privateer Press' official tournament format. Players face off in a series of matches and pit their skills against increasingly challenging opponents to determine who will emerge victorious over all the rest. Ideal for groups of 8 to 32 players, Steamroller promotes fast and furious play and the ability to adapt to a variety of scenarios. While painted models are certainly not a requirement, a Steamroller event is a great place to display your prowess with the paintbrush.

Player Responsibilities

Players participating in a Steamroller event must bring all their own models, stat cards, dice, measuring devices, tokens, wreck markers, and templates that they require for play. The Tournament Organizer (TO) must approve any printed media used to track damage. Players must also bring at least two printed or legibly handwritten copies of all their army lists including point costs and an army/horde point total. They must register one copy of these lists with the TO prior to the start of the tournament. The player's opponent may view the other copies upon request. Players should check with the TO before the event begins on any rules questions they think may arise based on their army.

Sportsmanship

The objective of tournament play is for everyone to have a good time. Players must cooperate with their opponent to resolve effects. Refusing to do so is explicitly unsportsmanlike. Players must remain courteous and patient with their opponents and the TO. The TO always has the final word on rules questions or debates. Players must accept all rulings made by the TO whether or not they agree.

Disputes

We assume that all players are good sports that understand fair play. If a dispute arises, call a TO for assistance. Players will remain mature, polite, and fair to their opponents. Failure to do so will result in immediate disqualification. A TO may eject a player for any incident deemed unsporting. This includes, but is not limited to, offensive or abusive conduct, bullying, cheating, constant rule arguments, stalling, and other immature actions. If stalling is suspected, the TO should be called to monitor play.

Painting, Modeling, Proxies, and Conversions

Privateer Press encourages players to have a fully painted force on the table. Games with painted armies are more interesting to watch and generally enhance the experience for all. Although not required, players should take this chance to show off all aspects of the hobby. Proxies (substitute models) are not allowed under any circumstances, nor can a player enter a tournament with a model that has not been released to the general public. All models must be WARMACHINE or HORDES models appropriate to the tournament venue. Conversions (modifications to Privateer Press models) are acceptable as long as they are clearly based on WARMACHINE or HORDES models. Conversions must represent the model from which they are most obviously drawn. For example, a heavily converted Haley model is not a substitute for Sorscha. Weapon changes are acceptable provided they represent the same type of weapon replaced. For example, trading a sword for a sword is legal. However, mixing and matching warjack weapons is not allowed.

A TO may make exceptions and approve any reasonable conversion.

To avoid confusion and conflict, players must have an unaltered version of the model available in case a TO asks to remove a questionable model from play. The TO makes the final call on any particular model.

Steamroller Rules

Players participate in a timed format in which all players play in every round. The format aims to pair up players of equivalent skill levels to maintain a good level of competitive play while also including every player every round. The number of players participating in the tournament determines the maximum number of matches played. The chart below breaks down the number of rounds relative to number of players per event. The event will run until there is a clear winner, which usually means when there is only 1 undefeated player at the beginning of a round. Once a clear winner emerges, the event ends without additional matches.

Players Matches 8 or less 3 9 -16 4 17 - 32 5

Tournament Points & Standing

Each match, players score Tournament Points based on their performance. Tournament Points determine a player's standing. The player with the most wins will have the most points. This allows the TO to pair off players of equal standing easily. The player with the most Tournament Points after the final match wins the tournament. A player gains 1 Tournament Point for a win and 0 for a loss or draw.

Determining the Winners

The top two players pair up during the final round of the tournament to determine the overall winner.

Strength of Schedule System

In the case of two players with the same score, determine which one ranks higher by adding the tournament score of all of the opponents they faced. For example, after four rounds Jason and Rob have tied for second place. To determine who gets to face Matt in the final round, the TO adds all of Jason's opponents' tournament points for the previous four rounds together and compares the total to the combined score of all of Rob's opponents. The player with the stronger schedule faced higher-scoring opponents and retains the higher rank.

Byes & Odd Number of Players

Matches require two players. In case of an odd number of players, one player will receive a bye. A player receiving a bye sits out the match and receives 1 Tournament Points for the round. If a tournament begins with an odd number of players, the TO randomly determines which player receives the bye. After the first round, the TO randomly determines which player receives the bye from the players with the lowest Tournament Point totals. The TO must ensure that the same player does not receive a bye more than once per event if possible.

The Clock

In a Steamroller event, matches and the turns that make up each match have predetermined time limits depending on the point scale of the event.

Match Length

Each match has a variable length. Before each match begins, the TO rolls a d6 and multiplies the result by 2 to determine the Variable. He then adds the Variable to the Base Match Length (see table below) to determine the Match Length. The TO will not announce the result of this roll or reveal to players the amount of time remaining in a match.

The point size of the event determines the Base Match Length for each match. (See table below.)

Turn Length

Steamroller uses timed turns to ensure a fair play environment. Players have a fixed amount of time to play each turn based on the point size of the event (see table below). When the time for a turn expires, the player whose turn it is finishes the activation of whatever model he is activating, and then ends his turn.

Stopping the Clock

When a player moves a model or makes an attack during the other player's turn, the player whose turn it is has the option of stopping the clock while the move or attack resolves.

Dice Down

After the time limit for the match has expired, the TO calls "dice down". When dice down is called the active player finishes any action already in motion (for example a dice roll or moving a unit), and then the game ends. If a game goes to dice down, check the scenario for how to determine the winner.

Clock Extensions

Once per game, each player may extend his turn length. A player can extend his turn length by declaring he is doing so after the time allotted for his turn runs out. At this time, the active player's opponent resets the clock for five minutes, and the active player continues his turn. Remember that this extension is only for a player's turn length and cannot extend a turn past the match length.

Events Point Size Base Match Length (in minutes) Variable Turn length (in minutes) 500 85 D6 X 2 10 750 105 D6 X 2 12 1,000 180 D6 X 2 20 1,500 200 D6 X 2 25 When estimating the overall length of a tournament, a TO should add 20 to 30 minutes to each round for time to do pairings, get people to their new tables, and get the next round started.

Army and Horde Composition

Army and horde point totals cannot exceed the point size chosen for the game and cannot fall more than 50 points under the point size chosen for the event.

Alternate Lists

Players may bring a second army or horde list for use at the event. Mercenary players may use different contracts for their primary and alternate lists. Faction players may likewise use any or no Special Forces for their lists. This alternate list is subject to the same point constraints as the primary list and must be from the same faction. Players must prepare the alternate list before the event and register it with the TO at the same time as the primary list. Players choose one of their two lists before the start of each match, after pairings, scenarios, and maps have been announced (see below). Before deploying any models, players place their selected army lists face down on the table. Players may not change their lists after making this selection. Both players reveal their lists and set up continues normally. Players may ask to see their opponent's two lists at anytime, including before final list selection before the start of the game and during play. A player must take care not to disrupt the flow of the game while doing this.

Scenarios, Maps, and Common Victory Conditions

Steamroller includes scenarios and terrain maps. Steamroller matches are played on 4' x 4' surfaces with terrain set according to a pre-designed terrain map. Each round of the tournament, all players play the same scenario determined by the TO. The TO keeps scenarios and maps secret until the start of the event and may keep them secret until the beginning of each new round of matches. Scenarios and maps may be played in any order and may be repeated or not played at the TO's discretion. Not every scenario or map will be used in every tournament. Once the TO declares the scenario, he reads the rules for the scenario aloud. The TO should then plan on taking a few minutes to answer player questions concerning the scenario and terrain. Players should make sure that they understand the scenario at this time. Players playing with two army lists should wait to choose a list until after the announcement of pairings and scenarios. At the start of the game, players roll to determine who sets up first. The player who wins the roll has the option of setting up first or having his opponent set up first. The player who sets up first takes the first turn. Every scenario in Steamroller has this victory condition: 'Caster Kill: When only one player has one or more warcasters/warlocks in play that player wins the game.

Tie Breakers

All scenarios have this tie breaker in common: "If time runs out, the player who has the most warcasters/warlocks still in play wins. If both players have the same number of warcasters/warlocks still in play, then the scenario will tell you how to determine the winner." Many scenarios have a tie breaker that refers to "VPs in an area". When counting VPs in an area you add up all the VPs on all the models completely in the area, ignoring wrecked or inert warjacks, wild warbeasts, fleeing models/units, and warrior models that do not have a CMD greater than 1. For a unit to count all models in the unit still in play must be completely in the appropriate area. Reduce the VP value of a unit by 1 if the unit has less than 50% of its original model count.

Reading the Map

Each map represents a 4' x 4' table arrangement illustrating where to place the terrain. TOs and players must understand that each venue has its own terrain assortment, and that the maps provide a general outline for types of terrain features to use, their rough size, and where to place them on the table. For example, a map may call for a 12" Hill, Shallow Water, or a Forest terrain feature to be placed in the center of the table.