Le réglement de l'édition 2007:
1. Armies for 1850 pts., Standard Force Organization Chart.
2. Allowed Armies:
- Codex: Chaos Space Marines (without Minor Psychic Powers)
- Codex: Daemonhunters
- Codex: Dark Eldar
- DE: Wych Cult
- Codex: Eldar
- Codex: Imperial Guard
- Codex: Necrons
- Codex: Orks
- Feral Orks
- Orks: Kult of Speed (C:Armaggeddon)
- Codex: Space Marines
- Blood Angels: White Dwarf
- Codex: Dark Angels
- Codex: Black Templars
- Codex: Space Wolves
- Codex: Tau Empire
- Codex: Tyranids
- Codex: Witch Hunters
- Codex: Eye of Terror (Chaos: LatD, SM: 13 co.)
- Kroot Mercenaries
3. Imperial Armour is not allowed
4. Official language of the tournament is english
5. Special Characters are not allowed.
6. 8 member Teams
7. Armies restrictions in teams:
• 0-1 Eldar
• 0-1 Tyranids
• 0-1 Necrons
• 0-1 Orks
• 0-2 Space Marines (but no more than 1 from each SM Codex - so only one Blood Angels, one Dark Angels, one Traits etc)
• 0-2 Chaos (but max 1 undivided ,and no more than one of each Legion. Alos lost and the Damned count as Chaos and is 0-1)
• 0-2 Imperial Guard, Inquisition (but 0-1 of each)
• 0-1 Tau
• 0-1 Dark Eldar
8. Each player must have all codices and rules they're using, army roster, dices, measure tape, templates
9. All official FAQ and Euro Rules Clarifications are in use.
10. Battles have 6 turns or 2,5h and take place on 72"x48" tables.
11. Armies have to be fully painted and be WYSIWYG
12. Referees can give penalty points for cheating etc (hope it won't be needed )
13.Points:
Each player game points
VP difference Points
0 - 180 10 - 10
181 - 360 11 - 9
361 - 540 12 - 8
541 – 720 13 - 7
721 – 900 14 - 6
901 – 1080 15 - 5
1081 - 1260 16 - 4
1261 – 1440 17 - 3
1441 – 1620 18 - 2
1621 – 1800 19 - 1
1801+ 20 - 0
Match Points (Team result consist of all their players results.)
160-0 - 96-74 - Win 3 points
85-75 - 75-85 - Draw 1 point
74-96 - 0-180 - Lost 0 points
14. Captains will have 10 minutes before each match to decide who will play with which opponnent. They will meet alone without help of rest the of the team.
Teams will be matched by swiss system .
Players during match will be matched by Captains in that way :
- captains roll D6
- loser team (captain) choose one of his players
- winner team choose opponent for him
- loser team choose table
- winner team (captain) choose one of his players
- loser team choose opponent for him
- winner team choose table
etc.
15. We are playing 6 battles
16. Missions
Patrol Reserves, Random Game Lenght (start after 6 turn), Loot counters (3 objectives) , Deep Strike
Cleanse infiltration, Deep Strike, Night Fight (1st turn)
Secure&control Deep Strike, Infiltration
Take&Hold Concelament, Random Game Lenght ( start after 6 turn), preliminary bombardment
Night Fight Night Fight , Deep Strike , Deployment - 6" from the centre of the table, 24" from opponent.
Recon Infiltration, Concealment,
17. Army lists which will be printed after 15 july won't be used
Les clarifs :
1. Units which can fly/jump over enemy units (Skimmers, Jump/Jet Pack Infantry, Jet Bikes etc.) may enter the board from Reserves through a board edge blocked by enemy units (e.g. DE Raiders can fly onto the board through a portal surrounded by enemy units).
2. Models riding Bikes receive +1A for two CCW, unless their Codex specifies otherwise (e.g. Codex: CSM).
3. An immobilized Rhino fixes itself in the Shooting Phase for the rest of the game.
4. If unit shot at enemy Unit A before assault, it can charge units A and B only if the first aim of assault will be unit A and it will still have coherency.
5. Deep Strike is declared before the unit's deployment.
6. SearchlightBlack Sun Filter cannot be used against units hidden using the Concealment rule.
7. It is possible to use a single Psychic Power per Turn, apart for exceptions described in Codices (e.g. Thrall
Wizards).
8. Units which were impeded from entering play from Reserves (blocked table edges, killed Icons, etc.) by the end of the game, are counted as Destroyed.
9. Vehicles are treated as size 3 only to check if they are seen over the area terrain.***
10. Multiple combat – D6” consolidation is only after all enemies are destroyed
11. Psychic Hood can be used only when a model using it is on the table
12. Vehicle's starting position is the position before any pivots or turns. This prevents vehicles from gaining extra movement distance due to making a turn at the start of their move.
13. Units being aboard transport vehicles still count as scoring units claiming objectives or table quarters.
14. All deep striking vehicles are treated as being moved over 12" unless specified otherwise
15. Inv Save is not an Armour Save, so the rules for mixed armour are used only in reference with armour saves. Hits are being allocated on specific models only basing on armour save completely ignoring invulnerable saves (even if weapon allows no armor save).
16. Vehicle weapons line of sight and range are measured from their mount.
17.Pile in moves at the end of the assault phase also apply to units who have just been locked in combat by consolidating units. This is to balance the fact that units locked in this manner cannot move in their following movement phase. Piling in follows the same procedure as charging in (page 37), meaning that models have to contact enemy models wherever possible.
18.An independent character attached to a unit (or bought together with a hq unit)regains his independent character status immediately when the said unit is obliterated. In such situations independent characters do not have to take leadership tests except in assault (where he does not count as being under half strength).
19.In order to avoid confusion, it must be announced if an Independent character joins a unit or not whenever Independent character moves within 2’ of a friendly unit.
20.Fleeting in the shooting phase after a deepstrike in the same turn is not allowed.
21.Items such as teleport homers, resurrection orbs or chaos icons have to be present on the table at the beginning of the turn in order to be used. As such, only items present on the table at the end of the preceding turn can be used at the beginning of a turn.
22.Jump infantry and jetbikes can fly over models from both sides (including skimmers), provided they don’t finish their movement less than 1’ from an enemy model.
23.Allied models are treated as impassible terrain. Beware of the activation order of your units in order to avoid trapping your own models and deep striking your units too close from your own models.
Space Marines:
1. Castellan mines special rules overrides rule of orndance barrage so not 2d6 rolls for penetration and pinning tests
2. The "Be Swift As A Wind" Trait includes Scout Bikes and Attack Bikes.
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5. It is not possible to buy Terminator Honors for single Space Marines in a Command Squad. You must buy them for everybody.
6. Familiar is treated as „living wargear” so it makes unit with Librarian but still can join to other units
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9. (Space Wolves) Runic staff cost 25 pkt.
Inquisition:
1. The Callidus Assassin can move an enemy model closer than the the "push off" distance, as long as that model remains in its Deployment Zone.
2. (Daemonhunters) In order to use Daemonhosts as allies you must take an Ordo Malleus Inquisitor.
3. Calliduss cannot jump over the enemy unit not involved in close combat with her
Eldar:
1. Veil of Tears have no effect on character with Null Rod
2. Autarch on jetbike can't use Fleet of Foot
3. When fighting with models suffering from Wraithsight you still need to roll dices to determine how many rending attacks are successful
Dark eldars:
1. The Dark Eldar Webway Portal can only be activated by a model which in this turn had neither moved nor fired.
2. Succubis with Goblet of Spite and his unit Does not hit vehicles without WS on 3+
Imperial guard:
1. The Imperial Guard cannot have one part of a Platoon with Infiltrate, and the other part with Deep Strike. If an army is using the Drop Troops doctrine, then the entire slot (e.g. Infantry Platoon, Sentinel Squadron, Command Platoon, Veteran Squad) must Deep Strike at the same time, it is not possible to divide a slot so that some Squads of a Platoon Deep Strike, and some do not.
Chaos Space Marines:
1. It is possible to Summon Daemons to an Icon which is surrounded, but if the daemons cannot be deployed more than 1" from an enemy model they are destroyed.
2. A model using a Berserker Glaive cannot use any Special Movement modes (Daemonic Speed, Daemonic Flight).
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6. Independent character with Mark of chaos does not hale free Icon but must take Personal Icon from wargear section
7. (LatD) Greater Deamons or deamons may be summoned from either LatD or allied Chaos icons/hosts.
8. Independent Character with Mark of Chaos cannot get a free unit Icon. Personal Icon must be used.
Tyranids:
1. (+1WS and +1I ) Tyranids creatures can take Adrenal Glands twice to have +1WS and +1I
2. Genestealers which are not in Synapse Creature's range and forced to fall back, will flee towards nearest own table edge rather than to nearest synapse creature.
Tau
1.Tau suits or jetbikes allowed a move during the assault phase are not considered to be doing so on their feet. As such those units will have to take a dangerous terrain test when finishing their assault movement in terrain. However, tau suits can choose to charge an enemy unit on their feet, thus avoiding the dangerous terrain test.
Les scenars:
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