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Neverland Games EoM 40K Event - Information and Rules

200 Points - Kill Teams (from the Missions book)
5 Rounds (90 minute rounds)


***VERY IMPORTANT***
All players must bring an army list for your opponents to keep in front of them during your games. If you also need one for yourself, bring two! You may collect the army list from your opponent at the end of the game.

All army lists will be verified using the Army Builder software program. If you have Army Builder, please bring your Army Builder Roster file along with your printed lists to speed things up. If you do not have Army Builder or forget your Roster file, we will still need to verify your list! Verification without an Army Builder Roster file will cost $3.00.

Also, we do have to start charging for army list print outs here at Neverland Games. Army Builder printouts will cost $3.00 for two lists (one for you and one for your opponent). The printing fee is waved if you also require us to enter your list for verification.



RULES OF ENGAGEMENT
This event will be using the Kill Team rules from the Battle Missions book, with the following modifications...

SCORING
TBD

DEPLOYMENT
Kill Team does not allow models to be in reserve. What about things that MUST be deployed in reserve?
These units may be used and are deployed via the Kill Team deployment rules, regardless of any specification that they must be in reserve. Chaos Deamons use Deep Strike deployment rules during deployment instead of using Demonic Assault.

FALL BACK
Leadership
Leadership Tests for Fall Back! are always taken using the highest Leadership of any of the player’s surviving models.

Stubborn and Fearless
In Kill Team games once you are reduced to half of your forces, you must take leadership tests to flee the board as described in the Kill Team rules, even if you are Stubborn or Fearless.

Vehicle Leadership
Most vehicles list crew, and crew members are usually a type of model listed in your summary in the back of your codex (i.e. “Space Marine”). Use the value for these models as listed. If there are no crew listed, ask an event organizer what to use.

What happens if my unit is locked in assault with a unit whose Kill Team flees the board?
In this case, all engaged models would get a consolidation move as though they had just won an assault.

EVERY MAN FOR HIMSELF
Because of the “Every Man For Himself” rule, abilities which are confrered to a model’s unit do not work for anyone except the model who has it initially. We have ruled that these powers still work on models that were purchased as a single unit, so long as they are within 3” of the model conferring the bonus. This does NOT confer the bonus to models who were not part of the original unit in question. For example, a Space Marine Apothecary would confer Feel No Pain to the members of the Command Squad he is a part of if they are within 3” of him, but would not confer it to nearby marines from another unit. Note that the ability will not work on independent characters.

All models bought as wargear for other models (Tau drones, Fenrisian Wolves, etc) are considered subject to the Every Man For Himself rule, but must obey all other rules as written in their codex (i.e. if the drone controller-equipped Tau model dies, the drones are destroyed, or if the Space Wolf master of the Fenrisian Wolves dies, they leave the field, etc). This includes maintaining coherency even though the models are still considered their own units.

If you have a unit that requires a special roll performed at the start of the game to determine some aspect of their abilities (such as Chaos Possessed or Imperial Guard Penal Legion), roll for the ability for the unit as a whole and apply the effect to all of the models individually. Conversely, if a unit has a randomized ability that requires them to roll multiple times during gameplay (such as an Ork Loota firing his weapon), roll this for each model separately
as units of one.

SPECIALISTS
You will begin with three Specialists, as usual. A Specialist begins with 1XP.

Any model that survives a battle gains 1 XP.

A unit with 1 or more XP becomes a Specialist. Choose any one Universal Special Rule and apply it to that model.

A unit with 2 or more XP becomes a Veteran. He gains +1 Weapon Skill or Ballistics Skill (player's choice).

A unit with 3 or more XP becomes Hardened. He gains +1 Strength or Toughness (player's choice).

A unit with 4 or more XP becomes a Hero. He gains a 6+ Invulnerable Save (or improves his existing Invulnerable Save by 1).

A unit with 5 or more XP becomes a Legend. He gains +1 Wound and the Feel No Pain special rule. If the unit already has the Feel No Pain special rule, his saving throw increases by 1.

If any model is killed, roll a D6. On a 1, he loses all XP (as he is truly dead and must be replaced with a fresh recruit).

Vehicles may be Veterans, but may not gain any other benefits from XP.

OTHER RULES
Vehicles
No Kill Team may use more than one vehicle. Total armor for any vehicle cannot exceed 32 points.

Grenades
Monstrous creatures may be attacked using grenades as single attacks in assault with D6 AP value.

RACE SPECIFIC RULES

ELDAR:
The gun operators of heavy weapons teams are two separate units per “Every Man For Himself,” but they must remain in coherency with the weapon model in order to fire it. The weapon may still fire even if one of the models has died, so long as at least one of the crew is still alive. Otherwise, use the rules as shown in Codex: Eldar.

GREY KNIGHTS
In the interest of fair play and variety, you may use Henchmen squads as though they were an Elite choice without the requisite Inquisitor.

IMPERIAL GUARD:
For this tournament, we have ruled that you must follow the compulsory choices when picking an Infantry Platoon.

NECRONS:
For this tournament, all models with "Reanimation Protocals" gain the "Everliving" special rule.

ORKS:
You may use boss poles to re-roll leadership when fleeing the board, however, you may only re-roll once per failed leadership test, and each time you re-roll, the model nearest to the boss pole model takes a wound!

Orks on the field during the event are considered to have a leadership equal to the number of orks on the field, up to a maximum of 10. This is applied to all leadership tests except the Kill Team’s test to flee once reduced to below half strength, which is taken as normal.

TAU:
In the spirit of gameplay, we have ruled that Fire Warriors do not need to be taken. Similarly, we have decided that for this event, you can consider the Pathfinder's Devilfish optional.

TYRANIDS:
For the purposes of this tournament, all Tyranids are considered to be under the control of a large Synapse Creature in orbit or underground, dormant. Thus, Tyranid Kill Teams are always be under the effects of Synapse. If you have any actual Synapse Creatures in your Kill Team, you may re-roll your first failed roll to flee.

Spawned (Rippers, Termagants, etc) count toward “half” models for fleeing the board, however if the enemy destroys a Tyranid unit that spawned any models during the course of the battle, that Tyranid Kill Team will suffer an immmediate additional -1 modifier to its rolls to flee.

WITCH HUNTERS:
Consider the Book of St. Lucius to not affect your rolls to flee.

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