Descripción: A fan-made army book for Fimir for use in Warhammer. Note: this book is outdated and no longer supported.
Descripción: Provides step-by-step instructions on how to make various Warhammer 40k terrain pieces for your miniature war gaming hobby. Basic materials, modeling flock, good photo taking, rust effects, and fak...
Warhammer 40k - Astra Militarum - 8th
8th Edition Codex for the worshippers of NurgleFull description
Southern California Games Workshop League Warhammer 40K Rules Spring / Summer 2014 Season
1) League Rules: a. Each player is responsible for completely understanding and adhering to the below rules. b. Failure to adhere to these rules could result in rescission of points, territories, victory bonuses, and/or victories, or removal from the League. c. The League reserves the right to amend these rules as necessary and proper of the betterment of the League at any time.
Fees: a. The Spring / Summer 2014 season begins Saturday April 5 th 2014, fees are due by April 1st.
Schedule: a. There will be ten games per player during the regular season. b. It is both players responsibility responsibility to contact each other other to schedule that gam game. e. If a player is unable to make contact by phone and email, then they must notify the League. As a result of the Rule Set Changes, there might be a lot of information that needs to be relayed at the time of game scheduling. c. A “game” constitutes a two-week period, running from Sunday to Saturday, during which the scheduled battle must occur: I – A missed game results in a forfeit to the player who could not make the game. Composition, and 0 pts for Sportsmanship for the forfeiting forfeiting player. For the other player 4 pts for the game, 2 pts for Composition, and 2 pts for Sportsmanship for the winner. And the winning player will be awarded a Wasteland or other random territory. 1.
Administrative Forfeits are granted when a player is unable to complete a game during its scheduled period as a result of events ruled as beyond the
control of the League. AF shall only be granted at the sole discretion of the League. 2. Forfeit (non-AF) a. 0 pts for game, Sportsmanship and Composition. b. May be dropped five positions in draft. c. Entry fee may be an additional $10 for the forfeit. ’l d. Second non-AF forfeit: participation in League is subject to review and may result in expulsion from the League. e. If allowed to continue, automatically in last position in next draft and League entry fee is doubled. IV – Draw: Both players do not contact on e another or do not input they’re results into the League website or email the results to the commissioner. 1. Emailing results will only be accepted if the website is having difficulties. d. If a player will be unavailable during the time when you have games to play, it is his/her responsibility to contact the commissioner to arrange an alternate date for the battle(s). e. Each player will have two games against everyone in his/her division, with the remaining games filled with players in another division within his/her conference. f. The person that is Home Player has the choice of where to play the game. If a suitable arrangement cannot be made the game will be played at the Mercenary Market if you are in the “South” and GMI if you are in the “North.” g. During the regular season there is no overtime, unlike the Playoffs.
Army Composition: a. Size: I – The base size is 2000 pts. II – The base size may be increased by gaining territories of Wasteland or City. III – Current approved army list: 6 th Edition – Tau Empire, Eldar, Chaos Daemons, Chaos Space Marines, Dark Angels, Tyranids and Space Marines; 5 th Edition – Grey Knights, Dark Eldar, Necrons, Blood Angels, Space Wolves and Imperial Guard; 4 th Edition – Black Templers and Orks. IV – If a new Codex comes out during the season the old Codex will be used for up to two weeks (not games) following the release date. If the new Codex comes out within the last six weeks of the season ending you will finish out the season and Playoffs under the old Codex. V – Forge World – Imperial Armor Books 1. Players mat take one unit from a current Forge World Book as a part of their army without informing their opponents before the game. 2. If a player wished to take multiple Forge World units (multiples of the same unit, or more than one distinct unit) they mustlo notify their opponent at the time of scheduling. In addition to letting the opponent know what type of unit/s you are taking you will also need to let them know the quantities of those units you will be including. If your opponent doesn’t have access to Imperial Armor Books you must provide them with all the special rules, weapons and all other pertinent information. (Example: “I will be bringing two Liftadroppas and four Mini-Grot Tanks and one Grot Mega Tank.”)
3. Opponents are encouraged to express feelings about the Forge World items that a player is bringing by giving the composition score deemed appropriate. If your opponent isn’t okay with the two Lifta-Droppas in the example, they could give the player a reduced composition score. 4. All units from Imperial Armor are allowed with the following exceptions: a. Any Super Heavy vehicle or Gargantuan Creature b. Deathwind Drop Pods c. Strategic assets will not be used during normal game play d. No Warhammer Heresy (30K) 5. Players can use any appendix army list or army lists from any Forge World Book and Supplement Codex’s, EXCEPT THE HERESY BOOKS.
b. Composition: I – The standard force organization charts will be used for all battles. 1. Your pleasure/displeasure around your opponent’s force organizational decisions can be communicated to him/her and League Administrators by utilizing the composition score when reporting your game results. II – Each player’s army must have one HQ and two Troop selections. III – You are allowed ONE additional element. If you select an additional element, you must run that element in every game. This is any one of the following:
Ally Datasheet (any one option from a dataslate, this could be a single model or a formation) Codex: Imperial Knights (Taken as an ally) Codex: Inquisition
This may NOT consist of any of the following:
Stronghold assault Escalation Codex: Imperial Knights (Taken as a primary detachment)
1. Your pleasure/displeasure around you opponent’s se lection of their additional element can be communicated to him/her and League Administrators by utilizing the composition score when reporting you game results. IV – Special Characters are allowed: 1. For the purpose of the League, a Special Character is defined as any selection of a NAMED individual whether it is an HQ or unit upgrade. 2. No limitations to the number of Special Characters you may take. Once during the season you can change one of your Special Characters prior to the scheduled start of game eight. You must notify the League and all future opponents of this change.
c. Proxies: I – A unit must be represented by figures which accurately indicate the unit’s racial composition. Because of the new allies rules it needs to be clear which models are part of which army/force organization. 1. Example: Space Wolves and Blood Angel allies should be clearly different colors; Orks and Chaos allies should not both look to be spawned by fungus. II – A unit must have all figures outfitted correctly regarding its armament and wargear.
1. With 6th Edition and all the new rules around power weapons, they must be represented clearly. Ideally your army will be wysiwyig (sword, axe or maul). IF you don’t have them properly represented you may make a broad and sweeping substitutions at the army level. a. Example: You could say ALL my power axes are power weapons. You cannot say this power axe is a power weapon and power weapon is really a power axe. If you are making ANY substitutions they must be disclosed before you see your opponents’ army list. Fortifications: I – You must bring a suitably representative model/structure with you to the game. II- Your pleasure/displeasure around your opponents’ selection of fortification can be communicated to him/her and League Administrators by utilizing the composition score when reporting your game result. III – NO Fortress of Redemption.
League Conventions: a. Each player is responsible for naming his/her army due by the draft or will be given a suitable name by THE POWERS THAT BE! b. Armies must be complete on paper and in ink upon arrival at the battle site. c. In each phase pick a unit and complete everything that unit is going to do; you opponent may not allow you to take it back and undo. With the new rules around movement and model placement within the unit, and wound allocation, back:ng up and undoing actions is ill advised. d. At the beginning of the battle each unit and character must be announced, including any relevant weaponry, and if asked any special rules be disclosed. e. You can view any opponents’ army list any time after your army list has been finalized. Meaning that power weapons are defined, etc. f. Use each mission to determine how the armies are to be deployed and any special rules. g. Each player should have a copy of the current Warhammer 40K Rulebook. h. Each player should have a copy of his/her Codex and additional elements present, as well as a current copy of the Games Workshop FAQ of your relevant Codex and the base rulebook. THIS IS VERY IMPORTANT WITH THE NEW EDITION. i. Should a player not be able to produce his/her Codex, or answer any rules in question concerning his/her army, then they will lose any challenges to the veracity of his/her claims.
Should the player materially misrepresent though sloth or misdeed, any portion of his/her army, either in composition or performance, they WILL BE I – Stripped of his/her victory points; to be awarded to opponent II – Lose any and all tiebreakers against opponent k. Each player is responsible for the rules in the rulebook.
6) How to Play 40K in the S.C.G.W.L. a. Contact your opponent and schedule a mutually agreed upon time and location. b. Inform your opponent of anything necessary (Forge World, Special Characters, etc.) c. Scheduling games should be done prior to the two weeks given on the schedule. If you don’t want to play that opponent for what ever reason you must notify him/her and you must also notify someone in the rules committee. You will be given a 0 sportsmanship score for that game . People are paying money to be able to play games against each other and you are ruining the hobby. Figure out a way to play the game in a respectful manner.
d. Write an Army List in ink. Be sure to denote territories and the Warlord. This must be done before arrival at the battle site. e. Measure the battle field. The size is 72 in by 48 in. f. Wager territories ( see “The Wager” below) and generate the random territory. g. Roll for Missions: I – Tier 1 – These are found in the rulebook. Do not use the secondary objectives section. 1. Crusade 2. Purge the Alien 3. Big Guns Never Tire 4. The Scouring 5. Emperors Will 6. The Relic II – Tier 2 – These are found at the end of this rules packet 1. Table Quarters 2. Seek and Destroy 3. Take and Hold 4. Red Shirt 5. Final Blow 6. Toby’s a Dick III – Tier 3: Is always First Blood, Slay the Warlord and Linebreaker h. Determine deployment type then deployment zones. i. Place terrain using the terrain chart in this packet. 1. Note: Place any fortification as per page 120 in the rulebook before any other terrain is placed and reduce the number of terrain features in that section by one. I – Generating Terrain: 1. Battle field is divided into six 24’ by 24’ sections a. Roll of a 1 on a D6 yields 1 piece of terrain b. Roll of a 2 – 5 on a D6 yields 2 pieces of terrain c. Roll of a 6 on a D6 yields 3 pieces of terrain
j. k. l. m. n. o.
2. These numbers represent the maximum number of terrain pieces. Players have the option to not completely fill a zone and stop placing terrain at any time. Remember that your Fortifications counts against the zone maximum. 3. Players each roll a die with the higher roll generating a terrain piece first. 4. Generate the terrain pieces based on the S.C.G.W.L terrain chart. 5. If a terrain feature is in more than one zone it will count where the majority of the terrain feature resides. 6. All terrain features must be placed at least 3’ away from the table edges and all other terrain features. Players may place terrain in any section. Roll for Warlord Traits, Night Fighting and Psychic Powers. Place any objectives required by the Primary and Secondary Missions. Deploy Forces. Roll for Seize the Initiative! Start the Game. Both Players report the results on the website within 24 hours after the game is finished.
7) The Wager: a. A random territory is generated , with the Away Player rolling the “tens” die and the Home Player rolling the “ones” die. b. Each player chooses only three territories from their available territories to be used for the game. These territories are chosen before arrival at the battle site. See the “Max Usage” column to determine how many of a given territory you may use. c. Wagered territories are announced to your opponent. The wagered territory must be one of the three used for the battle. d. Only one territory designated as an Enhancement may be assigned on a given unit. See the Enhancement column on the territory chart.
8) Scoring the Battle: a. Random game length: I – Player who has the bottom of the turn rolls to determine game length. b. Each game will have three components to be scored, the sum of which will be charted and used to determine rankings: I – Battle Points: 1. The player(s) who wins the Tier 1 mission scores 4 Battle Points and loser scores 0 Battle Points. If players tie the Tier 1 mission, both players score 2 Battle Points. 2. The player(s) who wins the Tier 2 mission scores 3 Battle Points and loser scores 0 Battle Points. If players tie the Tier 2 mission, both players score 1 Battle Point. 3. A player scores 1 Battle Point for each Tier 3 mission they score. II – Sportsmanship: 1. Measures how fair, fun, patient and respectful a player is, both to his/her opponent at the table and to the spirit of the game. We expect the average
game to score a 2 for Sportsmanship. If you score your opponent lower than 2, you must explain why in the notes, otherwise the Admin will record the sportsmanship score as 2. A. 3 points – I had an amazing game and cannot wait to play this opponent again. This was not a normal game. My opponent made it very special in some way. B. 2 points – My opponent was a good sportsman and was fun to play against. C. 1 point – My opponent had one or two outbursts, loose interpretation of the rules, and/or their idea of measurement/movement could have been handled much better. We were able to work through the issue and I would play him/her again despite the challenges. D. 0 points – My opponent had many outbursts and/or interesting rule interpretations. I would prefer not to have to play him/her again. Zeros may also be assigned in forfeiture situations. 2. At the end of the game, each player will submit sportsmanship scores for his/her opponent on the League website. III- Composition: 1. Measures how fair and within the spirit of the fluff the army was and occurs before the game. We expect the average game to score a 2 for Composition. If you score your opponent lower than a 2, you must explain why in the notes, otherwise the Admin will record the Composition score as a 2. A. 3 points – This army was extremely fair to play against. It was by no means a “Power Army” and I would not really expect to see something like it in a competitive environment.l B. 2 points – This army was powerful, but not over the top. This is the caliber of the army I would expect to see in a competitive environment. Many would describe this army as competitive, but it could be much worse. C. 1 point – This army is extremely powerful. It seems that fairness was not in mind when creating this army or this army was designed specifically to capitalize on my army’s weakness beyond what seems fair. Many would call this army “Cheese” and I think so too. D. 0 points – This army is not fair at all. In fact it was too powerful and no one should be burdened by playing against it. 2. At the end of the game, each player will submit Composition scores for his/her opponent on the League website. IV – Sportsmanship and Composition are to be graded independently of one another. V – These scores will be charted during the season. c.
After the Battle: I – BOTH PLAYERS must submit the results to the League website. If you are unable to login or are having issues updating your results, it is your responsibility to report the issue. The following information needs to be recorded for each game.
1. 2. 3. 4. 5.
The Mission played and Deployment used. Battle points earned (Players must report Tier 1, Tier 2, and Tier 3) Composition points for your opponent. Sportsmanship points for your opponent. The territories wagered, won and lost. A. The winner retains his/her territory and either: I – Takes the randomly generated territory with the loser retaining his/her own territory; or II – Takes the loser’s territory with the loser taking the randomly generated territory. 6. In the event of a tie, the generated territory is discarded. II- You should enter results in the website by the end of the scheduled time period. If you encounter problems a notification via email is the next best form of communication. 1. Weeks 1 – 8, both players will be given a tie if results have not been updated within 1 week of the scheduled game time. 2. Weeks 9 – 10, only a 24 hour window is allowed once the scheduled window of game play has ended. III – If the League does not receive the sportsmanship and composition scores from the losing player, a score of 1 shall be posted for sportsmanship and a score of 2 for composition to reflect the fact you probably did not get said game in. 1. The League is the final arbitrator of Composition and Sportsmanship scores in the event of a dispute situation. 2. Each player’s territories and victory bonus will be posted on the League’s website. IV – It is each player’s responsibility to ensure his/hers territories are properly documented on the League website. V – The League website is the final authority as to what territories belong to the player and his/her army.
9) Playoffs: a. Playoff Seeding: I – 8 players from each conference will make the playoffs. II – Playoff seeding will be determined in the following manner. 1. Division winners will be seeded according to total points. 2. The remaining spots will be filled with wildcards to bring the total of playoff armies to 8. The wildcards will be seeded after the division winners by total points. 3. In the event of a tie, these are the tiebreakers: A. Head-to-head record, with the better record receiving higher seed. B. Division record, with the better record receiving higher seed. C. Head-to-head total composition score. The player with higher composition score will earn the higher seed.
D. Head-to-head sportsmanship score. The player with higher sportsmanship score will earn the higher seed. E. Head-to-head total battle points earned from Tier 1 Missions. The Players with the higher total earn the higher seed. F. Head-to-head total battle points earned from Tier 2 Missions. The Players with the higher total will earn the higher seed. G. Final tie breaker: coin toss I – Winner of the second battle tosses the coin. II – winner of the first battle calls the toss. III – coin will be allowed to drop to the floor.
10) Playoff Format: a. First round of the playoff is seeded as directed above. Depending on the number of players we may only have six players qualify for the playoffs, with the top two seeds getting the first round byes. I – Bracket 1 – Player 1 vs. Player 8 II – Bracket 2 – Player 2 vs. Player 7 III – Bracket 3 – Player 3 vs. Player 6 IV – Bracket 4 – Player 4 vs. Player 5 b. Second round: I – Bracket 1 winner vs. Bracket 4 II – Bracket 2 winner vs. Bracket 3 c. Third round, Conference Championship: I – Winners from second round compete II – Location determined by League III – Trophy presentation occurring after battle – finalists playing for trophy. IV – And a brand new container of dice will be given to each player before game starts.
11) Composition, Sportsmanship and Determining a winner during Playoffs: a. At the end of the game, the player who earned more Battle Points wins the game. b. In the event you wish to give your opponent a 1 or 0 for Composition or Sportsmanship the committee will become involved. The following steps will need to take place: I – Contact the Commissioner and describe the events of the game and the score you wish to charge your opponent with. 1. The Committee will review both army lists in the case of a composition situation. 2. The Committee will review the events described with both players and witnesses to the game in the case of a sportsmanship situation. II – The Committee will make a ruling on the incident. 1. In the event that the committee finds no infraction, a penalty may be assessed on the individual who brought the complaint.
2. If the Committee finds fault, there are three types of penalties that may be assessed: A. Advancing player will be issued a Violation based on the seriousness of the charge. Any remaining games will be played with a reduced number of points. I – The first will reduce your army by 100 points II – The second will reduce your army by 200 points III – These infractions will be cumulative for subsequent infractions. B. The player who doesn’t advance will lose draft position and/or possible draft selections.
12) Playoff Special Rules and Ties: a. If, at the end of the game, players are tied for Battle Points, play one additional turn, unless it is the end of turn 7. At the end of turn 7, the player who has destroyed more total points of their opponent’s army is the winner. (Note: only units that are completely destroyed, or falling back at the end of the game count toward this total.) b. If players are still tied at this point, they will play a new game, using the same army lists. Call the League Commissioner if needed.
13) The Draft: a. b. c. d.
The draft of initial territories take place at a time and place designated by the League. The draft for next season will be announced by the League. Attendance is mandatory for new members for the League. Draft Order: I – All participants in the just completed season will be seeded before any new participants, provided they pay their fee by the pre-registration deadline.
II – Those prior participants will be seeded in reverse order of their League finish. III – Current Participants who miss the pre-registration deadline and new participants will be seeded in the order that their entry fees are received by the League Office. IV – The number of territories generated is equal to two times the number of League participants. V – Each Choice is removed from the draft consideration. VI – There is a time limit to making each choice: 1. First round: two minutes per choice 2. Second round: two minutes per choice 3. Failure to adhere to the time limit will result in forfeiture of that pick. A. Territories with further required rolls will be completed upon being chosen. B. The draft continue until all participants have had the requisite choices. e. Should one be unable to attend the draft, (s)he may proxy his/her choices. I – League office must be notified in writing: 1. Via letter, email or phone call at the time of choice
II – Failure to notify the League Commissioner in a timely manner may result in forfeiture of picks or random choices from the end of the draft.
14) Questions & Clarifications: a. The League is the final Arbiter of rule decisions. b. Any questions should be presented in a clear concise manner. c. The League has a Competition Committee to whom these questions and/or clarifications should be directed: I – Scott Tiveron – Head of Competition Committee (949) 466 – 1440 II – Paul Gutierrez – Commissioner (909) 732 – 0237 III – Willie Malone – (909) 728 – 8473 IV – Toby Walker – (951) 662 – 1109
15) Awards: a. Champion is the Winner or the Championship Game. b. Conference Champion is the non-victorious player at the Championship Game.
16) NOTE: SPORTSMANSHIP AND “THE HOBBY” a. This is a gaming League. Frist and Foremost we play a game; a game to have fun and relax. The intention of this League is to build the gaming community and make pushing army men around the table fun. This being the case, the League has implemented a new policy: ANY PLAYER WHO SCORES LOWER THAN 15 SPORTSMANSHIP POINTS OR LOWER THAN 12 COMPOSITION POINTS WILL BE ASKED TO TAKE A SEASON OFF. We understand that the League is a competitive setting, but this should not be at the cost of having fun (for both players). Basically, if most of the people a player plays against had such a bad experience that they never want to play that player again, then maybe this is not the setting for that player.
Secondary Missions 1.
Table Quarters a.
Seek and Destroy a.
At the end of the game, the player with the most scoring units wholly within the table quarter controls that table quarter. The player that controls the most table quarters scores the tier 2 mission.
At the beginning of the game, choose one non-scoring, non-dedicated transport unit from your opponent’s army list. If this unit is not in play at the end of the game, you score the tier 2 mission. Note, both players can score this mission.
Take and Hold a. If the primary mission uses objectives, those are also used for this tier 2 mission. If it does not, 3 objectives will be placed. One will be in the center of the table, and each player will place one of the other objectives anywhere not in either player’s deployment zone. These objec tives are mysterious objectives. At the end of each game turn, a player scores one victory point toward the tier 2 mission for each objective they hold. The player with the most victory points scores the tier 2 mission. If the tier 1 mission is The Relic, a player that ends his movement in base contact with the objective in the center of the table may claim the relic, as per the rules in that mission. Red Shirt a. Each player must supply an additional model on a 25mm base. This model has the following profile: Profile WS BS S T W I A Ld Sv Unit Type The Red Shirt
Special Rules: Dirty Bastard, Eternal Warrior, Fearless, Fleet, Independent Character, Move Through Cover and ignores removed from play effects. Red shirt: 4+ invulnerable save Dirty Bastard: This model counts as a battle brother to every codex. This model may not embark in
transports. At the end of the game, if this model is wholly within your opponent’s deployment zone, you score the tier 2 mission. Note, both players can score this mission.
Final Blow a. The last unit, of any kind, to be removed as a casualty during the game is worth 1 victory point toward the tier 2 mission. The player with the most victory points scores the tier 2 mission. Toby’s a Dick a. At the start of the game, place one objective in the center of the table. This is a mysterious objective. At the start of each player’s turn, that player rolls a scatter dice and a single d6. This objective scatters that many inches in the direction indicated on the scatter dice. On a hit, use the small arrow on the scatter dice. The objective is able to move through models and terrain. If it ends its move on a model or in impassable terrain, reduce the scatter distance by the minimum required in order to avoid the obstacle. At the end of the game, the player that controls this objective wins the tier 2 mission.