botc 2014 final rulespack v1.1

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Battle of the clubs final rules pack

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    3. WINNING THE BATTLE OF THE CLUBS

    3.1 Deciding the Overall Champion The Battle of the Clubs can only be won by a Team. The winning team will be the team that has accumulated the highest total command points after three battles, plus the Army Selection points and Army Painting points after they have been calculated as an average of three players. We use this formula: + (Total Command points (number of members+3)) x 3 + (Total Painting Points number of members) x 3 + (Total Army Selection Points number of members) x 3 + Team Effort Bonus* - point reductions (*: see 3.4 Army Selection) In case of a tie, victory will go to the team with the most Command Points over all battles played. If there is still a tie, victory will go to the team who has scored the most total Codex Points/ Victory Points over all battles played. 3.2 Command Points Command Points are scored for fighting and winning battles. In the Rules section of each game system you can find how to calculate your individual command points in each round. Respectively see 5.3.3 and 5.4.3 for scenarios and their Command Point tables. Your Teams endscore will be based on an average of each round, keeping in mind the use of scores that count double. We use this formula at the end of each round: Double all Command Points from the double-scoring players (three each round), added to the normal scores from any additional members (max. two). That total is divided by the number of team members plus three:

    (Double scoring players scores x 2) + (normal scoring players scores) (number of team members +3)

    Example: Team X has five members. Team captain Mark decides that John, Mike and Julius are double-scoring members this round, while he himself and Nate are normal scoring players. After the round, they have scored respectively 20, 15, 5, 0 and 10 Command Points. The first three from the double-scoring players, are counted double, to make a grand total of 40+30+10+0+10 = 100 Command Points. This total is divided by 5 member + 3 = 8. This rounds Team endtotal is 100 8 = 12 This total is multiplied by three to determine the score as described in 3.1 How to calculate your Total Score.

    MAXIMUM SCORE 180 39 30 1 0 + 250

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    3.3 Painting points (0-13 points) Below you can find the criteria we use to determine your painting points. The total Painting Points you can score at the Battle of the Clubs is 13 points. All descriptions of each category are indicatory, and describe the minimum required to earn those points. PLEASE NOTE: By excelling in one area of Painting Points you can compensate the loss of points in another. This allows some leeway for the less artistic players. Therefore, of the maximum 15 points you can get, a maximum of 13 will be used for your endscore. This results in two points compensation.

    Painting Technique (0-6 points): 0 points: You have unpainted models. This will result in 0 Painting Points altogether. 1 point: All your models (apart from bases) have at least three colors. 3 points: You have painted the majority of your models using simple techniques in a average standard! The most important details (like gems, eyes, belts, etc) have been painted to stand out from the rest of the model. You may have painted simple logos, icons or scribbles (freehands). 5 points: You have painted the majority of your models using various techniques, simple and/or advanced, and to a high standard. You may have applied elaborate freehands. All details are painted with great care and stand out from the rest of model. 1 bonus point: your army has WOW-EFFECT. Either by a stunning paintjob, awesome conversions, a fantastic theme, or whatever makes the judges heart tick. Basing (0-4 points): 0 points: you have bare bases 1 point: you have applied either unpainted sand, or flock/ grass on to your (painted or unpainted) base. 3 points: All your bases are painted. You have applied sand, and have painted that sand as well. You have also applied grass and/or flock or similar materials. All basing is coherent with each other. 4 points: you have made a visible effort to create interesting, original, scenic bases.

    Coherency (0-2 points): 1 point: You have created coherency in your basing (in 40K: note that basing in your main army and allies do need to be coherent with each other to earn this point) 1 point: You have created coherency in your models.(in 40K: note that main army and allies do NOT need to be coherent with each other, just within their own detachment) Conversions (0-3 points): Each one of the bullets below earns you 1 point in this category, to a maximum of 3 points:

    o Single infantry of cavalry model (or similar): Heavy kitbashing, reposing, and/or remodeling (parts)

    o Single unit infantry/ cavalry models (or similar): majority kitbashed, or uniquely altered. Five or more models in the unit.

    o Monster/ Vehicle/ Warmachine/ Large Centerpiece: Heavy kitbashing, reposing, and/or remodeling (parts)

    o Scratch Build units: nuff said.

    PAINTING POINTS Be aware that in order to score ANY points for Painting, your entire army must be painted. You are free to point out any and all interesting models in your army. You are free to ask the referee how many points you have been awarded and/or denied, and why, and they will give you an answer. Entering in a debate is not an option. Not only will it be fruitless, we simply will not have the time to do so!

    FANTASY & WYSIWYG Magic items, scrolls, etc do not have to be visible on the model. However, when considering armor or banners for instance things one can clearly see on a model the model should have clear representation of the TYPE of item (so a model with Armour of Destiny should be seen as someone wearing heavy armor). Also: be mindful of page 501 in the Basic Rulebook, under Whats in a name?.

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    3.4 Army Selection (0-10 points) At the Battle of the Clubs you can score a maximum of 10 points for Army Selection, divided as follows:

    Army Roster (0 or 3 points): You brought along a clearly readable and legible Army Roster. It shows all information needed, is informative, complete and clear (See 5.1 Requirements for more information). WYSIWYG (0, 3 or 7 points): 3 points: You have a minor element that is not WYSIWYG. 7 points: Your army visually represents exactly what is on the army roster. Note 1: in the Fantasy event, Magic items like scrolls, potions items that can easily be tucked away or hidden - do not need to be represented. However, weaponry and armour should at least still reflect the type of weapon or armour associated in its description. Note 2: in the 40K event, remember that all upgrades must be visible on your models. Note 3: Also, we do not judge colorschemes, but models, so you can have your Blood Angels painted blue, or your Orcs & Goblins pink-skinnedif youd like that kind of thingas long as the models fairly represent what they are, and all equipment is still on the model. Counts as-equipment is NOT legal,. TEAM EFFORT BONUS - whole team only Coherent Armylists (0 or 1 point) Your team can get ONE extra point in the final calculations, when all army lists of your team have the same make up (i.e. same font, style, look, feel and/or theme). It does not require to be exceptionally original, flashy and creative (although we do like that!), but they must STILL follow the guidelines as stated in 2.2 Arriving at the Tournament.

    Allied Team (40k only) (0 or 5 points) Your team can get FIVE extra points in the final calculations, whenever the entire team fulfills the following rule: Since your teammembers are your allies during this tournament, any Allied Detachment you want include in your army, should also be played as a Primary Army by one or more of your teammembers. (All normal rules for Allies and the Allies Matrix apply). Example: If you want a Space Marine Allied Detachment in your army, one or more teammembers must play Space Marines as his Primary Army. However if any of your teammembers uses a Space marine Codex or a Space Marine Supplement, you can freely use any Space Marine Codex or Space Marine Supplement you want. Exception on this rule will be Codex Inquisition. This codex can be part as an Allied Detachment without any teammember playing them as a primary army. Whenever a teammember has no Allied Detachment in his army, (s)he automatically fulfills this requirement. So a team completely without Allied Detachments also scores five extra points. Note that these 5 points are not mentioned above in the total calculation (3.1 Deciding Overall Champion) as Fantasy cannot earn these 5 points. This will make a total of 255 points maimum for 40K.

    NON-GW MODELS Since the Battle of the Clubs 2011, we have approved of the use of non-Games Workshop models. Although we do not penalize you for the use of other awesome models, we do feel that you should preserve the original feel of your army as much as possible. In other words: we frown heavily upon the use of, lets say, Goblin Pirates with Bolters, and use them as Space Marines

    ALLIED TEAM Remember that this rule is optional, your team can always follow the normal rules for Allies, but you wont be able to score five extra points in the final calculations.

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    3.5 Point Reductions In very rare occasions we find ourselves forced to penalize a participant for violating the rules or code of conduct of the tournament. Point reductions are nasty because they are counted as given: we do NOT recalculate them in relation to three payers as is done with most other scores. Reasons for reductions are:

    -5 points: Using an illegal army will result in a 5 point reduction for your team per battle played with that army. This is in addition to changing the score for that battle to 20-0 in favor of the other team.

    -5 points: Using models converted in your advantage and/or incorrect basesizes is a yellow card offence and will result in a 5 points reduction per battle in which the models are used. (see 5.2)

    -5 points: Committing a yellow card offence (see 2.6.4 Warning System) will result in a 5 point penalty for each offence committed.

    -10 points: Committing a red card offence (see 2.6.4 Warning System) will result in a 10 point penalty for the first card received.

    -5 points: Conceding will result in a 5 point penalty in addition to receiving no points for that battle.

    PLEASE NOTE: Not handing in your Sportsmanship Points before the end of the round, will also be severely penalized. Your Sportsmanship score will be reduced to ZERO, while your opponents will automatically receive 8 points (for a fairly good game). Next to that, you will receive a penalty on your Command Score equal to the Sportsmanship Points your opponent gave you. If both players failed to hand over Sportsmanship points, both their Sportsmanship Points will be reduced to zero, and they will receive an 8 point penalty on their Command Scores.

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    5. THE RULES We expect that all participants are able to prepare well for the event, but to make sure everybody is on the same page, we ask that you follow these rules: 5.1 Requirements Each player must have with them (AND THIS IS MANDATORY, as you will be checked for this during WYSIWYG points):

    TWO identical army lists: one to hand over during registration (this one is for legibility only!), and one for use during play (this one will be used also for determining Army Selection points) (more on army rosters: see below!)

    Your painted army Dice (dont forget the Scatter Dice) Ruler Templates Rule books, Army Book/ Codex, AND appropriate Erratas A pen or pencil This rulespack 3 counters/ objective markers for use in certain scenarios or missions Craters for all vehicles that can Explode (see sidebar) tip: glue!

    All participants need to have certain basic items with them when entering play as seen above. But first and foremost is an army list of the army they are playing with. Each player can only create one army for the Battle of the Clubs and it must be used in all rounds. This armylist must:

    include your name, Teams name and entry number makes mention of who painted the army must be unarguably readable preferably typed! must be legal Must contain all information required for play, including:

    o Characteristics profiles o Point costs of models, and each upgrade, equipment, etc. o Applicable special rules and army rules

    We may check your teams rosters during the course of the event. If any error is found, the appropriate penalty for using an illegal army will be applied. Please be aware that we apply this penalty even if the mistake was an honest one so double-check your roster before the event. All army lists must be clearly readable, so we prefer that all lists are typed. Army rosters that are not unquestionably clear and readable when checked will be considered an illegal army, as we cannot make a proper check. The appropriate penalty will be applied, but no round results will be altered (unless the army is in fact illegal).

    ARMY BUILDER We do not accept rosters made with the Army Builder program these rosters are often not clear, are missing information required and sometimes are even just plain wrong!

    CRATERS (40k only) You will need to bring an amount of craters equal to the number of vehicles in your army, so in case your vehicle explodes (result 6 on Vehicle Damage Table), you will have a suitable piece of difficult terrain. The craters should be (roughly) the size of your vehicle or the size of its base. If you didnt bring any craters, dont remove your Vehicle. Instead the Vehicle counts as the crater. In this case the vehicle does not block line of sight, but indicates the area terrain. But remember: if you dont have any craters, is it impossible to score full points on Army Selection!

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    5.4 Warhammer Fantasy The following rules, restrictions and scenarios are only applicable to Warhammer Fantasy Battles.

    5.4.1 Specific tournament rules & restrictions No more than 2,400 points may be spent on the army, using one standard army

    list. We will be using 8th Edition rules. Only armies listed in 5.4.2 Permitted Armies may be used in this event. Armies must follow the restrictions on army selection of their own Army book,

    with the following exceptions: o No more that one of the same Rare Choice above 100 points each. o No more than two of the same Special Choice above 80 points each. o Magic Users must choose their Lore(s) of Magic for the entire

    tournament, not per battle! Each army is limited to the troops specifically permitted by its list. Unique Characters ARE allowed! (including Lord Choices!) Unique Characters cannot be taken more than once per Team. Use of Wizards: You can have a maximum of 4 Wizards. Pick your wizards

    following these guidelines: o Your FIRST Wizard can be max. lv. 4 o Your SECOND Wizard can be max. lv. 3 o Your THIRD Wizard can be max. lv. 2 o Your FOURTH Wizard can only be lv. 1

    Weapons, options and upgrades chosen from the army list must be shown on the majority of the models in the unit, unless the Army book specifically excludes this.

    Magic items (such as Dispel Scrolls) or other obviously concealed options do not need to be shown on your models.

    All powers/marks/runes and other upgrades which do not count toward a characters maximum magic item allowance aren't hidden and should BE revealed to your opponent if he asks you to do so. Runic Items (Dwarfs) and Daemonic Gifts (Daemons of Chaos) are counted as magic items at this tournament, so do not have to be revealed to your opponent before the battle. However since we count them as magic items they are always the subject to other rules for magic items. For Dwarven Runic Items only runes on equipment for characters count as magic items. Runes which are placed on warmachines are not counted as magic items for purposes of army list swapping (so they must be revealed at the start of the battle), but are counted as magical during the game itself (so attacks still count as magical).

    You may choose your army from any currently published Games Workshop army book. No Warhammer Forge, White Dwarf, Ravening Hordes/Dogs of War or other non- or semi-official source are permitted, unless specified.

    Rule Book Erratas: Look out sir!: Besides the normal rules for Look Out Sir!, add the following: Characters are allowed to make a Look Out Sir! roll for the following spells:

    Dwellers Below Final Transmutation Purple Sun of Xereus

    Pit of Shades The Dreaded 13th spell

    HAVE YOU NOTICED THIS ALREADY ???

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    Terrain The following special rules for Terrain apply to ALL scenarios:

    Terrain will be set up by the umpires and may not be changed / moved. Scenery can be (re)moved as a result of some special rules (e.g. tree singing). Players should place the scenery back at the end of the game.

    All forests counts as being Mysterious, so whenever a unit enters or deploys in a forest, roll a D6 on the Mysterious Forest Table (page 119) Wood Elf players are allowed to bring their own forest in ALL scenarios. Their own forest always counts as an ordinary forest.

    All rivers counts as being Mysterious, so whenever a unit enters or deploys in a river, roll a D6 on the Mysterious River Table (page 120)

    Most battlefields if not all - will have one centerpiece of scenery with some special rules(e.g. a Sorcerous Portal or an Anvil of Vaul). What type of terrain is on your table will be described on the side of the table.

    All buildings are Impassable Terrain and cannot be entered/occupied unless noted otherwise.

    5.4.2 Permitted Armies Beastmen Bretonnia Daemons of Chaos Dark Elves Dwarfs Empire High Elves Lizardmen Ogre Kingdoms

    Orcs and Goblins Skaven Tomb Kings Vampire Counts Warriors of Chaos Wood Elves Tamurkhan: The Throne of Chaos: Chaos Dwarfs

    5.4.3 Scenarios The following special rules apply to ALL scenarios: Calculating Victory The standard Victory Point Calculation from the basic Warhammer rulebook will NOT be used. Instead use the table below each scenario to calculate your Command Points. Extra Victory points can be earned as stated in the Scenario description. Errata: Armybook Points are scored per the rulebook, with the following exceptions: Units that are at 25% or less of their original models yield 50% victory points to the

    opponent (characters, monsters (+ handlers), war machines, and single models are unaffected by this).

    Units that are fleeing at the end of the battle yield 50% victory points to the opponent.

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    WFB ROUND 1

    We take the divide. Special rules As per Battleline. Primary Objective: (various VPs) Dead or Fled (p. 143 of the Rulebook) Secondary Objective: (400VPs): Table Quarters At the end of the game, divide the table into four (4) equal quarters. You can claim a table quarter by having the most units completely in that specific quarter. Also, your units must have at least five (5) (monstrous) infantry models or three (3) (monstrous) cavalry models to be able to claim a table quarter. If a unit straddles multiple quarters, consider it to be in the quarter containing the majority of the unit. If the unit is evenly distributed across multiple quarters randomize between the relevant quarters at the end of the game. Whenever players have the same number of claiming units within a quarter, the player with the most Core units within that quarter, claims it. If players also have the same number of Core units within a quarter, that quarter is contested, no one claims it. At the end of the game, the player claiming the most table quarters, claims the Victory Points for this objective. Tertiary Objectives: The King is Dead (100 VPs) (p. 143 of the Rulebook) Seized Standards (25/100 VPs) (p. 143 of the Rulebook) Underdog Challenge (50 VPs) (p. 143 of the Rulebook) Victory conditions: Dont use the victory conditions on p.146, instead the rules below: After the game is over, take the following steps to determine victory:

    2. Count the number of Victory Points scored by each player and look up the result on the Command Points table below.

    Victory Point Table (increments of 275 points):

    Difference in Victory Points Winner Loser

    0 - 274 10 10

    275 - 549 11 9

    550 - 824 12 8

    825 - 1099 13 7

    1100 - 1374 14 6

    1375 - 1649 15 5

    1650 - 1924 16 4

    1925 - 2199 17 3

    2200 - 2474 18 2

    2475 - 2749 19 1

    2750 + 20 0

    Scenario: Battleline (p.144 of the Rulebook)

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    WFB ROUND 2

    None shall survive Special rules As per Blood and Glory, with the following additions: Whenever a player reaches breakpoint the game does not end! Instead finish the game like you normally would. Primary Objective (various VPs) Dead or Fled (p. 143 of the Rulebook) Secondary Objective (400VPs): Blood and Glory A player can claim this objective by breaking his opponent, without his own army being broken. In case neither or both armies break, no player claims this objective. Tertiary Objectives The King is Dead (100 VPs) (p. 143 of the Rulebook) Seized Standards (25/100 VPs) (p. 143 of the Rulebook) Underdog Challenge (50 VPs) (p. 143 of the Rulebook) Victory conditions: Dont use the victory conditions on p.146, instead the rules below: After the game is over, take the following steps to determine victory:

    1. Count the number of Victory Points scored by each player and look up the result on the Command Points table below.

    Victory Point Table (increments of 275 points):

    Difference in Victory Points Winner Loser

    0 - 274 10 10

    275 - 549 11 9

    550 - 824 12 8

    825 - 1099 13 7

    1100 - 1374 14 6

    1375 - 1649 15 5

    1650 - 1924 16 4

    1925 - 2199 17 3

    2200 - 2474 18 2

    2475 - 2749 19 1

    2750 + 20 0

    Scenario: Blood and Glory (p. 148 of the Rulebook)

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    WFB ROUND 3

    A cold day in hell Special rules As per Battleline. Flux of Magic: Every player turn, after all Power & Dispel dice have been generated (including Channeling), each player rolls all the dice they have generated. For each roll of a one (1) their opponent gains an additional dice towards their respective pools. Primary Objective: (various VPs) Dead or Fled (p. 143 of the Rulebook) Secondary Objective: (400 Vps) Objective Markers Before deciding deployment zones, (1) objective marker will be placed at the centre of the table. In case there is a piece of impassable terrain at the centre of the table, players should both decide where to place the this objective, if players cant come to an agreement, a judge can be called to place the objective marker. Next, each player places (1) objective marker on the table. The objectives marker may not be in impassable terrain, nor within 12 of the table edge or another objective. Objective markers are always ignored for any movement, also objective markers will never block line of sight. At the end of the game you control an objective marker by having the majority of scoring units within 6 of an objective marker. Objectives can be claimed by any of your core units. A unit can only control one objective marker at a time. At the end of the game the player controlling the most objectives scores 400 Victory Points. Tertiary Objectives The King is Dead (100 VPs) (p. 143 of the Rulebook) Seized Standards (25/100 VPs) (p. 143 of the Rulebook) Underdog Challenge (50 VPs) (p. 143 of the Rulebook) Victory conditions: Dont use the victory conditions on p.146, instead the rules below: After the game is over, take the following steps to determine victory:

    1. Count the number of Victory Points scored by each player and look up the result on the Command Points table on page 25 of this Rulespack.

    Scenario: Battleline (p.144 of the Rulebook)

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    6. TOURNAMENT SCHEDULE

    9.30 Main Hall opens 9.30-10.00 Registration

    Teams are required to enlist and will receive Battle Packs.

    10.00-10.15 Introduction 10.15-12.30 Warm up & Round 1 12.30-13.15 Lunch Break & Nominating Best Armies

    During lunch break all teams are requested to display their two armies on the tables to facilitate the nominating for the Best Armies on Show Award.

    13.15-15.30 Warm-up & Round 2 15.30-16.00 Afternoon Break & Voting Best Armies

    During the afternoon break the nominated teams will display their two armies to facilitate the voting for the Best Armies on Show Award.

    16.00-18.15 Warm-up & Round 3 18.15-19.00 Evening Break

    All participants will have the opportunity to make use of the local facilities for refreshments at their own discretion, while we get the hall ready and calculate results for the Awards Ceremony.

    19.00-19.15 Awards Ceremony