RULES (ENG)

1 Missions and Scoring

In the Tabletopmasters Season 2019 a combination of two book missions are to be played in every game. These missions may be drawn from the basic rule book (BRB), Chapter Approved 2017 (CA17) or Chapter Approved 2018 (CA18). The players fight over 12 tournament points in a combi-mission. The combi-mission are always divided into three sub-missions; two sub-missions that may change from game to game and a third fixed sub-mission. Tournament points are achived by winning one, two or all three of the sub-missions within a game. A player wins a sub-mission if he or she achieves more victory points by the described victory conditions of that sub-mission than their opoonent. If the victory points for a sub-mission are drawn among the players then the tournament points for that sub-mission are split equally amon the players. At the end of a one-day-tournament a maximum of 36 tournament points can be achieved (3 games) and at a two-day-tournament a maximum of 60 tournament points can be achieved (5 games).

The three sub-missions of each game are divided into a primary, a secondary and a tertiary mission concerning their value:

Primary mission: 6 tournament points

Secondary mission: 4 tournament points

Tertiary mission: 2 tournament points.

Tie break points: As a tie-breaker the difference in victory points of all three sub-missions is to be used.

Example: At the end of a tournament game Cathryn has scored 13 victory points in the primary mission whereas her opponent Craig has only scored 9 victory points. Thus Cathryn wins the primary mission and is awarded 6 tournament points, whereas Craig is awared zero tournament points. In the secondary mission Craig has scored 5 tournament points but Cathryn has scored only 3 tournament points. Thus Craig wins the seconday mission, awarding him 4 tournament points and zero tournament points to Cathryn. In the tertiary mission oth plyaers have scored two victory points, thereby drawing the tertiary mission and awarding both players one tournament point each. The final score is Cathryn 7:5 Craig. As a tie-breaker Cathryn is awared +2 tie-breaker points (18-16=2), whereas Craig is awarded -2 tie-breaker points (16-18=-2).

 

Choosing of combi-missions and deployment zones:

The tournament organizers choose the missions and deployment zones to be played on their tournament before the tournament (or if preferred before each tournament round). One mission from mission pool 1 always has to be combined with one mission from mission pool 2. The value of each sub-mission has to alternate between the two mission pools between each tournament round, for example if the primary sub-mission in round 1 is a mission drawn from mission pool 1 then in round 2 the primary mission has to be drawn from mission pool 2 and so forth. The tournament organizers may choose from which pool they draw the primary mission for round one first. Repetions of missions and deployment zones over the course of the tournament are not forbidded but are to be avoided. Further down you may find 5 recommended combi-missions for tournament organizers.

The following deployment zones (BRB, pp. 216–217) may be played at Tabletopmasters tournaments.

 

1. Spearhead Assault

2. Dawn of War

3. Search and Destroy

4. Hammer and Anvil

5. Front-Line Assault

6. Vanguard Strike

 

The following sub-missions are played at tabletopmasterstournaments, either as a primary or a secondary mission.

 

Mission pool 1

Mission pool 2

Contact lost (BRB p. 231)

Retrieval Mission (BRB p. 218)

Scorched Earth (CA17 p. 70)

Big Guns Never Tire (BRB p. 221)*

Targets of Opportunity (CA17 p. 75)

Secure and Control (BRB p. 222)

Sealed Orders (CA17 p. 78)

Front-line Warfare (CA17 p. 68)

Vital Intelligence (CA18 p. 48)

Resupply Drop (CA17 p. 69)*

The Four Pillars (CA18 p. 51)

 

Beachhead (CA18 p. 53)

 

Decapitation Strike (CA18 S. 55)

 

* = These missions have been slightly modified, see their description further down.

 

Primary and secondary missions:

 

Mission pool 1:

(Short Summary, please refer to the corresponding book for a full description)

 

  1. Contact Lost, BRB p. 231:
  • 6 freely placed obejctive markers.
  • Draw one card at the start of the first player turn.
  • Starting at the second battle round, each player draws one maelstrom card for each controlled objective marker at the start of their turn.
  • Extra Stratagem: Draw an aditional card for 3 command points (maximum of 6 cards in hand).

 

  1. Scorched Earth, CA17 p. 70:
  • 6 freely placed obejctive markers.
  • 1 victory point for each controlled objective marker at the end of each turn.
  • At the end of a player turn, a player that is controlling an objective marker in the opponent’s deployment zone, may choose to burn it down for 2 victory points. The objective marker is subsequently removed from the game. Flip it over or signal some other way that is not to be used for this sub-mission anymre. The obejctive marker may still be active for the other sub-mission.

 

  1. Targets of Opportunity, CA17 p. 75:
  • 6 freely placed obejctive markers.
  • Draw 3 Maelstrom cards at the beginning of your own plyaer turn.
  • Before drawing new cards at the beginning of your turn, discard all active tatcical objectives.
  • Extra Stratagem: Keep on Maelstrom card active in your hand at the start of your tunr for two command points.

 

  1. Sealed Orders, CA17 p. 78:
  • 6 freely placed obejctive markers.
  • Draw 6 Maelstrom cards at the start of your first player turn and keep them face down.
  • Once all objectives have been achieved, draw 5 new cards at the start of you turn, then 4 new cards and so on.
  • Extra Stratagem: Discard an additional 3 cards at the end of your turn for one command point.

 

  1. Vital Intelligence, CA18 p. 48:
  • 5 fixed objective markers.
  • 1 objective marker in the centre of the battlefield.
  • 4 obejctives markers halfway between the corners of the battlefield and the centre of the battlefield.
  • 1 victory point for each controlled objective marker at the end of the battle round.
  • At the start of each battle round a d6 decides which objective marker is worth two VP at the end of the round. On a roll of a 6 all objective markers are worth two VP.

 

  1. The Four Pillars, CA18 p. 51:
  • 4 fixed obejctive markers.
  • Place one objective marker 15“ away from the centre of the battlefield towards the corners of the battlefield.
  • 1 VP for the player who controls more objective markers at the end of the battle round. If one player controls all 4 objective markers, he/she gains 3 VP instead. Only troops are scoring.
  • 1 Vp at the end of the battleround for the player who has killed more enemy units during this battle round.

 

  1. Beachhead, CA18 p. 53:
  • 1 fixed objective marker at the centre of the battlefield.
  • 2 limited objective markers. One in each deployment zone, at least 8“ from the edges of the battlefield and at least 12“ away from each other.
  • Starting from the second battle round score VP for every controlled objective marker at the start of your turn as follows: 1 VP for the objective marker in your own deployment zone, 2 Vp for the objective marker at the centre of the battlefield, 3 VP for the objective marker in your opponent’s deplyoment zone.

 

  1. Decapitation Strike, CA18 p. 55:
  • 6 freely placed objective markers.
  • Draw three Maelstrom cards at the start of your turn to a maximum of six in hand.
  • For every enemy character you destroy, your enemy must immediately discard one random active tactical objective.
  • If you destroy the enemy warlord, your opponent must discard d3 active tactical objectives instead.

 

Missionspool 2:

  1. Retrieval Mission, BRB p. 218:
  • 4 freely placed objective markers.
  • 3 VP for every objective marker you control at the end of the game.

 

  1. Big Guns Never Tire, BRB p. 221:
  • 4 freely placed objective markers.
  • 3 VP for every objective marker you control at the end of the game.
  • [Rule adjustment] After indroducing your army to your opponent, choose a battlefield role. Your opponent’s units of the chosen battlefield role gain the „Objective secured“ Special Rule and a worth one VP if you destroy them.

 

  1. Secure and Control, BRB p. 222:
  • 2 limited objective markers, on in each deployment zone.
  • 3 VP for every objective marker you control at the end of the game.

 

  1. Front-Line Warfare, CA17 p. 68:
  • 2 fixed objective markers (with a little wiggle room): 2 objective markers at least 12“ away from the deployment zones and the centre of the battlefield.
  • 2 limited objective markers: 1 objective markers in each deployment zone.
  • At the end of the game score VP for every controlled objective marker as follows: 1 VP for the objective marker in your own deployment zone, 2 Vp for the objective markers between the deployment zones, 4 VP for the objective marker in your opponent’s deplyoment zone.

 

  1. Resupply Drop, CA17 p. 69:
  • 6 freely objective markers.
  • 3 VP at the end of the game for every controlled objective marker.
  • [Rule adjustment] At the start of the third battle round, begging with the player who went first, each player chooses and objective marker. Remove that objective marker from the battlefield.

 

Tertiarty mission:

  • The following tertiary mission is played in every tabletopmasters tournament match:
  • „First Strike“ (CA18): 1 VP if you destroyed one enemy unit during the first battle round.
  • „Slay the Warlord“ (CA18): 1 VP at the end of the game if the enemy warlord has been destroyed.
  • „Line Breaker“ (CA18): 1 VP at the end of the game if you have at least one model within your opponent’s deployment zone.
  • „Blood Bath“ (TTM): At the end of the game sum up the total points values of your units that have been fully destroyed during the game. The player who has the smaller total scores 1 VP.

 

Annotations and rule adjustments:

Every combimission uses the deployment rules from CA18.

Every combimission uses a maximum of 6 objective markers. Please follow the „before the game begins“ sequence further down. Fixed objective markers are always placed on the ground floor.

If the mission „Retrieval mission“ or „Big Guns never Tire“ are combined with „The Four Pillars“ then the objective markers from „The four Pillars“ are also used for the other two missions.

The mission „Frontline Warfare“ cannot be combined with either „Beachhead“, „Vital Intelligence“ or „The Four Pillars“.

If „Secure & Control“ is combined with „Beachhead“, place a total of three objective markers. The objective markers in the deployment zones are used for both missions.

The rule „Acceptable Casualties“ (CA18 p. 48f) is in effect in every match.

The rule („Refined Strategy“, CA18 p. 55) is in effect in every match.

If a tactical obejctive tells you to score d3 VP, score 2 VP instead. If a tactical obejctive tells you to score d6 VP, score 4 VP instead. In the mission „Scorched Earth“ don’t score d3 VP for burning down objective markers, scoure 2 instead.

Recommended Combimissions:

  1. Combimission:
  • Vital Intelligence, CA18 p. 48
  • Retrieval Mission, BRB p. 218
  • (Place fixed objective marker for Vital Intelligence. Except for the marker at the centre of the battlefield all marker count towards Retrieval Mission.)
  1. Combimission:
  • The Four Pillars, CA18 p. 51
  • Secure and Control, BRB p. 222
  • (Place 4 fixed objective marker for The Four Pillars and 2 limited objective marker for Secure and Control.)
  1. Combimission:
  • Scorched Earth, CA17 p. 70
  • Resupply Drop, CA17 p. 69
  • (Place 6 objective marker freely, all marker counting towards both Sub-missions.)
  1. Combimission
  • Contact Lost, BRB. p. 231
  • Front-Line Warfare, CA17 S. 68
  • (Place 2 objective marker freely for Contact Lost and 4 limited objective marker for Front-Line Warfare. All marker count towards Contact Lost.)
  1. Combimission:
  • Beachhead, CA18 S. 53
  • Big Guns Never Tire, BRB S. 221
  • (Place 1 fixed objectiv marker and 2 limited objective marker for Beachhead. Place 1 additional objective marker freely. All 4 marker count towards Big Guns Never Tire.)

 

2 Army Composition

The tournament organizers can decide whether they want to arrange a tournament with armies consisting of 1500, 1750 or 2000 points.

The army must be battle-forged and may consist of up to three detachments, regardless the armysize.

All of Games Workshop’s publications, FAQs and GW-Beta-Rules are allowed at the Tabletopmasters tournaments. That also concerns any future publications of these kinds, which are included on this list immediately upon their release. However, this does not apply to Forgeworld Beta-Rules, which are not allowed. Participants of Tabletopmasters tournaments must bring their own rules to the tournament; this can be in either printed or digital form – the important part is that they’re easily readable.

Datasheets from Indices are only allowed when there is no corresponding version in the particular Codex nor when there’s a datasheet in a newer publication (e. g. Vigilus Defiant, datasheet as an additional piece of paper within the model’s packaging).

The flowchart “Index vs Codex” has no application at Tabletopmasters tournaments. This means that datasheets from a Codex are not allowed to use wargear options from the Index. The Index datasheets use – if available – the point values and rules from the Codex.

The “understrength units” rule has no application at Tabletopmasters tournaments.

All optional choices that one can make before the game, must be noted down on the army list (exception: see notes and rules adjustments, “Refined Strategy”). This includes psychic powers, warlord traits, stratagems, relics etc. Stratagems that are used during deployment do not have to be noted down on the army list.

 

3 Sequence: Before the game begins

  1. Introduction: Introduce your armies and army lists to each other.
  2. Maelstrom cards removal: Remove up to 6 Maelstrom cards from your deck and inform your opponent about the selected cards (CA18 “Refined Strategy”).
  3. Terrain declaration: Declare the different pieces of terrain together according to “Battlefield Terrain” (CA 18 p. 62-65). In case you cannot agree at all, the decision is made by a judge.
  4. Fixed objective markers placement: Place all the objective markers with fixed
  5. Free objective markers placement: Do a roll-off in order to determine who starts the process of the free markers placement and then place them alternatingly. Be careful to place only exactly as many objective markers with free placement, so that you can place some limited objective markers later on, as you can only place 6 objective markers in total.
  6. Choosing deployment zones: Do a roll-off. The winner chooses his/her deployment zone first, the other player gets the other deployment zone.
  7. Limited objective markers placement: Beginning with the player who won the last roll-off, place objective markers with limited placement options.
  8. Chess clock: Choose whether you want to use a chess clock in your game. If a chess clock is to be used, agree on how it will be operated by both players and help each other throughout the game in its operation. Start the clock with 50% of the remaining match time for each player.
  9. Deployment: The loser of the last roll-off deploys his/her entire army first. Afterwards the winner of the last roll-off deploys his/her entire army.
  10. Initiative: The loser of the last roll-off may choose whether to go first or if the winner of the roll-off should get the first turn. In case the loser wants to go first the other player may choose to steal the initiative.
  11. Additional pregame actions: Execute all rules that happen “at the start of the game” or “at the start of the first battle-round but before the first turn begins”.
  12. Start of the Game: Start the first player turn and have fun!

 

 4 Terrain

There are no regulations concerning the terrain at the Tabletopmasters tournaments. However, we recommend to the tournament organizers that they provide the players a set of guidelines to how they could play their terrain. This could be carried out in a written form or simply by oral declaration.

 

5 „Run out the clock“ rules

Every player has 50% of game time at their disposal. If one of the players wants to use a chess clock, then the chess clock is to be used and both players commit to operate it correctly and in a fair manner.

Once one player’s time is up, this player is only allowed to execute following actions:

  • Saving throws (including „Feel no Pain“ throws and the like),
  • Moral checks,
  • Obtaining points for fulfilled Maelstrom cards,
  • Obtaining points for controlled objectives.

In the spirit of the game the player whose time was up commits to allocating wounds and to rolling saving throws promptly. Maelstron objective cards may be achieved (e. g. “hold objective marker X”), but it is under no circumstances allowed to generate new objectives cards.

If the chess clock has not been used, it has to be proven in some other way that the “run out the clock” has happened. We recommend that you inform a judge as quickly as possible during the game, so that that they can form an unbiased opinion of their own.

 

7 Base sizes

All models have to be placed on the bases which are delivered with the particular model in the most recent version. If there are several possibilities – like for example with Space Marine Bikes – one can choose one of the base sizes. Conversions and “count as”-models must always be placed on the up-to-date bases. The information on which base size is appropriate for a particular model can be found (in almost all cases) in the model’s “Description” section in the Games Workshop online store.

Deviations of the currect base size are to be reconsiled with the respective tournament organizers in each case, before the event.

 

8 Glossary

Combi-Mission: A combination of three sub-missions.

Sub-mission: A GW Bookmission with rules for objective marker placement, victory conditions and additional special rules.

Tournament points: Points gained through winning a sub-mission. Tournament points primarily decide over your ranking at Tabletopmasters tournaments.

Victory points: Points scored within a sub-mission (In-game points).

BRB: The basic rulebook Warhammer 40k 8th edition.

CA17: Chapter Approved 2017

CA18: Chapter Approved 2018

ObSec: „Objective Secured“, a special rule within many codices that troop choices have under certain conditions. All of these rules are equivalent.