Friday, February 19, 2016

Albany Exterminatus ITC 2016

May 21, 2016
Flipside Gaming East Greenbush
598 Columbia Turnpike, East Greenbush, NY 12061 (518) 479-4746

Fee: $20 per player

PRE-REGISTER to be guranteed a spot:

If you get lost, feel free to call and ask for directions: 892-0023
Contact the 40k Tournament Organizer with questions and lists: 
Adam Fasoldt - 

ITC: This is also an ITC ranked event. The more who show up, the more points will be awarded.

Prize Support:

The entirety of the entry fees go to in-store prize support.


9:00am-11:30amGame 1
12:15pm-2:45pmGame 2
3:00pm-5:30pmGame 3
5:45pm-8:15pmGame 4
8:15pm-8:30pm Prizes and Clean-up
8:30pm-10:15pm Applebee's

Lists and Units

  • All models should be a 3-color minimum and minimum based for this tournament. Please see the painting and sportsmanship scoring sections for details.
  • All units must be WYSIWYG - What You See is What You Get.  Flamers are not Meltaguns.
  • Any counts-as units must present a good effort to reduce confusion for your opponents. Counts-as must be provided to the Tournament Organizer ( before the event if you want to avoid your model not being allowed on game day. This is especially true for Forge World or Horus Heresy models. Make sure they are the legitimate models or the alternative models are very convincing. If we begin to see nothing but poorly built armies simply to take advantage of good rules, restrictions against these units will likely creep back into our events.
  • Kitbashes must provide your opponent all the benefits and yourself all the negatives of any difference in size you may have modeled.
  • Don't be a jerk. If you follow this simple rule, you won't go wrong. We are subjective about our modeling policies, and are happy to work with anyone, but if you try to follow them to the letter and squeak out some kind of advantage, you will be disqualified from the event.


Scenarios have both static and cumulative missions of various Battle Points values in your games. Here is a link to the last packet we used with the Goldensprue Cup missions (Scenario document updated 2015-12-08):

Please note that we are still discussing whether we'd like to switch to using ITC missions instead.

What to Bring
  • Your Army 
  • Tape Measure, Dice, Game Aids, etc. 
  • 6 Objective Markers about 40mm in size. 
  • 6 Typed Copies of your army list. Be sure to notate who your Warlord is on your army list. (2 Battle Points)
  • All pertinent rules for your army. Codices, White Dwarf Articles, Foregworld Rules, etc. 
  • If you are using a counts as army, bring a "cheat sheet" for your opponents.
  • A copy of the mission packet. (2 Battle Points)

Rules Judgments 

Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows:
  1. Main Rule Book 
  2. Games Workshop FAQs and Erratas 
  3. ITC FAQ
  4. Tournament-specific Houserules
  5. Judgements at the Table

Houserules and FAQs

Please note that the additional event rules in red are preliminary rulings and we are still working them out.
  • ITC Houserules
    Click on the FAQ in the menu under "ITC":
    Note: It is likely this link will change soon.
  • Angels of Death Psychic Powers: See the ITC FAQ for preliminary rulings. 
  • Death from the Skies: All general flyer rules and datasheets are in play from this book. For ease of tournament play, we will not be using the Dogfight Phase. If you plan on using a flyer which is not listed in this book, you must email the T.O. to receive your Combat Role, Pursuit score, and Agility score. These will be assigned according to the stats of similar models in the Death from the Skies book as well as their narrative background text on their datasheet.
  • Death from the Skies Interpretations: 
    • You may now choose hover or zooming mode when you arrive on the board.
    • Zooming flyers may no longer claim cover saves or line of sight blocking from terrain
    • Although we will not have a Dogfight Phase, we will be using the Air Superiority rule.
  • True Measuring: Measurements for shooting are (for most models) measured from base to base. Where one model is more elevated than the other, this will mean measuring the distance diagonally.
  • Barrage and Imperial Knights: To determine which "side" of the Imperial Knight is hit with a Barrage weapon, use whichever side the exact center of the blast marker is on. If your opponent has decided to make life hard for everyone and place the blast marker exactly in the center, dice off to determine which side is hit.
  • The Saint Is Dead: If Saint Celestine or any other model is incapacitated (as a marker or otherwise not in play) at the end of the game, they are considered killed for all victory conditions. 
  • Fast Dice: If your opponent requests that you use Fast Dice for your rolls when you can, you must do so unless you use a dice tower. The only reason to roll one die at a time for saves which could use Fast Dice would be for either superstitious or cheating reasons. The odds are otherwise the same. 
  • Climbing: For simplicity and ease of play, the core game rules allow most models to climb any piece of scenery. Use the ‘Wobbly Model Syndrome’ rule if it is not possible to place the model in the position it is meant to be occupying. 
  • Tall Models, Ruins, and Base Contact: If models are only fractionally apart due to the vagaries of scenery they count as being in base contact. However, though models on different levels of a building can be locked in combat with one another, they will not be considered in base contact with one another for the purposes of special rules or equipment that require models to be in base contact to take effect. The ‘Wobbly Model Syndrome’ rule applies to situations where you are attempting to charge a model that is on top of something, where there is no room for a model to be in base contact place the model as near as possible, and keep a note of its actual position. It is assumed to be in base contact with the other model.
  • To-Hit Rolls for Witchfire Powers: If a witchfire power does not have a profile, follow the instructions written for that power instead of rolling to hit. This includes most focused witchfire powers. If a witchfire power has a profile, the To Hit rolls matter in the same way as they do in any shooting attack.
  • Duplicate Weapon Profiles: A weapon that can be used as a ranged and a melee weapon can be used as both in the same turn unless specifically noted otherwise.
  • Master-Crafted Combi Weapons: Both the primary and secondary weapon of a Master-crafted combi-weapon are Master-crafted.
  • Horizontal Firing Arcs:  A hull-mounted weapon’s arc of fire a is a total of 45°, not 45° to either side.
  • Pivoting a Model: If a model moves, no part of the model (or its base) can finish the move more than the model’s move distance away from where it started the Movement phase.
  • Movement Types: Sometimes a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency. This includes all phases of the game, including the Shooting and Assault phases, though restrictions incurred by movement in those phases affect the entire unit.
  • Terrain and Large or Flying Moels: The 25% rule applies in all types of terrain if the target is a vehicle of any kind (except Zooming Flyers), Soaring Flying Monstrous Creatures, or Gargantuan Creatures. All other targets count as being in cover if they are in or on the terrain’s base, even if not 25% obsured.
  • Shooting Super Heavies: You have to select all targets before any dice are rolled for the weapons mounted on a Super-heavy vehicle or Gargantuan Monstrous Creature. One Use Only/One Shot Only weapons are used up if a previous weapon destroyed the target that the One Use Only/One Shot Only weapon was going to shoot.
  • Hammer of Wrath and Walkers: Hammer of Wrath attacks against Walkers hit the armour of the side the attacker is facing.
  • Malediction Stacking: The effects of multiple castings of the same malediction cast on the same turn do not stack.
  • Superheavies and Terrain: Roll 3D6 (due to the Move Through Cover special rule) and double the highest result for all Superheavy Walkers and Gargantuan Monstrous Creatures moving through cover.
  • Mixed Flyers and Infantry: A Flying Monstrous Creature’s Hard to Hit rule does not work when part of a unit without the rule.
  • Blasts and Flyers: Blast weapons, Beams, and Templates cannot target Swooping Flying Monstrous Creatures or Zooming Flyers, nor can they be hit by the same that didn't target them. The Swooping or Zooming models are effectively ignored for all purposes when these weapons are adjudicated. However, if any of these weapons have the Skyfire special rule, they may be hit by any of these weapon types.
  • Ongoing Reserves and Flyers: A unit may not go back into Reserve the same player turn that it came onto the board from Reserve, nor may a unit perform a bombing run before leaving combat airspace.
  • Scout Order of Operations: Scout redeployments take place after the player going second is given the chance to Seize the Initiative.
  • Infiltrate Irregularities: Models with the Infiltrate special rule are allowed to not use the rule to deploy and then charge normally in the first turn. Having said that, an Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, whether they are Infiltrating, Deep Striking, Outflanking or deploying normally. They are free to join units as they wish after deployment.
  • Special Rules and Independent Characters: The rules for Detachments and Formations only apply to models/units that are part of the Detachment or Formation and are, therefore, not conferred to any Independent Characters from other Detachments or Formations which might be attached to those units.
  • Immobilized Flyers: If a flyer which is forced to move 18" forwards due to an Immobilised result ends its move over an enemy unit, use the Wobbly Model Syndrome to mark its actual location and set your flyer off to the side, out of the way.  For all purposes, the flyer is considered to be in the marked location until it moves again. If the models that were in the flyer's path get moved, and there is now room for your flyer, immediately put it in its proper location.


Terrain will be static and placed by the judges. If both players agree, however, some terrain may be moved. 
  • Hills: All rolling hills are open terrain, granting 5+ cover via LOS blocking/interference as normal but do not count as difficult terrain. 
  • Rock Towers, Crates, and Can Towers: Are impassible and block LOS completely (even if there are actual gaps in the terrain pieces).In order to facilitate easy use of Woods terrain and reduce Line-of-Sight arguments. 
  • Woods are treated differently from other terrain rather than just being simple difficult terrain. If any model is in woods or up to 25% of your model is behind the woods base, including vehicles, they enjoy a 5+ cover save even if the model is not obscured. The height of all woods is assumed to be as tall as the tallest tree on the base, so if a flyer stands over the tree-line, it will not enjoy the cover save. Similarly, if you are in woods and trace line of sight through any part of the woods you are in, your target also enjoys a 5+ cover save. 
  • Note that the bases of terrain count as part of the terrain piece and therefore, non-vehicle units enjoy cover saves for being on them. 
  • Terrain Data Slates (such as the Twisted Copse) will not be used. 
  • Fortifications are placed before your other models during deployment. You must remove one piece of terrain that is at least partially within your deployment zone before you place your Fortification. The exceptions to this are the Aegis Defense Line and Promethium Relay Pipes which are allowed to snake through other terrain as needed, even up hills. 

Scoring and Prizes 

These are arranged from largest prize to smallest prize.
  • Best General:  The player who won the most games. Ties default to Battle Points.
  • Best Overall:  The player who scored the most Battle Points combined with the player's own Sportsmanship and Appearance scores. 
  • Best Appearance:  The player with the best appearance score wins this prize.   
  • Best Sportsmanship:  The player with the best sportsmanship score wins this prize.
  • Biggest Game Hunter: The player who, in total, destroyed the most Superheavy or Gargantuan Hull Points and/or Wounds at the end of their games wins this prize.
  • Best Big Game:  The player who brings the best Superheavy or Gargantuan unit in their list or for use as terrain wins this prize (voted by players in attendance).
  • If turnout allows:
    • 2nd Best Overall
    • 3rd Best Overall
    • 2nd Best General
  • Golden Spoon: Dead Last in Battle Points

Battle Scoring

Every scenario is worth 25 Battle Points with two Primary Missions worth 9 points each a Secondary Mission worth 3 Battle Points and two Tertiary Missions worth 2 each.

Note that any ability which awards additional victory points (such as some Warlord Traits or the Tankbustas' Glory Hogs ability) are applied to a specific mission. Again, see the mission packet for more details.

Ties: The player with the most surviving points wins the game in the event of a tie. If a model or upgrade on a model was purchased for free or summoned, then it is worth zero points for the purposes of determining ties.

Additionally, the following scores are awarded:
  • 2 Battle Points: Bring 6 copies of your finalized list to the Tournament.
  • 2 Battle Points: Bring a copy of the Mission Packet 
  • 4 Battle Points:  Email the T.O. ( your finalized army list by the Monday before the Tournament. PDF or just text is preferred.
  • 6 Battle Points: You email the T.O. ( a selfie of yourself with an unpainted unit by the Monday before the tournament. If that unit is painted on the day of the event, you score these points.  (Single infantry, such as a single, small HQ, do not count. The unit must be somewhat significant.) 
Maximum Battle Points for the tournament: 114pts

Appearance Scoring

3-Color Minimum: This includes 2 major colors and a minor color. The primer doesn't count as a color. If you were to spray a space marine brown, paint the guns silver, wash the model with black, and glue sand to the base, this would be considered 3-color minimum acceptable.

Tabletop Standard: This would include all details color-blocked before washing, and a single highlight on top of the other requirements for a 3-color minimum.

Judges are encouraged to score between the numbers presented for the General appearance score based on any partial accomplishment towards a particular goal. For example, if a large number or a vast majority of models are painted beyond a tabletop standard, but some are not, then they may wish to score 9 or 10 points. What constitutes "a vast majority", "a large number", or "a handful" of models is up to the Judge's discretion. Also note that the examples given next to a points score is just that... an example. Other factors can be involved in a points score. Suffice to say, Appearance Scoring is extremely subjective.

The player with the best appearance score will win Best Appearance with tiebreakers being decided by the players voting for favorite army.
  • General Score (up to 11pts):
    • -10pts  Some models are not painted to a 3-color minimum
    • 6pts The entire army is painted to a 3-color minimum
    • 8pts The entire army is painted to a tabletop standard
    • 11pts The Entire army is painted beyond tabletop standard
  • Basing Score: (up to 4pts):
    • +1pt Minimal basing (1 texture/color) on the entire army
    • +3pts At least 2 textures and/or colors are used to base the entire army
    • +4pts Many textures and/or colors are used to base the entire army
  • Modeling score (up to 4pts - note breakdown adds up to 6, but max is 4):
    • Conversions
      • +1pt Minor conversion work has been done to a handful of models
      • +2pts Minor conversion work on a large number of models or a small amount of major conversions. Conversions must be well-executed to score more than 1 point.
      • +3pts The army has many major conversions
    • Display Board
      • +1pt Simple display board with surface matching models' bases
      • +2pts Advanced display board with surface matching models' bases and matching terrain. Note that the execution of the display board must be of an Advanced quality to score more than 1 point, even if you do add terrain and effects.
      • +3pts Extreme display board with surface matching models' bases, matching terrain, and matching environmental effects (lights, smoke, etc).
  • Miscellaneous (up to 6pts - note breakdown adds up to 11, but max is 6):
    • +1pt Army uniformity 
    • +1pt Basing uniformity
    • +1pt Extreme bases
    • +1-2pts Extreme conversion work
    • +1-3pts Freehand
    • +0-3pts Judge's discretion. This is mainly to differentiate execution between players with nearly maximum points, but could also be used to award good faith on the part of players who are trying very hard to paint their army. Judges are also encouraged to take into account difficulty level and model count, to some extent, for the awarding of Judge's Discretion points, though the award is entirely up to them and players are asked not to grill the Judge on their final decision. If the Judge feels threatened or put off by questions by the players, the Judge is encouraged to alert the Tournament Organizer so that penalties may be incurred on the player's sportsmanship score. Asking for advice on how to improve one's painting, however, is highly encouraged.
Maximum Appearance score for the tournament: 25pts

Sportsmanship Scoring

At the end of the tournament, each player will offer a vote for Favorite Opponent and a Second-Favorite Opponent. Each Favorite Opponent vote is worth 5 points and each Second Favorite Opponent vote is worth 3 points. Each player also receives 5 points if no complaints are lodged against them throughout the tournament. Players who do not bring a 3-color minimum painted and minimum based army will not receive the bonus 5 points for sportsmanship.

Maximum Sportsmanship score for the tournament: 25pts

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