SWFAC 3.2.8

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SWFAC

Swedish Warhammer Fantasy-kompmallen Army-composition Clarifications v3.2.8

- This is not an official FAQ/errata and is in no way supported by Games Workshop. - This document contains rules clarifications, errata and general guidelines to be used in together with the Swedish comp system “fantasy-kompmallen”. The use of this document is optional and it is up to each tournament to decide if they are going to use it or not. - The document can also be used without the composition rules from “fantasy-kompmallen”, as rules clarifications for tournament organizers that don’t want to spend too much time answering rules questions. -This document is not a complete FAQ and should be used together with the official FAQ’s. The composition rules can be found here: http://swfbr.ipbhost.com/index.php?showtopic=4494

1. Main rules1.1 General 1. Characteristic tests on combined models Any effect that causes the model to take a characteristic test (the Dwellers Below) on a combined model with more than one hittable part (characters mounted on monsters) will force the combined model to make a single test on the best characteristic available, unless specifically noted otherwise (such as for Screaming bell/plague furnace where both parts take test on their own characteristic). Any effect caused by a template (Pit of Shades) will force each divisible part to test on its own best value. Template: every part tests, model: one test for the whole combined model. 2: Base sizes A complete chart of all base sizes can be found here: http://swfbr.ipbhost.com/index.php?showtopic=4837 1.2 Movement 1. Unchangeable units You are not allowed to create situations where units almost completely blocks the forward movement of another unit but still cannot be charged by the blocked unit. This can for example be done with the help of skirmisher’s contraction rules or clever aligning of several units making closing the door or reaching the correct side impossible. Designer’s note: The wording on this ruling has deliberately been made somewhat unspecified to avoid unforeseen circumstances. The purpose is that clever use of unintended consequences of the movement rules should not be used to pin units in their place. 2. Virtual pivots Pivoting models with random movement are allowed to move within 1” of enemy models when pivoting and moving, as long as they end their move more than 1” away from enemy models. Note that the models are not allowed to move within 1” of friendly units or impassable terrain. If a model with random movement is not able to charge a unit because it is

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too close (i.e. the side if its base hits the enemy before the front), make a virtual pivot and place the model with random movement in base contact with its front against the enemy unit. 1.3 Magic 1. Targeting restrictions Spells from older army books that do not have a defined type, uses their own casting restrictions. Ignore the casting restrictions in the rule book, with the exception that spells cannot be target (spells using blast count as having targets) into close combat unless specified. 2. Spirit Leach (Lore of Death) Both the caster and the target of Spirit Leach can freely choose to either use his own unmodified leadership (what is written on that specific model’s profile) or to use inspiring presence, with modification. Remember that models in a unit with Standard of Discipline can never use inspiring presence. 3. Regrowth (Lore of Life) Monstrous cavalry are healed to full amount of wounds of the dice roll (just as all non-cavalry unit types). 1.4 Shooting 1. Firing cannons When firing cannons, you do not need line of sight to the point on the ground where you are aiming. You can freely choose any point between a visible target and the cannon. Over and under shooting in order to try to hit something that is not within the war machine’s line of sight is not allowed. 2. Firing into close combat Ranged attack may never deliberately be directed or redirected (doom divers etc) into a friendly unit* or a unit in close combat*. Attacks with a random range (Doomrocket, Salamanders etc) may not be fire in a direction that could potentially hit a friendly unit or a unit in close combat regardless of what range is rolled. An attack my however scatter into close combat. *Unless noted otherwise. Skaven may target units in close combat with slaves (but not the slaves). Warp fire throwers may fire in a direction that can hit friendly units, but not enemy units in close combat. 1.5 Close Combat 1. Triggered effects Abilities and rules that are triggered when wounds are suffered in close combat are triggered after all wounds in that initiative step have been resolved. For example, a model with flaming attack cannot negate regeneration for any other non-flaming attacks made at the same initiative (such as a dragon’s normal and flaming breath attack). 1.6 Special Rules 1. Always strike first and always strike last A model with both always strikes first and always strikes last can not gain any additional drawbacks or benefits from getting any of these rules more than once (for example, a white lion with Briona’s timewarp cast upon him will still not be able to strike first or reroll to hit). Additionally, models with both of these rules will use neither in combat, which means that if fighting against models with only one of the rules the enemy will use their rules to their full potential (for example, if a white lion is fighting a phoenix guard, the phoenix guard will strike first and gets to reroll to hit).

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1.7 Miscellaneous 1. Number of wounds on war machines Always use the number of wounds on the crew as the number of wounds on a war machine. 2. Army specific rules 2.1 Beastsmen 1. Shard of the Herdstone - The Shard of the Herdstone is impassable terrain and has a solid footprint that is square, round, rectangular or ellipsoid and that fits inside a 5" diameter circle. 2.2 Bretonnia 2.3 Chaos Dwarfs 1. Iron Daemon War Engine - The Lumbering and Unstoppable rules replace the normal charging rules. This means that the Iron Daemon does not add +4D6 to a charge move, and cannot wheel during a charge. Therefore Iron Daemon can “clip” units. - Note that the unintentional charge can only be made as a result of the extra 2D6 move. A regular 6” move cannot unintentionally bring the Iron Daemon into close combat. - Except for the types of terrain described under the Demolition special rule, the Iron Daemon treats all terrain in the same way as war machines: All terrain that are not open or hills are treated as impassable (the Iron Daemon can therefore not assault buildings). For determining what terrain the Iron Daemon can cross, the wheels are considered to be 2” tall regardless of how the model is built. 2. Hellbound - For war machines, treat the +1 wound from hellbound as an extra wound on one of the crew members (owners choice) instead of for the machine itself. Note that the +1 toughness is still only applied to the machine. 3. Hailshot Blunderbuss - The D3 that is rolled when firing the blunderbusses are the number of shots fired, not the number of hits. 4. Taurus - The Fuelled by fire rule are for only Great Taurus - The Burning Body errata are for both Great and Bale Taurus 4. Burning Bright The toughness test should be taken at the beginning of each game turn after the 1st. 5. Chalice of Blood and Darkness This item can not be activated in between a spell casting and a dispel attempt. 2.4 Daemons of Chaos 1. More than one magical weapon When a daemon has more than one magic weapon, he will only ever gain the benefits of the weapons he is using.

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2.5 Dark Elves 1. Cauldron of Blood - A Cauldron of Blood must be kept in the centre of the front rank at all times, but can “make way” if this is possible without leaving the centre of the front rank (only possible if uneven number of models in the front rank). - The Strenght of Khaine rule changes the murderous prowess rule to re-roll all to wound rolls instead of only to wound rolls of "1", but all other conditions for the rule still applies (i.e. it only works in combat and does not work for mounts, chariot impact hits etc). 2. Witchbrew - If more than one model with witchbrew (or whichbrew + Tullaris) is in the same unit, the effects are not cumulative (i.e. only +1 A). 3. Tome of Furion - This item can not be used to have duplicates of non signature spells. 4. Black horror - All ward saves that can normally be taken against spells can be used against black horror (this includes Banner of the World Dragon). - Regeneration saves can not be taken against black horror. 2.7 Dwarfs 2.8 The Empire 2.9 High Elves 2.10 Lizardmen 1. Disciplines of the Old Ones - Focus of Mystery will only give a Slann Mage-Priest spells from High Magic (he can not generate spells from another lore as well). 2. Predatory Fighter - As models that makes support attacks can only ever make a single attack (or 3 attacks if monstrous infantry/cavalry/beasts) and predatory fighter gives the models extra attacks, this rule can not be used to make supporting models do more than 1 (or 3) attacks. Therefore, when fighting with units where some models with predatory fighter in the front rank and some in the second (or third) rank, divide attacks beween the ranks as only the first rank will get bonus attacks from the predatory fighter rule. 3. Terradons/Ripperdactyls - Characters mounted on terradons or ripperdactyls can join units of Terradons rider or units of ripperdactyl riders. 2.11 Ogre Kingdoms 2.12 Orcs & Goblins 2.13 Skaven 1. Magic items

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- Brass Orb and Death Globe counts as shooting weapons in all regards (may not march and shoot, may stand and shoot, must place the hole of the template over a model etc). 2. Magic - A Grey Seer chooses how many spells from each lore he will use at the beginning of each game. Declare how his spells are divided between the lores just before rolling for his spells. - Cracks Call and Vermintide can choose directions that can hit friendly units and units in close combat (just as other line and vortex type spells) - Cracks Call can only hit one model per rank (as cannons). 3. Screaming Bell/Plague Furnace - A Screaming Bell or Plague Furnace must be kept in the centre of the front rank at all times, but can “make way” if this is possible without leaving the centre of the front rank (only possible if uneven number of models in the front rank). 4. Warp Lightning Cannon - Shots from the Warp Lightning Cannon cannot be stopped by obstacles (but is stopped by impassable terrain). 2.14 Tomb Kings 2.15 Vampire Counts 1. Healing characters - Invocation of Nehek can not heal characters or their mounts. It can only ever heal a single wound on Vampire and Ethereal units. - The Curse of Undeath can heal characters or their mounts. 2.16 Warriors of Chaos 1. Treason of Tzeentch - Only use leadership values you normally would use, do not use the Ld of mounts, chariots war machines etc. 2. Soul Feeder - Wounds caused by stomps and thunder stomps does not trigger Soul Feeder. 2.17 Wood Elves 1. Naestra and Arahan, Sisters of Twilight - Gwindalor is a monster. 2. Magic items - Stone of Rebirth Once the bearer reaches one wound he gets the 2+ ward save permanently (healing him to above one wound will not remove the ward save). Roll armour saves one at a time, and when he reaches one wound, he gets the 2+ ward save against the rest of the wounds. - Stone of Crystal Mere Roll ward saves one at a time, and when he fail a save, , he cannot use the ward save against the rest of the wounds. 3. Wardancers

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- Dances must be chosen before any blows (or impact hits etc) are made. 3. Open/Semi-open army lists We encourage all tournament organizers to declare which of these two army list systems will be used. 3.1 Open army lists A full army list should be handed to you opponent before each game. This army list should include all units, unit options, magic items, gifts, point cost etc. The only things that are not open to your opponent are things that explicitly states that they are hidden in the army book, such as where an assassin is hiding. Note that the presence of an assassin in the army (and his equipment) is still open. 3.2 Semi-open army lists In this format, most parts of your army roster will be open (meaning that your opponent should know what your army consists of before the game starts). Some parts of your army are however hidden (your opponent will not know what they are before they are used). Both players should show their opponent the open part of their army before the game begins. It is usually appreciated to have a ‘mundane’ army list to show your opponent. 3.2.1 The open part of your army Units, their equipment and command groups, characters and their mundane equipment, war machines, monsters and chariots etc are all open. Your opponent should be allowed to know all the rules and points cost (without the hidden parts) for these. Special characters and all their equipment and magic items are always open. These are common misconceptions of what should be hidden (the following should be open):

- Magic levels - Lores of magic* - Scouts, Tunnellers, Miners, Gorgers, Tomb Scorpions, ambushing units and similar - Wood Elf Kindreds - Bretonnian Vows - Marks of Chaos - Mundane parts of your Magic Items (see Magic Items below) - Oath stones - Maneater’s “been there done that” special rules** - Daemons of Chaos Locus

*Note that even if the use of the lore is only made possible by a hidden item (such as Wizarding Hat or Forbidden Lore), which lore the wizard uses should still be open. **Maneater’s “been there done that” special rules have their own rules specified in the Ogre Kingdoms FAQ. These rules are only used when using semi-open army lists. When using open army lists, the rules should be written on the army list that you hand over to your opponent. 3.2.2 The hidden part of your army You do not need to reveal anything from the hidden part of your army before the game begins. This part includes:

- Hidden characters such as Assassins* - Night Goblin Fanatics and Nasty Skulkers - Magic Items (and similar, see below)

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*Skaven assassins are only hidden if they are actually hiding in a unit. First present your army without the assassin and look at your opponent’s army. Then decide if you want to hide your assassin in a unit or not. If not, reveal that you have an assassin to your opponent. Dark elf assassins are always hidden in units, decide which unit they are hiding in (write this down) after you have seen what you opponent has in his army. In this respect, all equipment that is bought from the magic items allowance or a similar point restriction count as magic items:

- All common and race specific magic items - Vampiric Powers - Bretonnia Virtues - Wood Elf Spites - Warrior of Chaos Gifts of the Gods - Beastmen Gifts of Chaos - Ogre Kingdoms Big Names of the Ogres - Daemons of Chaos Daemonic Gifts* - Dark Elf Gifts of Khaine - Dwarf Runes (including Engineer Runes) - Lizardmen Disciplines of the Old Ones - Skaven Scavenge-pile items - Golfag’s magic items**

*Daemonic gifts should be revealed when randomizing the gift. Declare if you will keep the gift (and of so what the gift does) or if you will swap for result 0. If a result 0 is chosen, secretly write down your which weapon you choose on a piece of paper. **Roll 2D6x10 points openly and then secretly write down you chosen items on a piece of paper.

In addition to this, all Magic Items (and similar) that have a mundane part should be presented with the open part of your army. Here are some examples of how to treat some of the most common mundane parts of Magic Items: 3.2.2.1 Magic Weapons Magic weapons of a specific type should be represented as their type. A magic great weapon should be presented as a great weapon. This includes all weapon that “counts as” or “follow all the rules of” a specific weapon. Weapons with the “paired weapons” special rule are presented as additional hand weapon. Weapons that do not have any type are completely hidden (it count as the one hand weapon all models come with). Note that “requires two hands to use” or “two-handed weapon” etc are not weapon types, and these weapon-abilities does not have to be represented. 3.2.2.2 Magic Armour Magic armours should be represented by their type. A magic heavy armour should be represented as a heavy armour and a magic shield as a shield. This includes armours that “counts as” or “follow all the rules of” a specific armour (such as High Elf Armour of Calandor which count as a dragon armour). Magic armours without a defined type (armours that cannot be worn together with other armour) should be represented as only as “armour” (Empire Armour of Meteoric Iron, Daemons of Chaos Armour of Khorne, Vampire Counts Flayed Hauberk etc). Magic helmets, gauntlets and similar items that do not have a mundane counterpart should be kept completely hidden. 3.2.2.3 Magical steeds A magic Item that is a mount of some kind should be represented as the mundane counterpart.

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3.2.3. Revealing Magic Items A Magic Item (or similar) must be revealed the first time it is used. An item is considered being used when

- It affects a dice roll. - It alters an attack (such as a magic weapon, Banner of Eternal Flame, Venom of the

Firefly Frog etc.). - It alters a saving throw of any kind (reveal the item before rolling the saving throw).

Note that an item that only “changes” the save the same way as the mundane counter part would (such as many magical shields) does not need to be revealed.

- An item that increases the movement only counts as used when the unit moves further than it could without it or when charging (declare that you have the item before rolling charge distance but after reactions are taken).