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FANTASIA FANATIC XXX REGLER OCH INFORMATION 8-9 OKTOBER, 2016 DRAGONSKOLANS GYMNASTIKSAL UMEÅ, SVERIGE WWW.FANTASIASPEL.SE BILJETTER KOSTAR 300:-, MER INFORMATION OM ANMÄLAN HITTAR NI PÅ SIDAN 2 FIRA 30 MED OSS, MER INFO PÅ SIDAN 5!

Innehållsförteckning: Välkommen till Fantasia Fanatic XXX...... 2 Anmälan... 2 Spellokalen........ 3 Allmän turneringsinfo.... 3-4 Tidsschema. 4 FFXXX Fest.5 Regler & scenarion.....6 9 Erratas.9-11 Välkommen till Fantasia Fanatic XXX Fantasia Fanatic är en av Sveriges största och äldsta figurspelsturneringar, den hålls två gånger per år (en på våren och en på hösten). Detta häfte ska täcka allt ni behöver veta för att delta i vårens turnering. Har ni frågor eller synpunkter kring turneringen går det bra att kontakta oss på fantasiafanatic@gmail.com eller 090-770360. Det händer ibland att vi måste uppdatera häftet med ytterligare information och ibland även justera befintlig information. Vi meddelar på www.fantasiaspel.se och på Facebook (gilla Fantasia Umeå) när uppdateringar läggs ut. Efter den 24 september gör vi inga uppdateringar som påverkar spelet. Vi försöker naturligtvis alltid undvika att göra sena ändringar men för att vara säker på att ni får med er den färskaste versionen av häftet så se till att titta in på hemsidan inom två veckor före avstamp. Anmälan Fantasia Fanatic hålls helgen 8-9 Oktober. Det kostar 300:- att delta. Anmälan görs på något av följande sätt: 1. Maila in er anmälan på fantasiafanatic@gmail.com. Ange namn, vilket spel ni ska spela (gärna armé också) och ett telefonnummer som vi kan kontakta er på vid behov. Betalningen sker då på BG 648-3093, glöm inte att ange namn på betalningen. Det går även att Swisha betalningen till 0703747934. 2. Anmäl er på Fantasia i Umeå (adress hittar ni på sid. 8). All information och betalning sker i butik. 3. Köp er biljett på www.speltid.se, adress http://www.speltid.se/545-turneringar Er anmälan är inte giltig förrän den är betald. Turneringen är begränsad till totalt 150 platser, anmälningslista hittar ni på http://stridshammaren.se/forum/index.php? p=/discussion/4826/fantasia-fanatic-xxx Vi vill ha in alla armélistor digitalt för att slippa pappersexercisen och ha dem enklare tillhands. Dessa skickas till fanaticlistor@gmail.com bifogade antingen som.txt, rtf eller pdf upprättat på ett lättläst sätt. Sovlokal För den som inte vill sova på hotell eller vandrarhem (hör gärna av er om ni vill ha tips på bra boende) så kan ni hyra plats i klassrum för endast 50.- (gäller fredag - söndag). Betalning görs på samma sätt som anmälan ovan. 2

Spellokal Fantasia Fanatic spelas i Dragonskolans Gymnastiksal i Umeå, adressen är Signalvägen 3. Sök på Dragonens Idrottscentum på GPS en så hittar ni rätt. Åker ni lokalbuss så ska ni åka Linje 1 mot Umedalen och kliva av vi hållplats Dragonskolan. Vill ni ha tips på boende i Umeå så tveka inte att kontakta oss på 090-770360 Armélista Till Fantasia Fanatic skall alla spelare skicka in en korrekt armélista digitalt senast onsdagen samma vecka som turneringen spelas. Dessa skickas till fanaticlistor@gmail.com bifogade antingen som.txt,.rtf eller pdf upprättat på ett lättläst sätt. Spelare som inte lämnat in sin armélista i tid kommer att ges straffpoäng. Fair Play Vi kommer att dela ut Fair Play pris till den trevligaste spelaren under Fantasia Fanatic, vinnaren i respektive spel kommer att röstas fram av er. Efter varje match när ni registrerar resultatet kommer ni även att ge er motståndare en Fair Play poäng Den som skrapar ihop flest poäng i respektive spel vinner Fair Play, turneringens mest åtråvärda pris (vid lika så kommer den som placerar sig sämst i turneringen att ta hem priset). Vi kommer att använda oss av en femgradig skala under Fanaticen. Priser Priser: De platser som kommer att ge pris är följande (det kommer bestå av bland annat plaketter samt presentkort/produkter från Fantasia/www.speltid.se) Första plats Andra plats Tredje plats Best in Show Fair Play Eftersom det är XXX jubileum så kommer vi dela ut en hel del extra priser. Mer info om detta kommer att finnas på plats. 3

Målningskrav Målade arméer Under Fantasia Fanatic ska alla deltagande arméer vara målade. Best in Show Vill ni kunna bli uttagen till Best in Show så måste ni nominera er själva (eller att någon annan nominerar er) och ställa ut er armé efter match 1. Vi kommer plocka ut åtta av de nominerade arméerna. Så ifall ni är intresserade av att bli nominerad (eller nominera någon annan) till best in show, se till att meddela oss i sekretariatet innan ni går på lunch på lördag. Turneringsschema Gäller Warhammer 40K Dag 1 Start tid Slut tid Aktivitet 08.00 08.30 Insläpp och registrering 08.45 09.00 Introduktion 09.00 12.15 Match 1 (Efter matchen ska alla som vill bli utplockade till Best in Show ställa ut sina armé) 12.15 13.30 Lunch 13.30 16.40 Match 2 16.50 20.00 Match 3 Dag 2 Start tid Slut tid Aktivitet 08.10 08.20 Insläpp 08.20 11.30 Match 4 11.30 12.30 (11.45 12.20 Lunch Röstning Best in Show) Match 5 Prisutdelning 12.30 15.50 15.40 16.10 Kvällsöppet på Fantasia Fantasia kommer att hålla öppet butiken mellan 19.30-21.30 på lördagskvällen. Vi kan garantera att det är värt att ladda kreditkortet och kika förbi. Fanatic XXX = extra superbra Kiosk Det kommer finnas kiosk på plats som tar kontanter och swish. Vi kommer att ha en lunchvagn utanför lokalen båda dagarna som serverar fantastiskt goda burgare. 4

FF XXX FEST LÖRDAG 21.00 Vi tänkte fira att Fanaticen firar 30 ggr och har därför bokat bord på O learys för middag efter lördagens spel med alla som vill! Middagen* kostar 270:-/person, anmälan till detta görs på fantasiafanatic@gmail.com Betalningen görs med swish till 0703747934 Vi hoppas självklart att så många som möjligt vill vara med och fira med oss och göra nr 30 till något speciellt. *Det kommer att finnas två varmrätter att välja mellan, kött eller fisk. Har ni behov av specialkost är det bara att höra av sig till oss på mail eller 090770360 Självklart kan man vara med även om man inte spelar turneringen. Anmälan till detta måste vara gjord senast en vecka innan turneringen. Kvällsöppet på Fantasia Fantasia kommer att hålla öppet butiken mellan 19.30-21.30 på lördagskvällen. Vi kan garantera att det är värt att ladda kreditkortet och kika förbi. FANTASIA Sagagallerian Götgatan 1 903 27 Umeå +46 90-770360 Fantasiafanatic@gmail.com www.fantasiaspel.se.se www.speltid.se För er som vill shoppa och sen hänga med på O learys går det bra att lämna grejerna på Fantasia så fraktar vi det till turneringslokalen på söndagen. 5

SCENARION OCH REGLER Army Construction Points: 2000p Detachments: The army must be Battle Forged and consist of any number detachments. Different Factions: Your army may only contain models from maximum 2 different factions. Allowed codices/codex supplement: All currently sold by GW (at 20160820, we do not play with Traitor s Hate, and Angels Blade Escalation: Not allowed. Forge World: Not allowed. Death from the Skies: Not used Except rules for Stormhawk Interceptor and Wazbom Blastajet SVFAQ: Will be used GW FAQ-drafts: Will not be used. But the Errata parts will be used (page 9-11) 1. Combined Arms Detachment 1-2 HQ 2-6 Troops 0-3 Elites 0-3 Fast Attack 0-3 Heavy Support 0-1 Lord of War 0-1 Fortification Objective Secure Troops You may re-roll your warlord trait if this is your Primary Detachment. 3. "Decurion style" Detachment A type of detachment which specifies a number of formations that could/must be included instead of a number of units with different battlefield roles. Formations included in these types of detachments are NOT detachment on their own The benefit of the detachment spreads to all units within it, while benefits from separate formations only applies to the units within that formation. 2. Allied Detachment 1 HQ 1-2 Troops 0-1 Elites 0-1 Fast Attack 0-1 Heavy Support Objective Secure Troops This Detachment may not be your Primary Detachment. This Detachment may not be the same faction as your Primary Detachment. 4. Codex Specific Detachment Have benefits and restrictions according to the rules in their respective codices. Codex specific Detachments does not automatically have Objective secured Troops. 5. Formaiton. Has its own benefits and restrictions. Not automatically objective secure Stronghold Assault/Fortifications: The army (if it has a force organization chart slot for it) may include up to 1 fortification and any allowed upgrades for that fortification except the following; Void Shield generator, Imperial Strongpoint, Wall of Martyrs Imperial Defense Network, Void Relay Network, Escape Hatch and any fortification with the Mighty Bulwark special rule. A fortification that is a building may not be deployed on top of/above any objective, but are otherwise deployed as any other model. A fortification can never scout, infiltrate or be left in reserve. Other Sources All other data sheets, formations and set of rules released by Games Workshop during 6:th or 7:th edition is allowed, unless there is a newer version of it released already (for example Belakor is now Chaos Daemon only due to latest Data Slate). Army Restrictions General - Maximum 1 Super Heavy Vehicles or Gargantuan Creature in the army - Maximum 250pts of free upgrades in the army (over 250pts you must pay for them as normal) - Maximum 3 Monstrous Creatures with 2+ Armour Save in the army - Maximum 15+D6 Warp Charges may be generated* per turn by the army *The army may contain models that would generate more than 15, but all above 15 are discarded - Maximum 2 Independent Characters with 2+ Armour Save in the army - Maximum 3 of each Unit* and Independent Character in the army *Exclude troops and dedicated transports 6

- Maximum 1 of these factions may be included in the army: Space Marines, Tau and Eldar Imperium - Maximum 6 Grav-cannons (Including Heavy Grav-cannons) in the army - Maximum 3 units/characters of Wulfens or Thuderwolves - Each Space Marine Chapter counts as a different faction for the 2 faction limit. - Warconvication only counts as 2 factions (instead of 3) - Maximum 5 Drop Pods in the army Xenos - Riptide Wing may not be used - Stormsurge counts as 3 Monstrous Creatures with 2+ save - Maximum 6 Broadsides in the army - A Tau army may not be able to fire more than 36 str7 shots per turn. - A Tau army may not be able to fire more than 12 shots with Target Acquire per turn. - Maximum 12 Warp Spiders in the army - Maximum 18 Scatter Lasers and/or Support Weapons in total in the army - Maximum 10 Windrider Jetbikes in the army - Maximum 3 D-Cannons in the army - Wraith Knight counts as 10 Windrider Jetbikes - Maximum 15 Tomb Blades and/or Wraiths in total in the army - Maximum 1 Canoptek Harvest in the army - Retribution Phalanx cannot be used Rule Changes - If any type of 2+ save is rerolled, the reroll can only ever be successful on a 4+. - If a 2+ or 3+ save of any kind has been rerolled, the same model may not make use of Feel no Pain or Reanimation protocol. - A Feel no Pain roll never succeeds on a better roll than 4+. - If any of the following spells are generated*, you must reroll the results: Invisibility Fortune Veil of Time Phase Form Electrodisplacement Shifting Worldscape *If a Psyker has any of these spells as a fixed spell, you simply cannot cast it MISSIONS Start of battle 1. Discuss terrain. 2. Roll of, the winner starts placing objectives (the winner place objective 1, 3 and 5). All objectives should be placed in numerical order. All objectives must be place more than 12 from other objectives and 6 from all board edges. 3. Roll of, the winner chooses deployment zone (remember to first randomize diagonal in vanguard). 4. Generate all psychic powers and abilities/gifts that should be done before the battle, starting with the player that choose deployment zone. 5. Roll of, the winner can choose to go first or second. 6. The first player deploys its army (including fortifications) and roll for warlord trait. 7. The second player deploys its army (including fortifications) and roll for warlord trait. 8. Roll for night fighting. 9. The first player decides if it wants first turn. 10. The player going second may try to steal the initiative. 11. Roll of to see who start deploying infiltrators. 12. Roll of to see who starts doing scout moves. 13. Start the Battle. 7

Missions *No objectives or terrain are ever counted as mysterious. *If your opponent has no models left on the table at the end of a Game Turn, the game doesn t end, continue playing and try to collect VPs as normal. *If at the end of a game turn, a player has no models on the table, all models in reserve are counted as destroyed (although not for the purpose of tactical objectives). *If you would get D3 VP from a tactical objective, you always get 2 VP. *If you generate a tactical objective which is impossible to achieve for the rest of the game (disregard any summoning possibilities ), immediately discard it and generate a new one (this includes the tactical objective 41). In all mission, there are a number of victory point (VP) both players should try to score. These are later converted to battle points (BP). Calculate the difference between the player with the most VPs and the one with the least VP and consult the table below. The higher BP value belongs to the player with the most VP. VP diff: 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20+ BP: 10-10 11-9 12-8 13-7 14-6 15-5 16-4 17-3 18-2 19-1 20-0 Scoring system: In all of the four Scoring categories (Eternal War Objectives, Tactical Objectives, Relative Killpoints and Secondary objectives) a winner is decided at the end of the game. The winner is the one with the most points in that category. The winner is rewarded the VPs stated in the current mission. If it is a draw, no player gets any VP. Tactical objectives: All armies must use the tactical objectives from the codex their warlord comes from if that codex has its own tactical objectives. If not, use the standard tactical objectives from the rule book. The Supremacy Tactical Objectives are NOT allowed. You may score any number of tactical objectives nay given turn. You may discard one card at the end of your player turn. Relative Killpoints: All missions use Relative Killpoints. This is simply the The number of units destroyed* divided by Number of units in the army*. So if you have destroyed 8 out of 13 off your opponent s units, your score is 8/13=0,615. The one with the highest score is the winner. *Including all units summoned during the game, excluding units that never awards VPs when destroyed. Secondary objectives: Line Breaker, First Blood and Slay the Warlord are included in all missions. Mission 1 Deployment: Dawn of War Eternal War Objectives: Objective #1/#4 is worth 2 point, #2/#3 is worth 1 point. 9 VP to the winner. Tactical Objectives: Cleanse and Control - See rulebook page 148. 6 VP to the winner Relative Killpoints: 3 VP to the winner. Secondary objectives: 2 VP to the winner. Mission 2 Deployment: Vanguard Strike Eternal War Objectives: Objective #1/#4 is worth 4 point, #2/#3 is worth 1 point. 6 VP to the winner. Tactical Objectives: Contact Lost - See rulebook page 149. 9 VP to the winner. Relative Killpoints: 3 VP to the winner. Secondary objectives: 2 VP to the winner. Mission 3 Deployment: Dawn of War Eternal War Objectives: Objective #1-6 is worth 1 point. 9 VP to the winner. Tactical Objectives: Deadlock - See rulebook page 153 (you may discard 2 cards each turn instead of 1). 6 VP to the winner. Relative Killpoints: 3 VP to the winner. Secondary objectives: 2 VP to the winner. 8

Mission 4 Deployment: Vanguard Strike Eternal War Objectives: Objective #1/#6 is worth 2 points #2-5 is worth 1 point. 6 VP to the winner. Tactical Objectives: The Spoils of War - See rulebook page 151. 9 VP to the winner. Relative Killpoints: 3 VP to the winner. Secondary objectives: 2 VP to the winner. Mission 5 Deployment: Dawn of War Eternal War Objectives: Objective #1/4 is worth 3 point, #5/6 is worth 2 point. 9 VP to the winner. Tactical Objectives: Contact Lost - See rulebook page 149. 6 VP to the winner. Relative Killpoints: 3 VP to the winner. Secondary objectives: 2 VP to the winner. GW Erratas used at Fantasia XXX Main Rulebook: Page 27 The Psychic Phase, Witchfire Add the following sentence after the forth sentence of the first paragraph: However, some witchfire powers do not have a weapons profile (such as the Telepathy power, Psychic Shriek); where this is the case, no To Hit roll is required the attack hits automatically. Page 68 Flying Monstrous Creatures, Deployment Add the following sentence to the end of the paragraph: If a Flying Monstrous Creature is conjured or otherwise summoned during the course of the game, as soon as it enters play, you must declare whether it is in Swooping or Gliding mode. Dreadnoughts: Increase the Attacks characteristic of all Dreadnoughts (of any type) by 2 on the appropriate datasheets and summary profiles found in Codex: Blood Angels, Codex: Space Wolves and Codex: Grey Knights, including Bjorn the Fell- Handed and Murderfang. Codex Adepta Sororitas: Reliquary Ministorum, Ranged Weapons, Condemnor Boltgun and Reference, Special Rules Replace the wording of the Psi-shock special rule with the following: If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage. Codex Astra Militarum: War Zone Damocles: Mont ka The Rules Page 45 Psykana Division, Special Rules, Encouraging Presence Add the following sentence at the beginning of this rule: Any Commissars taken as part of this Formation must each be attached to a different Wyrdvane Psyker unit. Codex Blood Angels: Page 66 Scout Squad Profile Change the Weapon Skill ( WS ) characteristic on the Scout profile to read 4. Change the Ballistic Skill ( BS ) characteristic on the Scout profile to read 4. Page 85 Scout Bike Squad Profile Change the Weapon Skill ( WS ) characteristic on the Scout Biker profile to read 4. Change the Ballistic Skill ( BS ) characteristic on the Scout Biker profile to read 4. Profiles- Troops, Scout Change the Weapon Skill ( WS ) characteristic on the Scout profile to read 4. Change the Ballistic Skill ( BS ) characteristic on the Scout profile to read 4. Profiles- Fast Attack, Scout Biker Change the Weapon Skill ( WS ) characteristic on the Scout Biker profile to read 4. Change the Ballistic Skill ( BS ) characteristic on the Scout Biker profile to read 4. 9

Shield of Baal: Deathstorm Page 29 Cassor the Damned, Profile Change the Attacks characteristic on cassor the Damned s profile to read 5. Codex Chaos Space Marines: Chaos Vehicle Equipment, Magma Cutter Change the first two sentences of the rules text to read: If a Maulerfiend hits with at least one Attack in the Fight sub-phase, it may make an additional Attack with one of its magma cutters against one of the units it hit. If it hits with all of its Attacks, it instead makes two additional Attacks with its magma cutters against one of the units it hit. Helbrutes Increase the Attacks characteristics of the Helbrute by 2 on the appropriate datasheets and summary profiles found in Codex: Chaos Space Marines and Codex: Khorne Daemonkin Codex Craftworlds Page 124 Warp Spiders, Special Rules, Flickerjump Change the first sentence to read: Once per turn, when a unit with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp Jump (pg 154), moving 2D6 instead of 6+2D6, so long as it is not Falling Back or charging. Page 149 The Forge of Vaul, Ranged Weapons, Distortion Weapons, Distort Scythe Change the last sentence of this rule to read: Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purposes of the No Escape rule and determining if a hit has the Instant Death special rule. Codex Dark Eldar: Page 109 Artefacts of Cruelty, The Archangel of Pain Change the final sentence of the second paragraph to read: Wounds cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost). Haemonculus Covens Page 50 Covenite Coterie Detachment, Command Benefits, Freakish Spectacle Change this rule to read: Freakish Spectacle: Enemy units within 12 of one or more models from any Covenite Coterie Detachments suffer a - 1 penalty to their Leadership value. Codex Inquisition: Condemnor Boltgun and Orbital Strike Relay, and Reference, Special Rules Replace the wording of the Psi-shock special rule with the following: If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage. Codex Necrons: Shield of Baal: Exterminatus Page 86 Night Scythe, Transport, Transport Capacity Change the entry to read: Fifteen models. A Night Scythe can transport Jump Infanty Codex Orks: Page 65 Tankbustas, Wargear Add the following: Choppa (Boss Nob only) Page 86 Ghazghkull Thraka, Special Rules, Prophet of Gork and Mork Change the last sentence to read: In addition, Ghaszghkull and all other models in his unit can Run on a turn he calls a Waaagh! despite having the Slow and Purposeful special rule. Waagh! Ghazghkull Page 59 Blitz Brigade, Special Rules, Know Yer Limitz Change this rule to read: Know Yer Limitz: Infantry units that begin the game embarked upon a Battlewagon from this Formation cannot charge in the first game turn if their Battlewagon made a Scout redeployment. 10

Codex Space Marines: Page 174 Battle Demi-company, Formation Change the footnote to read: Captain Sicarius (pg 116), Chaplain Cassius (pg 118), Kor sarro Khan (pg 121), Vulkan He stan (pg 122), Shadow Captain Shrike (pg 123), Captain Lysander (pg 124) or Chaplain Grimaldus (pg 128) may be taken in place of the Captain or Chaplain. Clan Raukaan Page 49 Clan Raukaan at War, Scions of the Forge Add the following sentence at the end of the paragraph: Scions of the Forge does not apply to Formations. Codex Space Wolves: War Zone Fenris: Curse of the Wulfen Page 37 The Ironwolves, Restictions Add the following sentence to the end of the paragraph: However, ignore units of Wolf Scouts and Lone Wolves for the purposes of these Restrictions. Codex Tau Empire: Forces of the Enclaves, Signature Systems Change this rule to read: Any character in a Farsight Enclaves Detachment or Formation that may select Signature Systems may use the Signature Systems of the Farsight Enclaves (opposite), at the points costs shown, in addition to the Signature Systems from Codex: Tau Empire. An XV104 Riptide Battlesuit in a Farsight Enclaves Detachment may select an Earth Caste Pilot Array at the points cost shown. Tidewall Shieldline, Special Rules, Mobile Defence Position Tidewall Droneport, Special Rules, Mobile Defence Position Tidewall Gunrig, Special Rules, Mobile Defence Position Change the second sentence to read: It cannot move if there are any enemy models on it or if any friendly models on it are locked in combat, and it may only carry friendly models if all members of their unit are on the Fortification. The Eight, Special Rules, Independent Character Replace the Independent Character special rule with the following: Take to the Field as One: When you deploy the Eight, you can deploy them as a single unit, even though Independent Characters cannot normally join a Monstrous Creature. If you do this, all models in the unit lose the Independent Character special rule. Furthermore, no Independent Character can join this unit. AX39 Sun Shark Bomber, Wargear, Ax39 Sun Shark Bomber Add the following line: Pulse bomb (pg 119) Hunter Contingent, Command Bennefits, Coordinated Firepower Change this rule to read: Whenever a unit from a Hunter Contingent selects a target in the shooting phase, any number of other units from the same Detachment who can still shoot can add their firepower to the attack, these units must shoot at the same target, resolving their shoots at the same time as those of the first unit. When 3 or more units combine their firepower in this way, the firing models add 1 to their Ballistic Skill, in addition, any markerlight counters expended by the first unit confer their benefits on all units shooting at the same target as part of the Coordinated Firepower attack. For example, if you expend one markerlight counter on the Pinpoint ability, all units taking part in the Coordinated Firepower attack would add 1 to their Ballistic Skill for shots directed at the target of the attack. Dawn Blade Contingent, Command Benefits, Killing Blow Change the last sentence of this rule to read: You can re-roll failed To Wound and Armour Penetration rolls for units from this Detachment against that unit for the rest of your turn. Skysweep Missile Defence, Special Rules, Command Override Change this rule to read: Sky Ray Gunships within 12 of the Formation Devilfish in the Shooting phase can fire any number of their remaining seeker missiles, at their full Ballistic Skill, even if they have moved at Combat Speed or Cruising Speed. 11