By entering into a Tournament, Players have
agreed to obey the following rules while participating in Jupiter Games
Warhammer 40,000 Tournament. Failure to follow these rules will result in a
loss of Sportsmanship Points, and up to a Disqualification from the Warhammer 40,000
Players will begin with 3 Sportsmanship Points.
If they violate the rules of the Tournament, they will lose a sportsmanship
point. If a player loses all of their sportsmanship points before the end of
the Tournament, they will be disqualified. The number of sportsmanship
points deducted will be at the discretion of the Tournament Organizer
Tournament Participants at Jupiter
the property of tournament participants and Jupiter Games.
from engaging in harassing, bullying, or stalking behaviors.
outbursts will result in a loss of sportsmanship points, and up to a tournament
from arguing, acting belligerently toward or insulting Tournament Organizers,
Jupiter Games Employees, Other Players or Spectators.
from violating the personal privacy or safety of any persons at Jupiter Games.
from using social media to bully, shame, or otherwise intimidate any persons at
all Instructions by Jupiter Games Staff or Tournament Organizers.
will not proxy models during Organized Tournaments at Jupiter Games unless
outlined explicitly in the event rules. Custom models or “kit bashes”
must visibly represent the model that they are supposed to be. Any custom
models or “kit bashes” must be presented to the Tournament Organizer
when the participant registers their army list.
will abide by the “What you see is what you get” rule. Models
must be accurately and clearly represented on the table for Tournament
Organizers, Jupiter Employees, and other participants to see.
will be required to bring all the materials required to play. This includes,
but is not limited to, dice, tape measurers, army lists, templates, tokens, codex’s,
and ancillary rules documents. Electronic documents are permitted. All these
supplies MUST be on hand with the Participant at the table they have been
assigned to play on. Failure to do so will result in the loss of sportsmanship
points up to disqualification.
may preregister before the Tournament begins. If they choose to preregister,
they must contact Jupiter Games before 5:00 PM the night before the tournament
begins. Preregistered participants will receive their mission packet the day
they preregister for the event.
must have a minimum of three copies of their army list by the beginning of the
Tournament. One for their opponents, and then one for themselves and one for
the Tournament Organizer. If a participant emails a copy of their army list to
the Tournament Organizer, they must email it by 5:00 PM the day before the
Tournament. If they wish the Tournament Organizer to print their army list they
will be charged $1.00.
will be on time for the Tournament. Tournaments will follow the schedule below.
11:15 AM – Announcements
11:30 AM Round One Begins
1:45 PM Round One Finishes
2:00 PM Round Two Begins
4:15 PM Round Two Finishes
4:15 PM – 5:15 PM Lunch Break
5:30 PM Round Three Begins
7:45 PM Round Three Finishes
will be required to be on-site and prepared to play by 11:30 AM, participants
that do not arrive on time will be given time penalties.
that are not at their table, ready to play within 5 minutes from the beginning
of the round, will lose sportsmanship points.
that do not begin play by fifteen minutes into a tournament battle will receive
a round loss.
Battles automatically end after five rounds.
a battle exceeds the time limit of their respective tournament round,
Participants must play as rapidly as possible to complete the battle round.
Additional battle rounds should not begin if there is less than fifteen minutes
left in a tournament round.
Tournament Scoring will follow the rubric below.
Victory: If a player
accomplishes their core objectives, they will receive nine tournament points
plus any secondary objectives they have achieved.
Bye: If a Player
receives a bye, they will receive five tournament points and will not score any
Draw: If a battle
results in a tie, each player receives four tournament points, and whatever
secondary objectives they completed.
Loss: If a player
loses a battle, they receive zero tournament points, plus any secondary
objectives they have scored.
Concession: If a player chooses to concede a game before it reaches turn five, due to victory being unobtainable. The opposing player then receives a game win and is considered to have scored all their secondary objectives. A game where both players choose to end the game before turn five due to time limits is not considered a concession.
Forfeiture: If a player
chooses to forfeit a game due to reasons other than victory being unobtainable,
they will receive a game loss and be ineligible to be placed in the tournament standings
despite their other round scores.
Objectives: Each player must select 4 secondary objectives per battle. They
may be only scored once per battle. These will be considered secondary
Breakers: Tie Breakers will be judged on total primary tournament points,
then total secondary tournament points, paint quality, and sportsmanship.
will begin with 3 sportsmanship points. If they violate the rules of the
Tournament, they will lose a sportsmanship point. If a player loses all of
their sportsmanship points before the end of the Tournament, they will be
disqualified. The number of sportsmanship points deducted will be at the
discretion of the Tournament Organizer.
Players with the best-painted army will receive the final
tiebreaker points. The Tournament Organizer will determine army painting
Each Tournament round, a player, will select
four secondary objectives before the battle begins, but after armies have
deployed. These objectives cannot be scored more than once, and do not stack
(Example: Slay the Warlord does not stack with Assassinate)
Each Secondary Objective is worth 1 victory
Strike: Completely Destroy an enemy unit during the first turn of the
the Warlord: Kill an enemy Warlord.
Breaker: At the end of the battle have a single unit entirely within an
enemy deployment zone.
Strike: In the last round of a battle, destroy an enemy unit.
Secured: At the end of the last round of the battle have a single unit
entirely within its controller’s deployment zone.
Game Hunter: Kill a model that started the turn with 10 or more wounds.
Massacre: Kill a unit
that began the turn with 10 or more models.
and Hold: Control more than 50% of the Objectives Markers on a table that
has at least 3 Objective Markers in a single turn. This may not be scored on
Assassinate: Kill a
Character Model with more than 4 wounds in a single round. This does not stack
with Slay the Warlord.
Hunter: Deal over 50% of a single Titanic model’s full wounds in a single
round. This does not stack with Assassinate and/or Slay the Warlord.
the Skies: Kill 3 Units with the fly keyword.
Supremacy: Kill 1 unit with the “Flyer” keyword in a single turn,
this may count as one unit with the fly keyword for Scout the Skies.
the Witch: Deny 2 psychic powers in a single turn.
the Warp: Successfully Channel 3 psychic powers in a single turn.
Tournament Round, Battle Round and Player Turn:
Round: The Tournament Round is the battle currently being fought by all
players in a tournament. Each tournament will consist of three Tournament
Round: A Battle is made up of five Battle Rounds, during each battle
round both players will take a player turn.
Turn: During each Battle Round each player will have a player turn where
they will complete all phases of the player turn.
Cover, Line of Sight & Terrain Feature
If a unit is entirely on or within any terrain feature, add 1 to
its models saving throws against shooting attacks to represent the cover gained
from the terrain. Units do not gain the benefit of cover during the fight
phase. Invulnerable saves are not affected by the benefit of cover.
of Sight: Line of sight is the term used to determine if a unit can see an
enemy unit to target them with a ranged attack. To check this, line yourself up
as best you can with the firing model and check to see if you can see any part
of the enemy unit. For the purposes of visibility, any model can see through
the other models in its unit. If unsure of line of sight, ask a Judge for
Features: Any of the items listed below are considered terrain features; if
players have any questions on what may or may not count as a terrain feature,
they can contact a Judge for assistance.
Infantry units that are entirely within a wood (On its base, or
within its established perimeter) receive the benefit of cover. Other Units
only receive the benefit of cover if at least 50% of every model is obscured
from the point of view of the shooting model. (Use line of sight, as for a
judge as necessary)
are slowed whenever charging through a woods feature, if when a unit charges
and any models base moves over any portion of the perimeter of a wood that unit
must subtract 2″ from its charge distance.
Only Infantry, Beasts, Swarms and units that can fly can be set up
or end their moves on the upper floors of ruins (any units can do so on the
ground floor) Infantry models are assumed to be able to scale walls and
traverse through windows, doors, and portals readily. These models can,
therefore, move through the floors and walls of a ruin without further
units that are entirely on or within a ruin receive the benefit of cover. Other
units that are entirely on or within a ruin only receive the benefit of cover
if at least 50% of every model is obscured from the point of view of the
Infantry units that are entirely within a crater receive the
benefit of cover.
are slowed when charging across craters. If a unit charges one or more of its
models have to move across a crater, that unit must subtract 2″ from its
When a model targets an enemy Infantry Unit that has all of its
models within 1” of a barricade, the target unit receives the benefit of cover
if the shooting model is closer to the barricade than it is to the target and
the target is at least partially obscured from the point of view of the
a unit charges a unit on the opposite side of a barricade, the charge is
successful if the charging unit can end the move within 2” of the target unit
instead of 1”. In the fight phase, units on opposite sides of a barricade
can be chosen to fight with and can make their attacks if there is an enemy
unit within 2” instead of 1”.
Armored Containers: Units do not receive the benefit of cover when they are on top of
a Munitorum Armored Container.
There are two kinds of obstacles: tank traps, and tangle wire.
Tank Traps affect vehicles and monsters, and Tangle wire affects anything else.
Units are slowed when they attempt to move over obstacles. If, when a unit advances
or charges and one or more of its models move over an obstacle, you must halve
the units Advance or charge distance as appropriate (rounding up). Titanic
models and models with the Fly keyword are not slowed by obstacles.
Mechanicus: Sector Mechanicus Terrain follows all the rules for ruins with the
following difference. Unless they can fly, infantry, beasts, and swarms must
scale ladders, girders, or walls to ascend or descend between the different
levels of a Sector Mechanicus structure. Infantry is also assumed to be able to
traverse around girders, buttresses, and hanging chains and so move through
them without impediment.
Plasma Regulators: Thermic Plasma Regulators follow all the rules for Sector
World Forests: When a model targets an Infantry unit that has all of its models
within 1″ of a Death World Forest Terrain piece the target receives the
benefit of cover if the shooting model is closer to the terrain piece than it
is to the target and the target is at least partially obscured from the point
of view of the shooting model. Also, when resolving an attack made with a melee
weapon by a model within 3″ of any Death World Forest terrain pieces,
subtract 1 from the hit roll. This represents limbs being entangled by sentient
roots or minds being fogged by eldritch energies.
Hills are not considered battlefield terrain and do not grant
units the benefit of cover. Some large hills may block a model’s line of sight
to a target, and players must then check line of sight to see if they might
target units obscured by hills.
Terrain Features: Terrain Features such as Bunkers, Noctilith Crowns, and Eldar Webway
Gates all have their individual rules. They should be used accordingly when
purchased within any player’s tournament force; if the TO places them for the
duration of the Tournament, they are considered area terrain and do not confer
any of their datasheet benefits. Ask the tournament Judge for direction on what
terrain feature they will count as.
Jupiter Games does not use the “Macro” rule for Macro
Weapons in organized play.
The bright stars of the Pontus system provide both light and a sense of security to shipping lanes and to pilgrims journeying to the system’s mighty Forge Shrine. Such bright lights are also easily seen by those that would claim such a system for themselves…
Event Fee: $10.00
A portion of event fees will go towards the Jupiter Games 2020 Tournament Fund.
Pre-Registration Ends: 6:00 PM March 6th
Registration Ends: 11:15 AM March 7th
Any players that wish to join the tournament after this time will suffer sportsmanship, and time penalties as outlined in the Jupiter Games Tournament Rules
Event Begins: 11:30 AM March 7th
List Registration Required:
Lists must be submitted by email to firstname.lastname@example.org or dropped off at Jupiter Games. Lists sent via Facebook Messenger, or other electronic means will be disregarded.
Requiems Spires and Orbital Stations lie in ruins and vicious fighting has now broken out across the Planets Surface, its fate, however 40 remains undecided…
Battle Special Rules:
None, this battle will be fought using standard missions provided by Jupiter Games.