Hegemonalia
Data source:
ChampionsHub
Tickets:
https://hegemonshop.com/pl/650-bilety
Location:
GOSTiR Rzgów Szkolna 5, 95-030 Rzgów, free parking
Team Composition:
Teams of 5 players
No codexes/indexes/faqs published after 31.05. may be used.
-Strikeforce
-2000pts
-Forge World allowed
-Legends not allowed
-Fortifications may not be used
- WTC base size document should be used in regards to how model should be based (https://worldteamchampionship.com/wp-con...n-1.3.xlsx)
Factions in team:
For the purpose of factions at the event, a single book, like Codex: Space Marines, or Codex: Aeldari, will always use up the slot as soon as one of the armies/factions that is listed within it, or stems from any supplements that are released for it, are taken in a team. This means for instance that when an ANHRATHE, ASURYANI, HARLEQUINS or YNNARI units is featured in a team, none of these units may be featured in another list on the team.
List of the codex books that are available:
Space Marines, Grey Knights, Adeptus Custodes, Adeptus Mechanicus, Adepta Sororitas, Astra Militarum, Questor Imperialis, Imperial Agents, T'au Empire, Necrons, Tyranids, Genestealer Cults, Craftworld Eldar, Drukhari, Leagues of Votann, Orks, Heretic Astartes, Chaos Daemons, Thousand Sons, Death Guard, Questor Traitoris, World Eaters
*Teams have to submit all their lists in the Championshub!
*Lists needs to be written in accordance with WTC rulespack.
*Every Player needs to register in Championshub:
*Sending valid rosters until the end of: 09.06.2025
*Uploading corrected rosters in Chub until the end of: 11.06.2025.
*Round 1 pairings will be available a day after all the rosters are sent. The teams are then required to check their opponents lists for any errors and post them in a single message from the team captain on the forum. If you found no errors please type “TEAM X – OK”. You will have until the end of 10.06 to check them. Failure to do so will result in penalty points.
Referees:
Dejv
Schedule:
Saturday
Registration and time to set terrains: 8:30 - 9:00
Game 1: 9:00 - 12:30
Game 2: 12.45 - 16:15
Lunch break: 16:15-17:00
Game 3: 17:00 – 20:30
Sunday
Game 4: 9:00-12:30
Game 5: 12:45-16:15
Awards ceremony: 16:50
Hobby Score:
Painted armies
All armies should be painted with at least basic colors. Unpainted models may be removed from game by referee.
Battle Ready:
Your team can get 100 point if all models be battle ready ( 20 vp per person, be added after tournament)
● All models must be glued and/or magnetized and fully painted,
● By a painted model we mean one that has detailed elements such as armor, robes, and smaller parts such as weapons, emblems on armor, holsters, tracks on tanks, windows, spikes, etc. must be distinguished either by painting them with colors other than the base color of the armor or garments on the model, whether by shading or highlights other than those on the main body of the model
● Monochromatic painting schemes, ghost armies, etc. must be individually approved by the organizer
● The base must be prepared. A prepared base means:
a) a base with Texture paint from GW (or equivalent from another company) applied
b) a base with some form of sand, static grass, cork, etc. glued on and painted
c) a stage base, painted
● Models must be WYSIWYG of all weapon elements that have some choice (i.e. special weapons, systems, mutations, etc.),
● The same units must have distinctions such as:
a) different colors of the base edges
b) differently painted shoulder pads
c) colored rubber bands applied to the modele
d) anything else that will enable them to be distinguished at first glance
Models:
- Players using converted or alternative models are expected to contact refs with photos of such models at 40k discord or via mail (refs40k@gmail.com) in regards of being allowed to use them. While providing the photo a player is expected to show his converted/alternative model next to an assembled, unaltered original.
Failure to do so may result in the models being removed from play
- Any size difference between a model being used and currently sold, normally assembled one is also subject to the rule above.
General rules:
- we’re using 10th edition rules, with all codexes, FAQs, Chapter Approved, WTC FAQs released before [31.05.]
- we’ll be playing on 60x44” tables,
- Each game uses a fixed game length: 5 turns will be played,
-. It is BOTH players’ responsibility to ensure mandatory things that happen in the game take place. It is customary to ask your opponent at the end of his movement phase if he is sure he does not want to bring any reserves on before moving on to the next phase.
- The terrain is placed by players, for each table there will be a set of terrains that players have to set up following the table layout. Players are expected to set up terrains on their table for the game they will be playing, before, or just after pairings.
- If something is not in the rules pack the referees can (and will) make relevant rulings during the tourney.
- The players are required to have the relevant rules, faqs etc. for their army,
- The players can, for whatever reason, choose not to play the game- there are 2 options that can be taken:
a) tactical draw- 10:10 match points (0:0 victory points)
b) walkover- 20:0 (50:0)
This has to be communicated ASAP to a referee.
Chess clocks and Time management:
- Chess clocks are mandatory. Each player is allocated equally half the remaining round time once pairings have been completed.
- It is MANDATORY that ALL games conclude their full complement of 5 turns within the allotted time.
- Deathclock: Once a player hits their allotted time on the clock, the normal rules for playing the game no longer apply (rules such as that you MUST attack when it is your turn to fight) and they can take no further actions during the game except in order to:
A – Make saving throws, and taking a Battleshock Test if required to
B – Score objectives that they have achieved or already hold
- Penalties will be applied at the discretion of the referees if they feel clocks are not managed properly, if players try to abuse time management, or if a game does not complete the mandatory 5 turns.
- Players are not allowed to pause the clock at any time. Pausing the clock may only be done by a referee if they feel it is necessary during a game. If a player pauses the clock at any time this is a foul. As well as any penalty applied the referee may adjust the clock to establish what they feel is the correct game state.
- Furthermore, if a game does not complete the mandatory 5 turns and a referee hasn’t already been involved, then the captains and coaches are obliged to inform the referees immediately. Failure to do so can incur a penalty at the discretion of the referees. This is so that the referee corps is always aware of any ‘repeat offenders’ and therefore potentially deliberate slow play.
To enforce this, penalties will be imposed on any team with players unable to finish their game within their allotted time, termed a Timekeeping Foul (given for not finishing 5 rounds). These penalties will be cumulative throughout the event. Multiple fouls in a round are possible. Timekeeping fouls from running out of time do not stack with other penalties unless judged appropriate. Extreme cases will be handled differently.
a) 1st Timekeeping Foul - Official team warning
b) 2nd Timekeeping Foul – 10 Game Points per team
c) 3rd Timekeeping Foul – 20 Game Points per team
d) 4th Timekeeping Foul – 30 Game Points per team
Players Penalties:
a) Warning – 2nd results in yellow card
b) Reprimand – 10 points, 2nd results in yellow card
c) Yellow card – -10-25 points, 2nd leads to Red Card
d) Red card – -100 points, expelled, team can substitute
e) Referees may escalate penalties.
Teams Penalties:
a) 1st infraction - Official team warning
b) 2nd infraction – 10 Game Points per team
c) 3rd infraction – 20 Game Points per team
d) 4th infraction – 30 Game Points per team
Individual Scoring:
VP Differential...Game score
0-5 10-10
6-10 11-9
11-15 12-8
16-20 13-7
21-25 14-6
26-30 15-5
31-35 16-4
36-40 17-3
41-45 18-2
46-50 19-1
51+ 20-0
Team score:
56 -100 Win (2 round points)
45 -55 Draw (1 round point)
0 - 44 Lose (0 round points)
Pairings:
Sequence of events
STAGE 1
Captains roll off to determine which team will get to choose its table first. That team gains the “table choice” token and becomes Team A.
Team A and Team B secretly choose their first defender and reveal them simultaneously.
After that, Team A and Team B secretly choose their two attackers for the given defender and reveal them simultaneously. At this point there are two players available remaining in each team.
Team A takes the two attackers given by team B, and secretly chooses which one is refused. Team B does the same with the two attackers selected by Team A.
The refused Attackers are revealed simultaneously. The refused attackers return to the pool of players of each team. At this point two pairings are determined and there are three players remaining in each pool.
Starting with Team A, the two defenders pick their tables. After this swap table choice token.
STAGE 2 Team A and Team B secretly choose their second defender and reveal them simultaneously. Team A takes the two attackers given by team B, and secretly chooses which one is refused. Team B does the same with the two attackers selected by Team A. The refused Attackers are revealed simultaneously. They will automatically be designated to play the 5th game of the round and face each other. Starting with Team B, defenders pick their tables. This leaves one table unpicked which will be the table for the refused attackers. (Order of Table Choice Team A -> Team B -> Team B - Team A -> Remaining Table)
Round 1: Take and Hold, Fog of War, Tipping Point 2, 3, 4-5, 6, 8
Round 2: Linchpin, Swift Action, Tipping Point 2, 3, 4-5, 6, 8
Round 3: Supply Drop, Adapt or Die, Search & Destroy 1, 3, 4-5, 6, 8
Round 4: Scorched Earth, Hidden Supplies, Crucible 2, 3, 4-5, 6, 7
Round 5: Purge the Foe, Smoke and Mirrors, Crucible 2, 3, 4-5, 6, 7
Results
| Place | Team | Points | W | D | L |
|---|---|---|---|---|---|
| emoji_events1 | Wujasy | 8 | 4 | 1 | 0 |
| 2 | Front on Tour II | 7 | 3 | 1 | 1 |
| 3 | Menelofactorum | 7 | 4 | 0 | 1 |
| 4 | Deathclock Szczecin | 7 | 3 | 0 | 2 |
| 5 | Breakpoint | 7 | 4 | 0 | 1 |
