On request I translated the tournament rules to english as well (also on T3 now) (my french is definitely not good enough to translate this, sorry^^). The missions will be in the same format as the ones we played in St. Maurice two weeks ago, so you should be used to them
If you have any more questions, I'll be happy to answer you
Tournament Rules
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* 3 games, army size 2014pts
* Army must be completely assembled
* Most important rule concerning WYSIWYG: It must be clear which model hast which equipment! It is e.g. ok to play all plasma guns as grav guns, but it is not ok to mix.
* Power weapon types must be indicated in the army list.
* Fortifications can only be placed if no terrain has to be moved.
* All current rules and FAQs apply.
Army List
============
The army lists must be sent to organizer "Manibani" via T3.
They must be submitted until the evening of the 09.11.14, 23.59 Uhr
The warlord must be indicated on the army list.
All codices and supplements up to the Dark Eldar codex are allowed.
Accepted formats: Word DOC, Excel XLS, Text TXT.
If you understand some german, we recommend the online codex tool (http://www.onlinecodex.de) to build your army list.
FoC Limitations
===================
* 1 Combined Arms or codex Detachment (e.g. Nemesis Strike Force)
* Max. 1 Allied Detachment
* Max. 1 Special Detachement (Inquisition, LotD, Imperial Knights)
* Max. 1 Aegis Defense Line oder Imperial Bastion. Possible upgrades: Comms Relais (20pts), Quadgun (50pts), Icarus Lascannon (35pts)
* Max. 1 Lord of War (max. 565 points). The Lord of War must be from the same faction as the Combined Arms Detachment
* Max. 1 Superheavy Vehicle or Gargantuan Creature.
Codex: Inquisition, Codex: Legion of the Damned, Codex: Imperial Knights are allowed.
Dataslates are not allowed.
Formations are allowed. All units in the formation must be from the same codex as the combined arms detachment.
Forgeworld Units with the official 40k stamp and forgeworld Lords of War are allowed!
FAQ:
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* Vehicles may take cover and invulnerable saves against the effect of grav guns.
* An immobilised vehicle may not Jink and immediately loses the cover save gained by jinking.
* Summoned units are treated as allied units. All effects of the allies matrix are applied, with the exception that a summoned unit can always be placed within 12" of friendly units.
* Units that are under a blast marker before the scatter die is rolled may Jink even if they are not the main target. Units that are under a blast marker after the scatter die is rolled may not jink.
* Any armor and invulnerable saves of a chariot driver do not apply to the chariot.
* All weapons on a flyer shooting at ground targets have a blind area of 6" from the base. This means that any model that is completely within 6" of a flyer's base is considered as being out of line of sight. A flyer's weapons have a firing angle of 180°.
* Units may claim only 1 objective marker at a time.
Pre-Game Setup:
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01. Place Mission Markers
02. Roll to choose deployment zone
03. Roll for warlord traits (starting with the player who chose the deployment zone)
04. Roll for psychic powers
05. Roll for night fighting
06. Roll to choose who deploys first.
07. Army deployment
08. Player who deployed first chooses who gets first turn
09. Scout movement and infiltration
10. Roll to seize initiative
Things to bring with you
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• Good mood and sportsmanship
• Your army
• A printed out army list
• All rules for your army (Codices, Forgeworld books, Supplements, etc.). Digital versions are fine, but make sure your battery is charged!
• 6 mission markers numbered from 1 to 6. We will not provided any mission markers!
• Dice, tape measure, templates
• Glue to repair any battle damage to your minis