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Gym Shorts



Joined: 23 May 2011
Posts: 1052

PostPosted: Sun Dec 01, 2013 10:30 pm    Post subject: Cross Roads GT Spring Break Registration Opens Monday Reply with quote

http://www.crossroads-gt.com/

Check out the comp
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Gym Shorts



Joined: 23 May 2011
Posts: 1052

PostPosted: Sun Dec 08, 2013 1:20 pm    Post subject: Reply with quote

LOOK @ WOOD ELVES and TOMB KINGS



Magic Restrictions


Max 12 Power Dice used in any single phase.

Look Out Sir!: Characters will get "look out sir" versus the following spells that
automatically remove models or entire regiments: Dwellers Below, Dreaded 13th.
Only 2 characters per unit will benefit from this special "look out sir" roll. The owning player determines which characters get
the roll.
Normal requirements for lookout sir apply.


Generic Restrictions

All BSB's will be allowed to take any standard equipment available to their non-BSB counterparts. For example, a Wood Elf BSB
may take an additional hand weapon. Weapon/Armor options must be paid for as normal.

60 man unit size cap.

Maximum points for a single, non-character unit is 550 points

Max 4 warmachines, only 2 of the same type unless they roll on the To Hit chart using Ballistic Skill.

Max. 50 models with missile weapons with a range of 12” or greater (not including war-machines, characters, monsters and
chariots).

Wood Elves Rules

The following rules changes are in effect for Wood Elves

1: All Elves in the army have the Always Strikes First special rule. This includes Wild Riders.
2: All Longbows in the army are considered to have the “Glade Guard Longbows” special rule. As such, all Wood Elf
longbow shots will be Strength 4 at short range. Magic bows are ALSO effected.
3: The 5+ ward save granted by the Forest Spirit rule may now be used against all attacks, both magical and non-magical.
4: Spellsingers may choose spells from the Lore of Athel Loren, the Lore of Life, or the Lore of Beasts
5: A Wood Elf Noble that is upgraded to a Battle Standard no longer loses his “Longbow”. As a BSB he may also purchase
any mundane equipment normally available to a Noble.
6: A Cluster of Radients may be taken by any character in the Wood Elf book. It is no longer limited to Treeman Ancients
and Branchwraiths. You are still limited to a single Cluster of Radients in the army

Tomb Kings Rules

The following rules changes are in effect for Tomb Kings

1: If the army's Heirophant is killed, the army takes its crumble test immediately as normal. Then the next highest level
wizard using the Nehekharan Lore is promoted to Heirophant and can maintain the army, similar to the Vampire Counts.
2: The Restless Dead - Animated Constructs will recover a single wound per successful CASTING of an augment spell on them.
Not limited to once wound per phase.
3: A Tomb King/Prince that is mounted in a Chariot will be treated as a single model similar to monstrous cavalry, and use
the highest Toughness and Wound characteristic of the model, which in this case would be the characters. They will follow
the rules for chariots in all other regards while still being able to join units of Skeleton Chariots.
4: Khasar's Incantation of the Desert Wind is an Augment spell, and as such can effect units in combat. Those units will not
move but still benefit from The Restless Dead attribute.
5: Necropolis Knights can take a Magic Banner costing up to 50 points
6: Skeletal Chariots have the Fast Cav special rule. Tomb Kings/Princes mounted in a Chariot have the Fast Cav rule as well

Beastmen Rules

The following rules changes are in effect for Beastmen

1: Beastmen rare monsters have the Regeneration (5+) special rule
3: The Bray Scream and Mantle of Ghorok have the Augment spell type
4: Minotaurs can take a Magic Banner costing up to 50 points
5: Beastmen armies can buy units of Dragon Ogres from the Warriors of Chaos army book as a rare selection

Army Specific Restrictions

Demons – 0-1 Skullcannons, 0-3 units of Beasts of Nurgle or Plague Drones. 0-4 flying units(not including chariots), Max 7
Beasts of Nurgle, Max 1 unit of Pink Horrors that has less than 15 models.
Vampire Counts – 0-3 Etheral units/characters, Max 12 Black Knights per unit, Max 7 Crypt Horrors per unit, 0-3 Quickblood or
Red Fury total for the army, Max 4 Flying units, 0-3 Crypt Horror units or Terrorgheists
Dark Elves – Max 8 Warlocks per unit, 0-6 Fast Cav units not including characters
Skaven – 0-3 Warlock Engineers, 0-2 Gutter Runners, 0-2 Scream Bell or Abominations, if 2 Abominations are taken in the
army then no other rare choices may be taken
Lizardmen - 0-2 Scar Vets on Cold Ones, Skinks Cohorts do not count towards the 50 model limit for missile weapons
Empire – 0-1 Steam Tank, Max 7 Demigriffs, 0-2 Steam Tank or Great Cannons
Warriors of Chaos – 0-1 Hellcannon, 3rd Eye of Tz not allowed on a character with a 3+ ward, 0-3 Flying units allowed in the
army, 0-3 Core Chariots, Daemon Prince can take max 3 of the following: Soul Feeder/2+ armor save or better/Mark of
Nurgle/Daemonic Flight/Magic Level 3 or higher. Max 6 SkullCrushers. 0-3 of the following: Daemon
Prince/Chimera/Skullcrusher Units
High Elves - 0-2 of the following items: Book of Hoeth, Dispell Scroll, Banner of the World Dragon.
Ogre Kingdoms - 0-2 Iron Blasters or Crow of Command, Either the Hellheart or Dispell Scroll may be taken. 0-3 Iron Blasters
or units of Mournfang, Max 8 Mournfang
Brettonians - none
Dwarves - none
Chaos Dwarves - Max 4 levels of Death Magic, Either Chalice of Darkness or Dispell Scroll may be taken in the army, K'adai
Destroyer, Hellcannon, and Iron Demon count as Warmachines

Special Characters

Special Characters will be allowed at Crossroads on a case-by-case basis.
If you want to bring a Named Character, you must email me well in advance for approval, along with the army list
Fateweaver and Epidemius are banned
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