Hegemonalia 2024

When: 08-09.06.2024

Where: GOSTiR Rzgów, Szkolna 5, 95-030 Rzgów

Sponsors: TBA

Tickets: https://ekobilet.pl/zsf-parzenica-8095/h...384-bilety

The payment includes –  day one dinner, day two breakfast, snacks & drinks, welcome gifts

Team Composition:
  1. Teams of 5 players
  2. No codexes/indexes/faqs published after  26.05.2024 may be used.
  3. - Strikeforce
    - 2000pts 
    - Forge World allowed
    - Legends not allowed
    - WTC base size document should be used in regards to how model should be based ( LINK)
Factions in team:
For the purpose of factions at Hegemonalia, 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
Genestealer Cults
Craftworld Eldar
Leagues of Votann
Heretic Astartes
Chaos Daemons
Thousand Sons
Questor Traitoris
World Eaters

*The teams have to submit all their lists in the Tourney Keeper!
*The list needs to be written in accordance with WTC rulespack.
*The player needs to register in Tourney Keeper:

*Sending valid rosters until the end of:  03.06.2024
*Uploading valid and corrected rosters in Tourney Keeper until the end of: 05.06.2024

*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 04.06.2024 to check them. 

*Corrections to any errors have to be uploaded to Tourney Keeper until the end of: 05.06.2024
Failure to do so will result in penalty points.



Registration: 8:30-9:00
Game 1:  9:00-12:30
Game 2: 12:45-16:15
Dinner break: 16:15-17:00
Game 3: 17:00-20:30


Game 4: 9:00-12:30
Game 5: 12:45-16:15
Awards ceremony: 16:15-16:45

Hobby Score:

- each model needs to be assembled and have WYSIWYG
- The armies do have to be properly painted and modeled 
Battle Ready :
  • All models must be glued and/or magnetized and fully painted,
  • By a painted model we mean one that has been painted in at least three colors with some shading (i.e. contrast or speed spaints, drybrush). Abusing this rule will be penalized (black model with two dots in different colors is not acceptable)
  • 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
Any model found violating this rules will be removed from play. If you’re unsure if your army is battle ready contact us at refs40k@gmail.com

- 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 26.05.
- 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 next mission after finishing the game.
- 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 there will be penalties imposed on any team that has a player that is unable to finish their game within their allotted time. This is called a Timekeeping Foul (given for not finishing 5 rounds). These penalties will be applied to the team, and will carry through the rounds to the end of the event. It is possible to earn more than one penalty in a round if more than one player on a team commits a timekeeping foul. To be clear, it doesn't matter if different players on the team, during different rounds, commit a foul, the penalties are cumulative. Timekeeping fouls earned through running out of time in the round will not stack with any other penalty that has been applied to your team for any other reason unless the judges feel that this should be the case. This will be an extreme circumstance and not the usual way that this will be handled.
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
no penalty, but a second warning or additiona reprimand results in yellow card.
b) Reprimand
up to 10 points for the player, second reprimand or additional warning results in yellow card
c) Yellow card
-10-25 points for the player. 2 Yellow Cards will result in a Red Card.
d) Red card
-100 points and the player is immediately expelled from the tourney and all his scores are changed to 0:20. The team can put in a substitute player
e) The referees have the right to escalate any penalty, depending on the gravity of the situation, which means that player can get a red card without previous yellow card of warning, if gravity of the situation is serious.

Teams Penalties:
Any penalties occurred during tournament as a result of player infraction also incur a team cumulative penalty. 
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

Victory points scored by each player for his team are cumulative from these parts:

Primary objectives
Secondary objectives

A tabling does not automatically give a player 20 points. Instead the player who is not tabled continues to play the game until a natural conclusion.

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)


Sequence of events: 
  • 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. 
  • 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: Search & Destroy/Chilling Rain/Take & Hold
Round 2: Crucible of Battle / Chilling Rain / Supply Drop 
Round 3: Sweeping Engagement / Chilling rain / Priority Targets
Round 4: Hammer & Anvil / Chilling Rain / Vital Ground  
Round 5: Search & Destroy / Chilling Rain/ Scorched Earth

Maps: TBA

Golden Ticket

The team that wins the Hegemonalia receives a Golden Ticket entitling one player to attend the World Championships in Atlanta. The team selects the player who receives the Golden Ticket.