ControlC ControlC · Pastebin

TacticalTortoise Timing & Clock Regulations

Pasted: Dec 25, 2025, 7:40:06 pm · Views: 212
TacticalTortoise Timing & Clock Regulations (for T5S2 events) - up. 2.16.26

Players should expect to complete their games a timely manner (within 4 hours is a good rule of thumb).

At any time during a game, either player may request that a chess clock be implemented. When they do, a chess clock must be added with a predetermined period of time per player for each round (including the current round) remaining in the game. Streamed games and event finals are required to use a chess clock.

If the chess clock is requested before the game, each player is assigned 90 minutes. Any player who is NOT the host of the game may be assigned 5 additional minutes to account for latency (for a total of 95 minutes on their side of the clock). In this case, deployment MUST be performed on the clock, and players may not place models onto the battlefield while their opponent's time is running.

If the chess clock is requested after the start of the game, each player is assigned 15 minutes for each incomplete battle round (including the current round) (for example, a clock requested during Battle Round 3 will assign each player 45 minutes).


SPEEDING UP THE GAME
In order to uphold a rapid pace of play, players may refrain from rolling an attack sequence if both players agree that there is a reasonable expectation of either a lethal (all models in a target unit are destroyed), or nominal (no damage to the target unit is dealt) result. This MUST be vocally and unanimously agreed upon before moving the gamestate forward, otherwise all required game actions are required to be performed.

Calling a game early and “talking it out” to determine a final score by quickly determining expected primary and secondary scores for the remaining turns is acceptable as long as both players vocally and unanimously agree on the result.


CHESS CLOCK RULES
A player's clock is to be running when they are performing any game actions; such as deploying, moving models, considering decisions or rolling dice.

When a player is performing game actions during their opponent's turn; the active player may switch the clock to them for the duration of those actions. This may be done at the prerogative of either player or a judge, but is not required.

When a player's time is expended, they may no longer perform any game actions; including make attacks, but may still score VP. If their timer reaches zero during a unit activation (such as moving, shooting, or fighting), that activation may be fully resolved on a paused clock, but afterward no further voluntary actions may be taken.
Saving throws and battle shock tests for a player with no time are rolled on a paused clock, but no stratagems or abilities may be used.

The clock may be paused to answer a question, look up a rule, or calculated VP scores, as long as it is promptly restarted as soon as gameplay resumes. In 10th Edition Warhammer 40k games, the clock may also be paused when considering the targets for drawn objectives that require an opponent to select targets (such as the Marked for Death secondary objective).