Rules

Army Composition

Each player may bring a list of up to 1000 points. In addition to this, each player may also bring an additional battleline unit of equal or lesser points value than the lowest costed non-character unit in their list. This additional unit will be usable in specific missions only.

All lists should follow the most recent version of rules available for that faction. Lists do not need to be turned in beforehand, but must be available to be viewed by your opponents.

Rule Disputes

If a dispute on a rule cannot be resolved within 3 minutes, a dice role will determine precedent for that game.

Event Victory Points

Each model with at least one unpainted part/section (not counting the base) will result in a -1 VP per game per model.

Games will last 1.5-2 hours. The first players to finish a game and report their scores will receive +10 VP each.

Terrain

As in the book, plus:

Missions and Rules

Table Setup

Each table will have a set of terrain that will be placed by the organizer that should not be altered without clearance from the organizer beforehand. Deployment zones will be marked out on each table for the attacker and defender.

Mini-Campaign

This event will be a mini-campaign played by 2-3 teams representing a small part of the invasion of a planet. The teams will be assigned by the organizer at the start of the event, and each team will have 15 minutes to select a team commander and, perhaps most importantly, select a team name.

Each game will represent a different phase of the invasion, with wins and losses on each table affecting the team in different ways for the next set of games.

One team will represent the attacking forces, while the other team will represent the defenders.

Before each round of games begins, the team commanders from each side will assign which table each of their players will be placed at. This will be done for defenders first, then attackers with the caveat that no 2 players may face off more than once per day.

Each game will be played for campaign points that will be spent by the team commander on special abilities between each round. Each team will begin the day with a single point.

Primary Objectives

Each table will have a separate set of primary objectives to claim for the attacker and defender.

Whichever player holds the most primary objectives claims the table and it is now said to be occupied by that player’s team and may grant additional abilities or bonuses in future games.

In the case of draws, the table will not count as occupied and no campaign point will be gained.

Secondary Objectives

Each player will have 2 secondary objectives for each game.

One of these will be specific to each player and assigned at the start of the day when they check in. This objective must remain secret, even to their own team.

The other secondary will be specific to the game round and shared amongst the entire team and will be announced before the round begins.

Campaign Point Abilities

Each of the abilities listed below can be activated by using 1 campaign point at the discretion of the team commander. The commander chooses which table will benefit from the ability after all players have been assigned.

Each ability may only be used once per round of games.

General - Available to Attackers and Defenders

Reinforcements

The team member on the selected table may use their additional battleline unit in this game.

Bombardment

Before the first turn, the opposing team player will suffer D6 mortal wounds to all units they have deployed. Once declared, the opposing player may move any units desired into strategic reserves, ignoring the normal limits.

Lance Strike

The team command can select a single objective as a strike target. During each command phase the active player rolls a D6 and on a roll of 4+ ever unit within range of that objective suffers 2D6 mortal wounds.

Command Oversight

The team member gains an additional command point each turn, and the restriction on how many times a stratagem can be used each turn is lifted for that player. However, whenever a stratagem is used more than would normally be allowed, the opposing player will receive a command point.

Fervent Zeal

All secondary objectives are worth double their points to the team’s player.

Supply Line Disruption

The team commander may select a single unit in the opposing player’s army that must start in reserves and then may only enter the game on a roll equal to or under the current turn number. This unit will not count as destroyed if not deployed by the third turn.

Table Occupation Benefits

These are the benefits various tables will grant to a team’s players when on the table in question.

Fuel Depot

Once per game, all units in the player’s army gain +D6" movement.

Munitions Dump

Once per game, all units in the player’s army gain lethal hits on all ranged weapons.

Landing Zone

Any and all units in the player’s army may start in strategic reserves and gain the deep strike unit ability.

Research Lab

Once per game, all units in the player’s army gain devastating wounds on all melee weapons.

Recaf Fields

Once per game, the player may restore a single unit to full strength in their command phase. If the chosen unit has been destroyed, then the unit is placed into strategic reserves and may deploy in the current turn.

Fortress

The player’s units always have the benefit of cover.

Hab Center

The player’s models all gain +1 OC and never lose OC due to failing battle shock tests.

Command Center

The player can either gain +1 command point in each command phase or, if they are the team commander, grant that command point to any other player for immediate use.

Manufactorum

The player’s vehicles never have degraded performance due to damage, and gain +1 Save. If the vehicle’s save is already 2+, then the vehicle gains a 6+ invulnerable save.

Suppression Artillery Battery

All opposing units in strategic reserve will suffer D6 mortal wounds when they deploy. This includes units that will arrive embarked in a transport.

Team Secondaries

These are the secondary objectives each team member will be using in each round of games.

Round 1

The maximum score for these secondaries is 15 VP

Attackers

Score 5 VP at the end of the game for each enemy unit that was destroyed. Score 1 VP for each enemy battle shock test failed.

Defenders

Score 5 VP at the end of the game for each friendly unit that is still on the table. Score 1 VP for each battle shock test passed.

Round 2

The maximum score for these secondaries is 20 VP

Attackers

Score 5 VP for each enemy character unit destroyed. Score an extra 5 VP for destroying the enemy warlord.

Defenders

Score 5 VP for each enemy battleline unit destroyed. Score 1 VP for each friendly battleline unit that survives the battle.

Round 3

The maximum score for these secondaries is 25 VP

Attackers

Score 5 VP for each enemy battleline unit destroyed. Score 1 VP for any other enemy unit destroyed.

Defenders

Score 5 VP for each enemy monster or vehicle unit destroyed. Score 1 VP for every unit wholly within either deployment zone at the end of the game.

Round 4

There is no limit to how many VP can be scored with secondaries on this round.

Both attackers and defenders will score 5 VP for each enemy unit destroyed. Both attackers and defenders will score 5 VP for each unit they have remaining on the table at the end of the game.