Rules

Note - these rules may change up to the night before, but not significantly.

Army Composition

Each player may bring a primary list of up to 1000 points. A second list of up to 1000 points can be brought as an alternative, but must be the same faction and only 50% of the units between the two lists may be the same. So if you have 10 units in one list, then at least 5 of those must be swapped out in the second list. At the start of each game, a player may choose which list to use upon finding out what faction their opponent is using and what secondary objective will be used on the table.

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.

Painting Requirements

Any unit with an unpainted model, or part of a model, will suffer D6 mortal wounds at the end of each player’s command phase. Yes, that means your opponent’s command phase, too. This will happen until the unit on-table no longer contains unpainted parts.

Game duration

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

Once half the tables have completed their games, the remainder will be told to finish their current turn and the next round will begin as soon as possible.

Terrain

As in the book, plus:

Missions and Rules

Table Setup

Each table will have terrain provided. When both players arrive and after each has selected their list to use, then both roll a D6. The winner of the roll places one piece of terrain on the table anywhere they like. Each player then alternates placing a piece of terrain as desired as long as:

It is possible that not all the provided terrain will be used. Once their game is completed, the players should clear the table for the next players.

Once terrain has been placed, each player may then place a single objective anywhere on the table starting with the player that placed the first piece of terrain. These objectives must remain at least 24" apart.

Once objectives are placed, roll a D6 and consult the following table to see what the deployment zones will be:

The player that placed terrain second selects their deployment zone, and their opponent deploys the first unit. Players alternate deploying units as normal.

Once both players have deployed all units that are not in reserves, 1 more objective is placed by the player that deployed the last unit. This objective must be placed more than 12" from any other objective and outside of a deployment zone. The other player may now move this objective up to 6" making sure to keep it at least 12" away from any other objectives and outside of a deployment zone.

Determine Mission

Once armies have deployed, each player rolls a D6 and the results added together, then consult the following table to determine the mission being played:

Land Grab

Players score 5 VP per in each command phase where they have more OC in a table section than their opponent. Each objective marker held in a player’s command phase will score an additional number of VP equal to the round number. If a model is placed directly on the objective marker, that model will have triple the OC.

Annihilate

Players score 5 VP for each enemy unit destroyed. If a unit with deadly demise has that rule triggered, then the player not controlling that unit will score an additional 5 VP. If an enemy unit is within range of an objective marker, then that unit will be an extra 2 VP when destroyed.

Breakthrough

Players score VP for each unit that leaves the table from their opponent’s table edge by moving completely off the table with a normal or advance move. If this is done in the 3rd turn, then the players scores 15 VP per unit. If this is done in the 4th turn, then the player scores 10 VP per unit. If this is done in the 5th turn, then the players scores 2 VP per unit. Each objective marker a player controls at the end of their turn will score that player 10 VP. Units arriving from reserves are not eligible to score points in this mission.

Mission Rules

Each round will have a mission rule that applies to all tables.

Round 1 - Loss

The first non-character unit lost by each player must be placed in reserves for all remaining games for the day.

Round 2 - Missing

After deployment, each player may pick a single unit of their opponent. That unit, regardless if deployed or in reserves, will be unusable this game.

Round 3 - Late

All units in reserves must roll a 4+ to arrive when the controlling player wants to deploy them. This will ignore the normal restriction that all reserves must arrive by the third turn. If the roll is failed, the unit stays in reserves.

Round 4 - Dissipate

At the end of each battle round, each player removes a single piece of terrain.

Starting the Game

The player with the fewest units on the table may select to go first or second. If this is tied, then roll off and the winner will go first.

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.

The other secondary will be specific to the game round and table, and will be assigned at the table.

Player Secondary Objectives

Name Rules
Kill the Warlord If the enemy warlord is destroyed by the end of the game you score 20 VP. If the unit that destroys the warlord is a battleline unit, then this is worth an additional 5 VP.
Giant Killer If the most expensive unit in the opponent’s army is destroyed by the end of the battle you score 20 VP. If there are multiple units that meet this condition, then this is scored when the first of them is destroyed.
Purge the Foe Each enemy unit destroyed is worth 5 VP.
Storm Surge At the end of the game, every friendly unit wholly outside of your starting deployment zone is worth 5 VP.
Grudge Your opponent selects one of their units. If that unit is destroyed in the first 3 turns, you will score 25 VP. If the unit is destroyed by the end of the game, you will score 15 VP.
Priority Assassination You will score 15 VP for the first character you kill, and 5 VP for each additional character.
Scrabble If at the end of any battle round, the formation of your models can be reasonably read as any english word of 2 or more letters, you will score 30 VP.
Protect your Base If at the end of the game no enemy model is within your deployment zone, you score 20 VP.
Grunt Killer You score 15 VP for the first enemy battleline units destroyed. You score 5 VP for each additional enemy battleline unit destroyed.
Lambs to the Slaughter If you have any units that did not attack any enemy units (excluding melee attacks where you did not charge this turn), at the end of the battle round you receive 5 VP for each one of those units destroyed.
Hide from the T-rex Each turn you don’t activate a unit (no movement made, no actions performed, no charges made, no attacks made, no abilities used), you receive 15 VP per unit this is done for.
Layoffs For each unit you control that is destroyed will receive 15 VP
Mirror Mirror You will gain a number of VP equal to your opponent for all Secondary Objectives

Table Secondary Objectives

Name Rules
Floor is Lava You receive 5 points at the end of your turn for each unit wholly within/on a piece of terrain
Huddle You receive 15 points at the end of your turn if all your units are wholly within 12" of each other
Avoidance You receive 5 points at the end of your turn for each unit that is in reserves
Agent Orange Every piece of terrain may be attacked. Each piece has toughness of 10 and 10 wounds. For every piece of terrain you destroy, receive 10 VP.
Slap Fight Receive 1 VP for each enemy model you fail to destroy while engaged in melee
Self-reliant Receive 10VP for each turn you do not use a stratagem