Rules

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

Army Composition

Each player should bring a legal 1000 point list from a single index/codex with these restrictions:

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. Models without completed bases will not count towards this penalty.

Game duration

Games will last 1.5-2 hours. The first players to finish a game and report their scores will receive a point bonus.

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 and setup.

Once players arrive at their table, each player may then place a single objective anywhere on the table starting with the player that arrived first. 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:

Player deployment zones correspond to the side of the table the players are on/the player’s left, with disputes going to the player that arrived at the table first.

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 either 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 either deployment zone.

Determine Mission

Once armies have deployed, the player that deployed the last unit rolls a D6 and consults the following table:

Land Grab

Players score 5 VP per in each command phase where they have more OC in a table quarter 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.

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 grant an extra 2 VP when destroyed.

Breakthrough

Players score VP for each unit that leaves the table from their opponent’s deployment zone 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.

Harass

At the end of the game, each player will score 10 VP for each enemy unit that is below starting strength and has not been destroyed. Additionally, each player will score 10 VP for each objective marker they control at the end of the game.

Mission Rules

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

Round 1 - Scrambled Comms

All stratagems cost 1 extra CP.

Round 2 - Low Morale

All battle shock tests are at -1. The OC for all models is reduced by 1.

Round 3 - Running 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, but with future rolls to bring them in gaining a +1 for each failed attempt.

Round 4 - Dissipate

At the end of each battle round, each player removes a single piece of terrain and a single unit they control from the battlefield.

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 generated by rolling below after deployment.

The other secondary will be for both players, and will generated by rolling below after deployment.

Player Secondary Objectives

Roll Name Rules
1 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.
2 Storm Surge At the end of the game, every friendly unit wholly outside of your starting deployment zone is worth 5 VP.
3 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.
4 Protect your Base If at the end of the game no enemy model is within your deployment zone, you score 20 VP.
5 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.
6 Aggressive Layoffs For each unit you control that is destroyed will receive 15 VP

Table Secondary Objectives

Roll Name Rules
1 Floor is Lava You receive 5 points at the end of your turn for each unit wholly within/on a piece of terrain
2 Huddle You receive 15 points at the end of your turn if all your units are wholly within 12" of each other
3 Avoidance You receive 5 points at the end of your turn for each unit that is in reserves
4 Greener Grass Receive 10 points at the end of your turn for each unit wholly within your opponent’s deployment zone.
5 Slap Fight Receive 1 VP for each enemy model you fail to destroy while engaged in melee
6 Self-reliant Receive 10VP for each turn you do not use a stratagem