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: * no epic heroes * no allied units (except for detachments that are built around this, such as brood brothers) * no legends units * a maximum of 4 of each battleline datasheet instead of 6 * a maximum of 2 of each other datasheet instead of 3
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: * If line-of-sight between 2 models has 2 pieces of terrain that would provide the benefit of cover, then the target is not considered visible. * Moving through/over terrain that provides the benefit of cover to the moving unit will cost D6" of movement. This applies to normal, advance, fall back, and charge moves. This may result in the unit not being able to move at all or being unable to enter the terrain feature.
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:
- 1-2 : Long edge, up to 12" from the table edge
- 3-4 : Short edge, up to 18" from the table edge
- 5-6 : Quarters, with a 9" bubble from the center of the table
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:
- 1 : The player that rolled on this table picks a result of 2-5.
- 2 : Land Grab
- 3 : Annihilate
- 4 : Breakthrough
- 5 : Harass
- 6 : The player that didn't roll on the table picks a result of 2-5.
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 |