Rules

Army Composition

Each player may bring a list of up to 1000 points.

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. Allied, Legends, and Epic Hero units are not permitted.

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 and will always count as battle shocked.

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.

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.

Terrain

As in the book, plus:

Table Setup

Each table will have terrain and objectives provided and setup before players deploy.

Deployment

One player rolls a D6:

Primary Objectives

Units that make contact with a primary objective may perform an action to activate the objective. Only an activated objective may be controlled, and battleline units may perform the activation without spending an action. When activated, the objective will bestow one of the following effects on the unit that activated it as long as the objective remains under that player’s control. Each objective may only be activated once per game, and from then on the normal rules for controlling objectives will apply. Roll a D6 for the activation effect:

  1. The unit takes D6 mortal wounds and the opposing player gains the same number of VP
  2. The unit takes D6 mortal wounds
  3. The unit takes D6 mortal wounds and the controlling players gains the same number of VP
  4. All attacks against this unit have Lethal Hits as long as it retains control of the objective.
  5. All attacks against this unit have Devastating Wounds as long as it retains control of the objective.
  6. All attacks this unit makes have Lethal Hits and Devastating Wounds as long as it retains control of the objective

In a player’s command phase, they will receive 5VP for each objective they control.

Mission Rules

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

Round 1 - Fog of War

All ranged weapons are limited to 18", and all units that remain stationary gain the fights first ability.

Round 2 - Blooded Lust

Any unit that is below starting strength gains +1 to hit rolls, +1 to battle shock tests, and +1 movement.

Round 3 - Shoes in Gears

Before the first turn begins, the player that goes first selects one of their units, and one of their opponent’s units. These two units are removed from the field and will not be used for the game. Their opponent does the same, with those 2 units being placed into reserves.

Round 4 - Confused Lines

Before deployment, each player divides their force into 3 parts and assigns a unique number of 1-3 to each group. No units are deployed before the game begins. At the start of each player’s first command phase, that player rolls a D3 and during their movement phase all the units in that group arrive from reserves. At the start of each player’s second command phase, that player rolls a D6 and on a 1-3 the lower numbered remaining group arrives in the same manner, and on a 4-6 the higher numbered group does. Each player’s remaining group will arrive at the end of their third movement phase.

Secondary Objectives

Each player will have 1 secondary objective per game, randomly generated after deployment each game from the list below. If a player rolls a result they have had earlier in the day, then they may pick another from the list adjacent to what they rolled as long as they don’t repeat any during the event.

D6 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 10 points at the end of your turn if all your units are wholly within 12" of each other
3 Loners In your command phase, receive 2 VP for each unit on the table that is not within 12" of any other of your units.
4 Wealth of Command At the end of the game, each command point that was not spent during the game can be traded in for 2VP each.
5 Fashionably Late You may keep units in reserve until turn 5, and at the end of each battle round you receive 3VP for each unit in reserves.
6 Wicked Smell At the end of each battle round, we receive 2VP for each unit wholly within 6" of any table edge.

Stratagems

These are bonus stratagems available to all players during the event. These may not be affected by any rule that changes the cost of a stratagem. Unless noted, these do not target a unit directly and can be used at any time, albeit still only once per phase.

Name CP Effect
Nope 2 This will cancel the effect of a stratagem your opponent just played
Try Again 1 You may force your opponent to re-roll a single die
Lash Out 2 Played when a unit of yours is selected as a target for attacks. Once those attacks are resolved, if this unit was destroyed the attacking unit takes a number of mortal wounds equal to the total damage inflicted during the attack.
Win 6 In your command phase, you can choose to win the game! Both players finish out the current battle round and report their scores as they stand at the end of the round
Pete and Repeat 1 You may re-use a stratagem you’ve already used this phase
Lazarus 1 + 1/100pts You may revive one destroyed unit during your command phase, with that unit arriving from reserves during your next movement phase