📅 2026-01-17

2026.01 1000 Point Event

This event will be held January 17th at Hobbytown USA in Castleton

The doors open at 9.30, and games will start around 10.00.

If you forget dice or a tape measure, these can be provided. If you forget your army, then enjoy watching other people play.

Players that finish early are free to go grab food as needed, and light refreshments are available for purchase at HT.

Prizes will be handed out for things like:

Reach out to me on discord if you have any questions.

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. Follow the guidelines for Chapter Approved 2025-2026 for 1000 points.

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

Models do not need to be painted to enter this event. However, any unit at least partially unpainted will gain the unpainted keyword. All attacks by units without the unpainted keyword gain anti-unpainted 2+.

Game duration

Games will last 1.5-2 hours. The first players to finish a game and report their scores will receive +1 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.

Mini-Campaign

All players will be organized into 2 teams. The team that scores the highest number of combined points at the end of the day will win.

Trivia Quiz

During the day, trivia questions will be asked of the teams. The captain for each team may consult with their teammates, but must be the only one to provide the answer. The first team captain to provide the correct answer will receive a bonus point for their team. Some questions will be asked during a game, in which case the first correct answer will additionally grant a CP to all members of that team.

Terrain

As in the book, plus any terrain more than 3" tall or 3" at the widest point will block line of sight if the attacker or target are more than 6" from it.

Some tables will have hazards. These will be pieces of terrain that will have an effect when units are nearby. Possibly hazards are:

Hazard Effect
Spineplant Any model deploying, moving, or charging within 6" will take a mortal wound on a 4+
Autoturret At the start of the battle round, the nearest unit within line-of-sight of the a turret will suffer D6 mortal wounds
Radcrystals Any unit within 6" that makes a ranged attack treats all weapons as hazardous
Slime Pit If a unit moves through this piece of terrain, roll a D6 and add the number of wounds that unit has. If the total is more than 4, that unit is immobilized for the remainder of the game.
Tanglefoot Field All movement or charge distances through this terrain cost an aditional 2"
Grox Herd Each turn the herd will move 2D6" in a random direction, bypassing all terrain and units and stopping short if it cannot be placed flat on the table. All attacks made by a unit with 6" or targeting a unit with 6" will require a leadership test, otherwise the unit does nothing as they are distracted by the majestic livestock.

Table Setup

All missions will use a deployment zone of 12" from the long edge. The first player to arrive at their assigned table chooses their side.

Once both players arrive at the table, each rolls a D6. Starting with the winner of that roll each player takes turns moving as many pieces of terrain equal to their roll.

Objective markers will not be used, but during the command phase a player may select one friendly and one enemy unit to be treated as if they were within range of an objective marker.

Games

Games will last at least 3 rounds. Starting at the beginning of round 4, the player going first rolls a D6 and if the result is less than the current round number, then the game ends immediately.

Command Point Bonus

Each battleline unit that is on the table when the game begins will grant the controlling player a starting pool of 1 CP per unit.

Special Rules

At the start of each game, each player rolls a D6 and consults the following table to see what rule is available to them for this game.

Roll Rule Effect
1 Delayed Before deployment each player may select one unit in the opposing army and that unit must begin the game in reserves and the controlling player must roll a 4+ for that unit to arrive, otherwise it will be deferred until the next turn.
2 Cluster Bombs Once per game, roll 6D6 for each enemy unit at least 6" from a friendly unit and for each 4+, that unit suffers a mortal wound
3 Tar Pit Once per game at the start of your opponent's movement phase you can use this rule and the Movement value for all enemy units is reduced to 0
4 Tripwires Once per game at the start of your opponent's charge phase, you can use this rule and roll a D6 for each model making a charge move and on a 3+ that unit will suffer a mortal wound.
5 Blind Grenades Once per game during your opponent's shooting phase roll a D6 for each of your units and on a 4+ that unit cannot be targeted by a ranged attack.
6 Leeching Once per game at the start of any phase all units below starting strength can have a number of wounds restored (returning models to play as needed) equal to the number of enemy models within 6". Roll a D6 for each of these recovered wounds and on a 4+ one enemy unit within 6" suffers a mortal wound

Missions

Each player must select one of the following missions at the start of each game. Each player may only use each of the following once during the event. Players may opt to randomly determine the mission, in which case the VP rewards for completion are doubled. If a randomly determined mission is a repeat of a mission the player had earlier in the event, then the VP rewards are halved (rounding down).

Number Name Objective
1 Breakout 1 VP for each unit wholly outside your deployment zone at the start of each turn.
2 Castle 1 VP for each unit wholly within your deployment zone at the start of each turn.
3 Upper Hand 3 VP at the end of each battle round for destroying more enemy units than lost
4 Occupy 3 VP at the end of each battle round for having more units wholly within no man's land than your opponent
5 Behead 1 VP for each enemy character model destroyed, 3 VP for destroying the enemy warlord
6 Decimate 1 VP for each enemy unit destroyed, 3 V for destroying the enemy unit with the highest point cost

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
Donate 2 Grant a teammate 1 CP

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