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:
- weirdest army composition
- best appearance
- most gracious loser
- middle place
Reach out to me on discord if you have any questions.
Rules
Note that these rules won't be finalized until the start of the event, and some may be discarded during the course of the day. Consider this more a general idea of what things could be like.
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.
A trivia question will be asked at the start of each game round, and the team that gets the correct answer goes first.
Terrain
As in the book, plus any terrain with any part more than 3" tall 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+ |
| Radcrystals | Any unit within 6" that makes a ranged attack treats all weapons as hazardous |
| Tar Pit | All movement and charges that have at least one model in a unit touch this terrain are halved (after modifiers) |
| 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. The winner must move one piece of terrain at least 3" from where it is as long as this doesn't overlap with another piece of terrain. Alternate until all terrain has been moved. A piece of terrain may not be moved by both players.
Objective markers will not be used, but during their 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 (and not in a transport) when the game begins will grant the controlling player a starting pool of 1 CP per unit.
Game Conditions
Each round of games will start with an announcement of what effect is in place for all tables. Effects may include, but are not limited to:
| Name | Effect |
|---|---|
| Icy Roads | Any units that moves more than half of its movement will automatically move an additional D6", but must roll a D6 for each model, and on a 4+ a mortal wound will be suffered. |
| Night Fight | The maximum range for all weapons is limited to 18" |
| Missing | The most expensive enemy unit (in points or monies depending on the controlling player) must be removed and may not be used. |
| Blunted Edge | All melee weapons have hazardous |
Table Conditions
Some tables will have a special effect in place for all games on that table. These may be one of the following:
| Name | Effect |
|---|---|
| Portal | If a model ends its movement touching a portal, it is placed on the corresponding portal. Note that units that get split up in this manner will be out of coherency at the end of the turn. |
| Recaf Pasture | All infantry, beast, and swarm units gain +1 Movement and +1 Leadership. |
| Pavement | All vehicle and mounted units gain +3 Movement. |
| Buildings | infantry can embark in a building similar to a vehicle, but as many models, from any player, may embark as will fit on the roof. Opposing units are placed in engagement range where possible, but not charge bonus is received. |
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. Starting from the second game, 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 |
| 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, paying the normal CP cost for that stratagem as required |
| 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. May only be attempted once per game. |