2026.02 1000 Point Event
This event will be held February 28th 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. Models with the unpainted keyword are battle shocked and if that status is removed for any reason, it will be reinstated immediately.
Tables, Terrain, Missions
Most terrain will be either woods, hills, or obstacles/barricades and will be treated as such with some additional rules based on the table type. Each table has its own mission objectives, described below.
Each table type has a primary and seconday objective that will be used to score points. At the end of the game if one player has scored more primary points than their opponent, then that player will receive a 2VP bonus to their score for that game.
Deathworld
woods will block line of sight unless either the attacker or defender are within 6" of the piece of terrain. All units within 3" of woods will have their leadership reduced by 1. Movement through woods is only possible with infantry and swarm models.
At the beginning of each round a catachan devil is placed on the table as close to the center as possible without being in engagement range. At the end of each player's movement phase, each catachan devil will move directly towards the largest model within 18", determined by wound characteristic. If there is a tie, each player rolls off with the winner determining the target model. If any catachan devil models are destroyed, then all remaining catachan devil models are immediately placed on the table and the attach characteristic for each is doubled.
A catachan devil will make a charge move toward the target if possible at the end of each player's charge phase, and has the following profile. When a catachan devil fights, the player not in control of the target will roll its dice.
catachan devil has the following profile:
| M | T | Sv | W | LD | OC |
|---|---|---|---|---|---|
| 12 | 10 | 3+ | 12 | 2+ | 4 |
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Pincers | Melee | 10 | 3+ | 10 | -3 | 3 |
Abilities
Fights First Lone Operative Stealth
A catachan devil may fall back without taking a dangerous escape test, and may ignore enemy models while doing so. A catachan devil may charge in the same turn it makes a fall back move.
Primary Objective - Land Grab At the end of each battle round, each player will receive 1VP for each table quarter they have more total OC in.
Secondary Objective - Trophy Hunters
Each player will score 1VP for each catachan devil they kill with a ranged attack, and 3VP for each killed in melee.
Wasteworld
If the target of a ranged attack is within 3" of a hill, then that unit may use a invulnerable save of 4+ against those attacks. Any units within 3" of a hill will have hazardous applied to all ranged weapons.
Primary Objective - Seize Material
At the end of each battle round, each player will score 1VP for each hill they have the most OC in contact with.
Secondary Objective - Goad At the end of each turn, each player will score 1VP for each enemy unit that they attacked but did not destroy.
Agriworld
Ranged attacks may not cross grox herd pieces of terrain.
All melee attacks made by a unit within 3" of a grox herd are hazardous.
At the end of each player's movement phase, the opposing player may move each grox herd up to 8" as long as the herd doesn't pass through any terrain or models.
Primary Objective - Sheepdogging
At the end of each player's turn, score 1VP for each grox herd they have at least 1 model in contact with.
Secondary Objective - Attrition At the end of each battle round, score 1VP for each enemy unit destroyed this round.
Forgeworld
Any vehicle or monster in contact with a repair bay piece of terrain will recover D6 wounds in that player's command phase as long as the controlling player has more OC in contact with that piece of terrain.
Any units with deadly demise within 6" of a fuel dump will automatically explode if that rule is triggered, and the range of the deadly demise will be 12" and the number of mortal wounds doubled. Models without deadly demise within 3" of a fuel dump will gain deadly demise 1, but this will not trigger the additional damage.
Primary Objective - Seize Material
At the end of each battle round, each player will score 1VP for each fuel dump they have the most OC in contact with.
Secondary Objective - Runt Punking At the end of each round, score 1VP if the lowest point valued unit in your opponent's force was destroyed. If there is a tie for this, then destroying each of those will score 1VP. Attached units score their components separately.
Croneworld
When a model ends any type of movement in contact with a portal, that model is immediately placed in contact with the matching portal and not in engagement range of any enemy models. If there is no room to place the model, then that model is destroyed. If units are split up due to this, then at the end of the turn they will suffer the effects of being out of coherency.
Models within 6" of a portal may target enemy units within 6" of the matching portal with non-torrent ranged attacks.
Primary Objective - Reality's Trampoline
Score 1VP each time you have a character unit pass through a portal.
Secondary Objective - Goliath Chasing At the end of each round, score 1VP if the highest point valued unit in your opponent's force was destroyed. If there is a tie for this, then destroying each of those will score 1VP. Attached units score their components separately.
Hiveworld
Any non-infantry or non-swarm models must stay outside the corrider sections. No models may deep strike within the corrider sections. Units within the corrider sections always have the benefit of cover, and may use the overwatch strategem more than once per turn including against models that enter engagement range as long as the firing unit isn't already engaged.
Primary Objective - Gang Fight Score 2VP for each enemy character destroyed, and 1VP for any other enemy unit destroyed.
Secondary Objective - Hiding in the Tunnels At the end of each battle round, score 1VP for each unit you have that cannot have line of sight drawn from any enemy unit.
Table Assignments
Each table will have a number. As players arrive, they will go to the lowest numbered table that has no player. Once each table has a player, then new arrivals will fill in the same manner until each table has 2 players.
Each table will also have 2 sides; A and B. Between games, each player from side A will move to the next highest numbered table, and B will move to the next lowest numbered table.
Table Setup
Objective markers will not be used, but during each command phase both players may select one friendly and one enemy unit to be treated as if they were within range of an objective marker, starting with the player who's turn it is.
The deployment zones used will depend on which game it is during the day:
| Game Number | Deployment |
|---|---|
| 1 | 12" from the long edge each player is on |
| 2 | The player deploying first picks a corner on their side of the table, and all their units must be within 24" of that corner. The player deploying second does the same for the opposite corner. |
| 3 | The player deploying first selects a 12"x12" area on their half of the table and deploys entirely within that area. Any units that cannot fit are in reserves. The player deploying second then deploys their entire army within 3" of their edge of the table, with any units not able to fit being placed in reserves. |
| 4 | Each player may place units anywhere they like on the table as long as the unit isn't within 9" of an enemy unit. Units with infiltrate may be deployed up to 3" away from any enemy unit. |
Crates
After deployment is complete, the TO should be called over to each table and will place crates. Each crate can be activated by a unit performing an action while in contact with it, at which point the crate will be removed and a roll on the following table will determine the effect:
| Roll | Effect |
|---|---|
| 1 | Roll a number of D6 equal to the highest wound value in the unit. Each 5-6 will inflict a mortal wound. |
| 2 | The unit halves all characteristics (rounding even) for the remainder of the game. |
| 3 | The unit gains lethal hits on all weapons for the remainder of the game. |
| 4 | The unit gains anti 3+ on all weapons for the remainder of the game. |
| 5 | The unit gains +2 movement and +2 to charge rolls for the remainder of the game. |
| 6 | The unit gains a 3+ invulnerable save for the remainder of the game. |
Games
Duration
Games will last 1.5-2 hours. The first game to finish will grant a bonus 1VP to each player. The last game to finish will impose a penalty of -1VP to each player. Once half the tables have completed their games, the remainder will be told to finish their current battle round. 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.
Trivia Bonus
During each game the organizer may visit a table and ask a trivia question. Both players roll a D6 and the highest roll will provider their answer, then their opponent will. Whichever player gives the correct, or most correct, answer within 15s will gain 3VP and 1CP.
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.
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 |
| Delay | 1 | When an enemy unit deploys via strategic reserves, that unit can be forced back into reserves and may not arrive this turn |
| Bombardment | 2 | Select two enemy units on the table that are more than 12" from any friendly unit and roll 8D6 for each, inflicting a mortal wound on that unit for each 4+. This may only be used by each player once per day. |