Army List Building Rules:
In the campaign, there will be the player’s armies on the map moving around. They represent the space and ground forces traveling around. For each players army, they must submit lists for a point value of 2500 (with superheavy allowed), 1500, and 200. They must follow these rules:
- No
army can run “Unbound.”
- Allies
are allowed, but can only be allied from within their own faction (each
Space Marine chapter is its own faction). With exceptions below
◦
Harlequins can ally with Eldar and Dark Eldar
◦
Inquisition can be allied with Imperial Guard
and Grey Knights
◦
Cult Mechanicus and Skitarii count as the same
faction
◦
If some players are unable to get to a 2500 list
without allies, exceptions can be made by the GMs.
◦
Knights can ally with their normal ally choices.
- A 1500 Army must consist of a CAD or CAD-like-Detachment and two choices from the following list:
- There
must be a valid Warlord choice
- No
Formation or Detachment can be chosen that has Formations or Detachments
inside of them
- At
least three troop choices must be in the list
- No
named special characters can be chosen
◦
One Tau Commander chosen in the Farsight
Enclaves list can receive Farsights “No scatter when deep striking” rule for
free.
◦
For the Dark Angels Ravenwing Strike force, any
biker IC can lead the formation. Sammael cannot be chosen
◦
Any HQ Orc on a bike can act like Zhadsnark da
Rippa’s “Make bikers troops” rule.
- Forgeworld
units and lists are allowed after being cleared with a GM. Most will be
allowed, this is a check for the most recent rules and experimental rules.
- A 200 Army will use the 40k kill team rules
House Rules:
- Don’t be a dick
- No Psyker can draw from the Malefic disciplines.
- Invisibility reduces WS/BS to 1 for attacking model. Templates are unaffected.
- Superheavies and Gargantuan creatures can only be brought in games of 2500 points.
- (ITC Rule) Use the following profile for ranged Destroyer Weapons in place of that found in the book:
◦ D Weapons with the Distort Scythe special rule still subtract 1 from the table below.
◦ Roll of a 1: No damage occurs.
◦ Roll of a 2-5: Target model takes D3 wounds, or hull points with a penetrating hit.
◦ Roll of a 6: Target model takes 3 automatic wounds with no saves allowed, or 3 hull points with a penetrating hit with no saves allowed.
- All 2+ saves that allow a re-roll have their “to-pass” re-roll modified down to at 4+. This cannot be used to improve a re-roll save, only to weaken it.
- Cover saves can be taken against the initial hit of a Tau Markerlight. That cover save can be stripped by other markerlights that have previously hit the target.
- Knights cannot perform a stomp attack if there are no models left in combat with it during that fight sub-phase
- Don’t be a dick
- Tau buffmanders can only buff their squad, even when using that multiple squads shooting the same target rule. Only markerlight benefits carry over in that case
- Space Marine Scouts are WS4 and BS4
- Stop trying to break our rules. We only have so much time on our hands.
- All dreadnaughts with fewer then 4A now have 4A
- Void Shields, the Fortress of Redemption, Primus Redoubt, Macro-Cannon Aquila Strongpoint, and Vortex Missile Aquila Strongpoint cannot be in a lisl
- If you misbehave with your skyshield and do something like put a wraithknight on it to get an invul save. Chris will throw dice at you till you stop being a dick