Rules

While we are a casual based Warhammer 40k group, we do have a few “house rules” by which we prefer to abide. These are listed below for ease of reference.

Game Types

There are four different types of 40k games we play. Agreeing to a certain type is generally done when coordinating a game with your opponent. These are:

Standard Game

Standard games are the most common. These allow for everything that Games Workshop has published that’s considered a part of the current environment. This means that the core rulebook, codices (both print and digital), codex supplements, dataslates, expansions, and ForgeWorld material is allowed. Courtesy suggests you clear anything with your opponent that’s not readily available in the core rulebook or printed army codices, however.

Standard games allow for personal restrictions, too. So, if you’re not comfortable playing with / against a certain ruleset, unit, or other material, then just let your opponent know before both of you agree to the game. If things are not made known prior to agreement, then the “Standard Game” rules apply unrestricted.

Pick-up games fall into this category by default.

Competitive Game

A Competitive game is a subset of the Standard game. These games are meant for those who wish a more balanced and stable environment, such as those preparing for a tournament or other more intense level of organized play. Competitive games follow the rules established by the organized event for which someone is preparing. If no organized event is forthcoming, then reference the Warrior’s Code direct from Games Workshop.

Competitive games, being more restrictive, can still have personal level preferences. Again, all players must agree before commiting to the game.

Narrative Game

Narrative games are designed and run by those players who enjoy a more creative or cinematic experience. These are pre-designed scenarios created not to promote balanced play, but to instead promote narrative play. Thus, these games allow all officially published Games Workshop material, non-randomized options (such as Warlord Traits or psychic powers), preset terrain layouts, and fully custom rules and units. And while balanced points values should be used as a baseline for building lists, the scenario designer can opt to allow for unbalanced forces, if the narrative calls for it.

The designer of the scenario acts as the “gamemaster” in these types of games, and has final authority on what is and isn’t allowed. Clear anything that’s out of the ordinary with him / her.

Experimental Game

There are times when we wish to try out new units from ForgeWorld, or tweak certain rules to see what happens. We may also wish to test custom units meant for Narrative games in a non-narrative environment. These are the times when we’ll play an Experimental game. This generally means that all officially published material from Games Workshop, past and present, is alllowed. This includes GW, GW: Digital, and ForgeWorld. In addition, custom rules and units are also allowed.

Rules and restrictions should be made clear to participants in an experimental game. It’s important to remember, however, that the goal of an Experimental game isn’t necessarily to win, but to push the rules as far as we need to see what does and does not work.