The following rules will apply at the Warhammer 40k Grand Tournament, and at my Melbourne tournament.
All models used must be painted Citadel Miniatures of the appropriate type for the troops they represent. Painted means that they have to have more than an undercoat.
All weapons, armor options and upgrades chosen from the army list must be shown on the models themselves. For example, if you pay the points to upgrade a model to be equipped with a power weapon, then the model must have a power weapon. By the same token, equipment shown on the model must be paid for in the models points cost. For example, if a model in a unit has a Lascannon, then you must pay the points for it. The intent of this rule is to make sure that when an opponent looks at your army, then 'what he sees is what he gets'. You may use converted Citadel miniatures or other miniatures as long as it is clear what the conversion is meant to represent.
You must bring a copy of your army roster which you should keep with
you when you are playing. The roster must include all of the models in
your army, their points value, the points value of any upgrades and must
specify which model is carrying any special wargear that you decide to
take. It is also important to remember that when you use ar points limit
in Warhammer 40k you can only spend up to and including the limit agreed
upon. This means that in a 1500 point game you must spend 1500 points or
less. Remember, if you make a mistake you will lose points, even if the
mistake is an honest one.
No unit can be deployed within 18" of the enemy at the start of
the game. The player must deploy their units in the following order - Heavy
Support first, then Troops, Elites, HQ and finally Fast Attack units. Units
that can infiltrate may deploy after all other units anywhere on the table
at least 18" from the enemy. If both player have Infiltrators, roll a dice
to see who sets up first.
Mission Objective - Both forces are seeking to clear area
off all enemy forces securing ground as they go. The player that breaks
the enemy first or occupied the most quarters at the end of the game wins.
To occupy a table quarter there must be no enemy units of troops, bikers
or cavalry over half strength or mobile vehicles in the area whilst you
must have at least unit of troops, bikes or cavalry over half strength
in the area.
Game Length The game lasts for a random number of turns
Line of Retreat Troops which are forced to turn back will do
so towards the nearest board edge of their deployment zone, using the normal
fall back rules.
Breaking the enemy is described below, but basically you need to reduce
the to a quarter of their starting strength.
Army Break Point An army is broken when it has a quarter or
less of its starting number of models left alive at the end of any player
turn. For example, if your army started with 60 models it would be broken
if there were fifteen or less models left in play at the end of a player
turn. Round any fractions down.
Models with more than one wound, vehicles and characters riding bikes
or other mount all count as a single model for this purpose. Models that
are falling back are counted as being 'alive' until they have left the
table, as are models that are held in reserve. It is possible for two armies
to break if casualties are suffered by both sides in the same player turn.
In this case, both sides break and the game is a draw!
Tournament Points The following system is used to work out how
many tournament points you score in your game. Further points can be added
for things like how well you army is painted, etc. At the end of the tournament
the player with the most points is the winner.
For example: It's the fourth round and you win by breaking the opposing
army (killing the army commander in the process), against an opponent with
a better win/loss record than your own. Your score = 14 (win) +1 (broke
enemy army) +1 (opposing character killed) +1 (tougher opponent) = 17 points.