Rule of Two
A Rogue Trader Narrative Doubles Event
Sponsor:�https://temporaryplanet.dk/
Format
"Two heads are better than one. Lends nice symmetry to your trophy rack”
Dark Elf proverb
It’s the year 2275. Two warlords unite their forces to satisfy their ambitions for conquest. The fate of (some tiny part of) the Old World hangs in the balance!
This is intended as a relaxed and beginner-friendly event where story and epic moments are more important than who ends up winning. If you are an experienced player, it is recommended that you bring a relatively “soft” list.
We will play 3 games combining the Battle March and Doubles Event format. Each team will consist of two players, each with a 500 pts battle march list. Renegade rules are in effect for legacy factions. (Not the new drafts)
Path to glory. During the fierce clashes, warriors become hardened veterans or suffer grievous injuries. These will be represented by the Path to Glory rules from the Razing of the Westerland Arcane Journal (slightly modified to be better suited to a one-day event)
In addition, if you bring the same army that you brought for the previous events (Punchup at Pigbarter, A Song of War and Hammers) you may carry over the experience and abilities that your units gained at that event.
Practical
Schedule
09:00 – 09:30 Registration & briefing
09:30 – 11:15 Forward Battlelines (1hr 45 mins)
11:30– 13:15 Double Envelopment (1hr 45 mins)
13:15– 14:00 Lunch
14:00 – 15:45 Game 3 (1hr 45 mins)
16:00 – 16:30 Wrap-up, narrative conclusion & awards
The event will take place on July 5th 2025 at Rogue Trader Copenhagen, Harsdorffsvej 8A, 1874 Frederiksberg
Army lists must be submitted in advance on New Recruit by 11:59 PM on Saturday 27th of June��No painting requirements: bring your newest project and see how they do :)
Maximum participants: 22 (across 11 teams) (including the TOs team as spare players). If the event is full, late sign ups will be refunded and placed on a waitlist.
Food & Drinks
The TOs will organize group orders for lunch and collect payment via MobilePay. Please inform us of any dietary restrictions in advance if you’d like help arranging food.
The club has a fridge with beer and soft drinks, payable by MobilePay, as well as facilities for coffee and tea.
How to sign up:
Ticket prices:
RT Members: 50 kr
Everyone else: 120 kr�
THE ALLIES
For this event, all factions count as “trusted” allies.
However, make sure to come up with a cool backstory for why your two warlods have partnered up. Extra prices available for the most strongly thremed alliances.
PATH TO GLORY
Unit Veteran Abilities
Those that survive the fury of battle quickly become experienced warriors. To represent this, units will gain Experience Points (XP) during the course of the event. Any unit whose troop type is infantry or cavalry (but not swarms or war beasts) that is not fleeing at the end of the game earns:
1XP if it survived the game without being reduced to less than 50% of its starting Unit Strength.
1XP per trophy of war it captured or enemy unit it destroyed during the game Note: if multiple units are involved in destroying a unit, only one of them may earn this
A unit may spend its XP after any game by rolling on the table below and adding its current XP to the result. Once a unit has rolled on the table, it is reduced to 0 XP:
D6 | Result |
2-5 | Reluctant Warriors: Failing to learn from its experiences the unit does not gain a Veteran Ability, but neither is it reduced to OXP. |
6-8 | Grizzled Veterans: The unit permanently improves its Leadership characteristic by 1 (to a maximum of�10). If the unit's Leadership is 10, treat this result as a roll of 2-5. |
9-10 | Experienced Warriors: Once per game the unit may re-roll any rolls To Hit of a natural 1. If the unit rolls this upgrade again, it gains a second re-roll. |
11-14 | Weapon Masters: The unit permanently improves either its Weapon Skill or Ballistic Skill characteristic by 1 (chosen by the controlling player, to a maximum of 10). |
15+ | The Spoils of War: The unit permanently improves the Armour Piercing characteristic of one of its weapons by 1 (chosen by the controlling player, to a maximum of -5). |
PATH TO GLORY
Battlefield Losses
No matter how seasoned and battle-hardened the members of a veteran unit become, no one is safe upon the battlefields of the Old World. Casualties do happen and units suffer losses and, whilst fallen warriors can often be replaced through the careful selection of new recruits, a regiment that suffers significant losses might never recover.
To represent this, if a unit with one or more veteran upgrades is reduced below 25% of its starting Unit Strength, is destroyed, or if it flees the battlefield, roll a D6 at the end of the game:
D6 | Result |
1-3 | Insurmountable losses: The unit is too badly mauled to recover and loses all of its Veteran Abilities, along with any unspent XP. |
4 | Terrible losses: The unit will survive, but many of its veteran members are replaced by untested new recruits. The unit loses one Veteran Ability (chosen by the controlling player). |
5 | Mauled: Despite having received a mauling from the foe, the unit's casualties recover quickly after the battle. |
6 | Lesson Learned: In the aftermath of a brutal battle the recovering unit members reflect upon their experiences. The unit gains 1XP |
PATH TO GLORY
Seasoned Commanders
Whilst regiments can gain experience and become seasoned veterans, so too can the mighty warriors and cunning mages that command them. As with units, this is represented by Experience Points (XP) which characters gain during the course of a Warhammer: the Old World Path to Glory campaign. Any character that was not removed from play as a casualty and is not fleeing at the end of the game earns:
1XP for surviving the game.
1XP per enemy character slain, per trophy of war captured or enemy unit destroyed during the game (by the character or a unit they had joined).
Note: if multiple characters are involved in destroying a unit, only one of them may earn this
In addition, an army's General earns 1XP if their army won the game.
A character may spend their XP after any game by rolling on the table below and adding their current XP to the result. Once a character has rolled on the table, they are reduced to 0XP:
D6 | Result |
2-6 | Prideful Braggart: Filled with pride and arrogance, the character does not gain a Veteran Ability, but neither are they reduced to OXP. |
7-11 | Grizzled Veteran: The character permanently improves their Leadership characteristic by 1 (to a maximum of 10). |
12-14 | Weapon Master: The character permanently improves either its Weapon Skill or Ballistic Skill characteristic by 1 (chosen by the controlling player, to a maximum of 10). |
15+ | The Spoils of War: The character permanently improves the Armour Piercing characteristic of one of their weapons by 1 (chosen by the controlling player, to a maximum of -5. |
PATH TO GLORY
Promotion & Glory
As armies grow and muster lists are updated, participants may wish to promote their characters. For example, an Orc and Goblin Tribes army might be well led by an Orc Bigboss in the early stages of the campaign but, as the army grows, the player might wish to replace that character with an Orc Warboss.
This is perfectly acceptable, especially since such a promotion often gives access to mighty monstrous mounts, more potent magic items, and a better profile.
However, when a character is promoted in this way, they lose all of their Veteran Abilities and any unspent XP.
PATH TO GLORY
Death & Dishonour
By contrast, some characters are doomed to meet an ignominious fate upon the battlefield. To represent this, if a character with one or more veteran upgrades is slain, or if they flee the battlefield, roll a D6 at the end of the game:
D6 | Result |
1-3 | Dead: The character is slain and loses all of their Veteran Abilities, along with any unspent XP. |
4-5 | Badly Wounded: The character survives, but barely, and loses one Veteran Ability (chosen by their controlling player). |
6 | Lesson Learned: The character gains some valuable insight into the perils of battle. |
Missions and scoring
Scoring: Standard Battle March victory points scoring will apply (Arcane Journal: The War of Settra's Fury, p. 21) - reproduced on next page.
Each game will be scored by win / loss / draw. A victory points difference of less than 100 points constitutes a draw.
All missions will share the following rules - the remaining details for each scenario are reproduced on the following page:��Terrain: Set up by organizer. ��Game Length: 5 Rounds
Battle March Doubles Scoring
(Arcane Journal: The War of Settra's Fury, p. 21)�
Dead or Fled
Each enemy unit that has been destroyed or that has fled off the battlefield is worth a number of Victory Points equal to 100% of its points cost.
Each enemy unit that is fleeing at the end of the battle is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up). For example, a unit that cost your opponent 150 points to field would be worth 75 Victory Points to you if it is fleeing when the battle ends.
Each enemy unit that has been reduced to 25% of its starting Unit Strength or less at the end of the battle or, if its Unit Strength is equal to its starting Wounds, to 25% of its starting Wounds or less at the end of the battle, is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up).
The King is Dead
If the enemy General of the Primary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 50 Victory Points. If the General of the Secondary force is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 25 Victory Points.
Trophies of War
You win a bonus of 25 Victory Points for every enemy standard claimed as a trophy, as described on page 200 of the Warhammer the Old World rulebook. Additionally, if the enemy Battle Standard Bearer in the Primary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win an additional bonus of 25 Victory Points. Lastly, if the enemy Battle Standard Bearer in the Secondary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win an additional bonus of 15 Victory Points.
Battlefield Objectives
For each battlefield objective a player controls at the end of each player's turn, they win a bonus of 10 Victory Points.
Controlling Battlefield Objectives: At the end of each turn, a battlefield objective can be controlled by any single unit that is within 3" of it, that has a Unit Strength of 5 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 3" of a battlefield objective, the closest unit controls it. If two or more eligible units are equally close to a battlefield objective, the unit with the higher Unit Strength controls it. If two or more eligible units are equally close to a battlefield objective and both have the same Unit Strength, the objective marker is 'contested' and neither unit controls it.
Mission 1: Forward Battlelines
Deployment
24”
24”
6”
Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method.
Secondary Objectives
Strategic Locations 3
Deployment
Mission 2: Double Envelopment
Deployment
24”
24”
6”
Scenario Special Rules:
Reserves: Reserves are not deployed at the start of the battle. Instead, they can enter play during the Compulsory Moves sub-phase of any turn - including the first - of their controlling player's choosing. When they arrive, reserves will enter the battlefield from the short battlefield edge indicated on the deployment map below. However, should their controlling player wish, war machines belonging to the Secondary force may instead be deployed with the Primary force.
Secondary Objectives
Strategic Locations (4)
Deployment
Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit, belonging to their team's Primary force. Players deploy their Primary forces using the alternating units method. Both team's Secondary forces are held in reserve (as follows).
Mission 3: The Old Outpost
Deployment
24”
24”
6”
Deployment
Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method.
Secondary Objectives
Special Feature, Strategic Locations (4)
Controlling the Special Feature is worth 100 pts at the end of the game
Additional details
Awards:
Pairings. We will be using swiss pairings for this event
Terrain type | Rules |
Hill | Hills |
Wood | Woods, Difficult Terrain, Dangerous (Cav & Fly) |
Ruin | Cover, Dangerous, Difficult (Skirmishers) |
Building, Rock | Impassable, obstructs Line of Sight |
Water | Difficult Terrain, Dangerous (Infantry |
Field | Cover |
Wall | Low Linear Obstacle |
Terrain
Terrain rules and definitions will be using the logic outlined by the WTC WTC 2025 Rules Pack - refer to that for very detailed clarifications on cover, line of sight etc as well as the description of the different types of terrain that may be used.
A few key exceptions to the WTC pack are in effect:��Placed Terrain
We will not be using predefined maps - all terrain will be placed by the organizers. If it is necessary to move terrain during a game please put it back where it was after the game is over.
Terrain shapes
Terrain will be of irregular size and shape, different on each table.