For those taking part in the 40k campaign, here are the rules for the game on the 23rd of August:

The armies of Chaos are about to make planetfall on Suindune I, the Imperium’s foothold in the system. The players will be split into Imperium and not-Imperium teams (Chaos plus Xenos).

Players can bring any Faction, even if they haven’t used it in the campaign thus far. Each player should bring 500 points using the Patrol Detachment force organisation chart (rulebook page 243), with an extra 250 points “in the box” incase there in an imbalance in the number of players on each side.

The game will use the Matched Play rules (rulebook pages 214 & 215) with the following exceptions:
>Instead of Tactical Reserves ~ At least half of your units must begin the battle set up on the table. At the end of your first Movement Phase roll a dice for each unit in reserve – it will only arrive on a 4+. Any unit that fails this roll automatically arrives at the end of your second Movement Phase.
>Instead of being able to select Psychic Powers, they must be generated randomly (exception below).

Players can spend the Experience Points they have been accruing throughout the campaign to upgrade models, access Lords of War and gain other tactical advantages. As I don’t have a record of all the games that have been played, players are expected to be able to work out their own Experience Point totals, under the principle of DBAD (Don’t Be A ****), for all games that have been held at the club since the start of the campaign.
Here’s a quick reminder of the exp rules:
1-1000 Points per side = 50 experience to each player.
1001-1500 = 75 experience experience to each player.
1501-2500 = 100 experience experience to each player.
2501+ (Apocalypse games) = 200 experience to each player.

Experience points can be spent on the following things:
> Squad leader equivalents (Sergeants, Champions, etc.) may purchase one extra wound for 50exp (may not be taken more than once per model).
> Characters may purchase one extra wound for 75exp (may not be taken more than once per model, and may not take that model above 6 wounds).
> You may include a Super-Heavy Auxiliary Detachment (page 245) for 400exp. If you do so you are not required to take a Patrol Detachment (but may do so if you wish).
> You may include an extra HQ/Elite/Fast Attack/Heavy Support/Fortification choice in your Patrol Detachment for 100exp (may not include more than one extra each).
> You may include one extra Troop choice in your Patrol Detachment (for a maximum of 4) for 50exp.
> Instead of rolling randomly, you may choose which Warlord Trait (from those normally available to him/her) your Warlord (page 186) has for 100exp.
> Instead of having to randomly determine Psychic Powers, you may select one (generate others randomly) for 100exp (may not be taken more than once per unit).

Players may also purchase the Stratagems listed below for 75exp/per Command Point/per use. Each may be purchased multiple times, and does not use up Command Points when used.
> Sappers (p264), Escape Hatch (p264), Insane Bravery (p242), Counter-Offensive (p242)