40K Narrative Event Rules

PLANETS AND INVASIONS UPDATE:

6 July 2023

General Rules: Planets and Invasions

Each of the factions in this event work individually and their rules will be explained in their own sections. Some rules will effect all factions and these are listed here.

Planet Key

Planets in the Priam Sub-Sector are given a generic designator. The planets themselves may vary greatly within the planet type. For example an Agri World could be made up of rolling fields of wheat, a water world where plankton is farmed or a world filled with tunnels where giant fungi is harvested.

The following is a key for the Sub Sector:

Imperial Territory
Chaos Territory
T’Au Territory
Ork Territory
Tyranid Territory
Under Invasion
Hive World
Forge World
Knight World
Agri World
Death World
Barren World
Civilised World
Shrine World
Daemon World
Tomb World
Craft World
Daemon Forge World
Fortress World
STC Machine
Stable Warp Route
Unstable Warp Route
Border
Trade Port
Blackstone Pylons
Warp Gate
Hyper Gate
Shipyard
Damaged Shipyard
Raided Supply Lines
Orbital Bombardment
Orbital Defenses
Star Fort
Planetry Resources
Ork Spores
Scrap World Level
Genestealer Cult

Planets are joined to other planetary systems by warp routes. These are either stable or unstable. Any planetary system that is connected to another planetary system is considered adjacent to it for rules purposes.

Planetry Invasions

To invade a planet a player will have to pay the Strategic Points listed in their faction section. Once this has happened the player is given a number of Mission Cards and some location tokens, these represent how hard it is to take the planet. They are taken by the instigator of the Invasion. Players from the invading faction may take a Mission Card to be used in their next game, this is placed with their Command Marker(s).

Some factions can play as other factions for this purpose. Those factions may approach the instigating faction for mission cards, these may not be denied.

When playing a Mission Card players will generate Victory Points. Once the game has ended these Victory Points will need to be reported to the TO at the TO desk to be recorded allowing the success of the invasion to be tracked. The side that scored the most Victory Points in an invasion gains 10 Strategic Points, the side that scored lower only gains 5 Strategic Points.

The following planets get the listed number of Mission Cards:

Barren World1 Mission Card
Death World3 Mission Cards
Agri World5 Mission Cards
Civilised World5 Mission Cards
Shrine World5 Mission Cards
Knight World5 Mission Cards
Hive World7 Mission Cards
Forge World7 Mission Cards
Daemon World7 Daemon World Cards
Fortress World13 Fortress World Cards
Daemon Forge World14 Daemon World Cards
Tomb World21 Mission Cards
Craft World21 Craft World Cards

The player that paid for the planetary invasion gains the planet if their faction does not gain planets as a faction. If a faction gains planets as a whole then the player that paid for the planetary invasion counts as winning the planet for any objectives they may hold if the planet is won. You must follow your factions rules for invading planets.

40K Narrative Event Rules

PLANETS AND INVASIONS UPDATE:

6 July 2023

General Rules: Planets and Invasions

Each of the factions in this event work individually and their rules will be explained in their own sections. Some rules will effect all factions and these are listed here.

Planet Key

Planets in the Priam Sub-Sector are given a generic designator. The planets themselves may vary greatly within the planet type. For example an Agri World could be made up of rolling fields of wheat, a water world where plankton is farmed or a world filled with tunnels where giant fungi is harvested.

The following is a key for the Sub Sector:

Imperial Territory
Chaos Territory
T’Au Territory
Ork Territory
Tyranid Territory
Under Invasion
Hive World
Forge World
Knight World
Agri World
Death World
Barren World
Civilised World
Shrine World
Daemon World
Tomb World
Craft World
Daemon Forge World
Fortress World
STC Machine
Stable Warp Route
Unstable Warp Route
Border
Trade Port
Blackstone Pylons
Warp Gate
Hyper Gate
Shipyard
Damaged Shipyard
Raided Supply Lines
Orbital Bombardment
Orbital Defenses
Star Fort
Planetry Resources
Ork Spores
Scrap World Level
Genestealer Cult

Planets are joined to other planetary systems by warp routes. These are either stable or unstable. Any planetary system that is connected to another planetary system is considered adjacent to it for rules purposes.

Planetry Invasions

To invade a planet a player will have to pay the Strategic Points listed in their faction section. Once this has happened the player is given a number of Mission Cards and some location tokens, these represent how hard it is to take the planet. They are taken by the instigator of the Invasion. Players from the invading faction may take a Mission Card to be used in their next game, this is placed with their Command Marker(s).

Some factions can play as other factions for this purpose. Those factions may approach the instigating faction for mission cards, these may not be denied.

When playing a Mission Card players will generate Victory Points. Once the game has ended these Victory Points will need to be reported to the TO at the TO desk to be recorded allowing the success of the invasion to be tracked. The side that scored the most Victory Points in an invasion gains 10 Strategic Points, the side that scored lower only gains 5 Strategic Points.

The following planets get the listed number of Mission Cards:

Barren World1 Mission Card
Death World3 Mission Cards
Agri World5 Mission Cards
Civilised World5 Mission Cards
Shrine World5 Mission Cards
Knight World5 Mission Cards
Hive World7 Mission Cards
Forge World7 Mission Cards
Daemon World7 Daemon World Cards
Fortress World13 Fortress World Cards
Daemon Forge World14 Daemon World Cards
Tomb World21 Mission Cards
Craft World21 Craft World Cards

The player that paid for the planetary invasion gains the planet if their faction does not gain planets as a faction. If a faction gains planets as a whole then the player that paid for the planetary invasion counts as winning the planet for any objectives they may hold if the planet is won. You must follow your factions rules for invading planets.

40K Narrative Event Rules

PLANETS AND INVASIONS UPDATE:

6 July 2023

General Rules: Planets and Invasions

Each of the factions in this event work individually and their rules will be explained in their own sections. Some rules will effect all factions and these are listed here.

Planet Key

Planets in the Priam Sub-Sector are given a generic designator. The planets themselves may vary greatly within the planet type. For example an Agri World could be made up of rolling fields of wheat, a water world where plankton is farmed or a world filled with tunnels where giant fungi is harvested.

The following is a key for the Sub Sector:

Imperial Territory
Chaos Territory
T’Au Territory
Ork Territory
Tyranid Territory
Under Invasion
Hive World
Forge World
Knight World
Agri World
Death World
Barren World
Civilised World
Shrine World
Daemon World
Tomb World
Craft World
Daemon Forge World
Fortress World
STC Machine
Stable Warp Route
Unstable Warp Route
Border
Trade Port
Blackstone Pylons
Warp Gate
Hyper Gate
Shipyard
Damaged Shipyard
Raided Supply Lines
Orbital Bombardment
Orbital Defenses
Star Fort
Planetry Resources
Ork Spores
Scrap World Level
Genestealer Cult

Planets are joined to other planetary systems by warp routes. These are either stable or unstable. Any planetary system that is connected to another planetary system is considered adjacent to it for rules purposes.

Planetry Invasions

To invade a planet a player will have to pay the Strategic Points listed in their faction section. Once this has happened the player is given a number of Mission Cards and some location tokens, these represent how hard it is to take the planet. They are taken by the instigator of the Invasion. Players from the invading faction may take a Mission Card to be used in their next game, this is placed with their Command Marker(s).

Some factions can play as other factions for this purpose. Those factions may approach the instigating faction for mission cards, these may not be denied.

When playing a Mission Card players will generate Victory Points. Once the game has ended these Victory Points will need to be reported to the TO at the TO desk to be recorded allowing the success of the invasion to be tracked. The side that scored the most Victory Points in an invasion gains 10 Strategic Points, the side that scored lower only gains 5 Strategic Points.

The following planets get the listed number of Mission Cards:

Barren World1 Mission Card
Death World3 Mission Cards
Agri World5 Mission Cards
Civilised World5 Mission Cards
Shrine World5 Mission Cards
Knight World5 Mission Cards
Hive World7 Mission Cards
Forge World7 Mission Cards
Daemon World7 Daemon World Cards
Fortress World13 Fortress World Cards
Daemon Forge World14 Daemon World Cards
Tomb World21 Mission Cards
Craft World21 Craft World Cards

The player that paid for the planetary invasion gains the planet if their faction does not gain planets as a faction. If a faction gains planets as a whole then the player that paid for the planetary invasion counts as winning the planet for any objectives they may hold if the planet is won. You must follow your factions rules for invading planets.

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