40K Narrative Event Rules

IMPERIUM INTRODUCTION UPDATE:

6 July 2023

Forces of the Imperium

The main goal of the forces of the Imperium of Man is to re-take the Priam Subsector. To do this they need to hold 75% of all the planets in the subsector.

Starting with only Istar, Froem, Trow-Bardge, A-ASDA and Nexus they must push forward through the Chaos lines to take as many planets as possible.

The Imperium of man is led by a Lord Militant. The Lord Militant will decide planets that will be invaded by the Imperial Guard and will liaise with Petitionable Forces.

Petitionable Forces

The following factions are Petitionable:

  • Adepta Sororitas
  • Adeptus Astartes – All Factions
  • Adeptus Mechanicus
  • Adeptus Custodes
  • Sanctic Astartes
  • Imperial Knights
  • Inquisitors
  • Rogue Traders

Petitionable Forces keep their strategic points and may choose to trade them for any purpose with Imperial factions.

The Astra Militarum

The Astra Militarum are the driving force of the Priam Crusade. All Strategic Points earned by Astra Militarum players are given to the Lord Militant. The Lord Militant may choose to pay for repairs and replacements in Astra Militarum forces.

Invading a System

An Imperial player may spend a number of strategic points to invade a system. The cost depends on the system type.

Barren World1 Strategic Point
Death World2 Strategic Points
Agri World3 Strategic Points
Civilised World4 Strategic Points
Shrine World10 Strategic Points
Knight World12 Strategic Points
Hive World20 Strategic Points
Tomb World21 Strategic Points
Craft World21 Strategic Points
Forge World25 Strategic Points
Fortress World50 Strategic Points
Daemon World50 Strategic Points
Daemon Forge World75 Strategic Points

If the warp route is unstable the cost to take a system is increased by 10 Strategic Points.

Players may not combine their Strategic Points but may give them to the Lord Millitant so that they may use them to take larger systems.

Imperial Raids

The Lord Militant or a Pettitionable Force may pay to raid a planet instead of invading it.

The cost to instigate a raid is 1 Strategic Point per stable warp route and 2 Strategic Points per unstable warp route between the target and an Imperial held planet.

Paid at the event stand and gain a single mission card. This card counts as an invasion for all purposes rules wise. It may be a Boarding Action or Standard Mission.

You may choose to instigate a raid on an Imperial Planet. Any force from any faction may defend against this raid even if they would not normally be able to.

Once the mission is completed the Invasion automatically fails.

Improving a System

An Imperial Player may choose to improve a system. This represents deploying colonists or repopulating a planet that had already been damaged.

To improve a planet you must pay the following:

Death World20 Strategic Points
Agri World40 Strategic Points
Civilised World60 Strategic Points
Shrine World80 Strategic Points
Knight World120 Strategic Points
Hive World160 Strategic Points
Forge World240 Strategic Points

You need to upgrade a world on two separate event days to complete the upgrade. Each time you must pay the upgrade amount. For example 2x 240 Strategic Points for a Forge World.

Barren Worlds may only be upgraded to Death Worlds.

Death Worlds may only be upgraded to Agri Worlds or Civilised Worlds.

Civilised Worlds may only be upgraded to Shrine Worlds or Hive Worlds.

Agri Worlds may only be upgraded to Knight Worlds.

Knight Worlds and Hive Worlds may both be upgraded to Forge Worlds.

Only a Adeptus Mechanicus player may upgrade a planet to a Knight World, Hive World or Forge World. For each Forge World under Imperial control reduce the cost for Adeptus Mechanicus players to improve a planet by 2 Strategic Points.

Building Fortress Worlds

The Imperium may decide to change a world into a Fortress World.

Only the Adeptus Mechanicus may build a Fortress World.

Fortress Worlds cost 300 Strategic Points to upgrade, taking two event days and having to pay their cost each day (600 Strategic Points total).

Once a Fortress World is built it will never generate any income for the Imperium but if it is attacked it costs 50 Strategic Points to Invade and the Attacker will gain 13 Mission Cards. These will be specific Fortress World Mission Cards that will be incredibly hard for the invader.

Shipyards

A shipyard under Imperial control allows the Lord Militant to perform 1 Imperial Raid for free each event day.

A damaged shipyard does not provide any income or the ability to raid.

An Imperial player may repair a damaged shipyard at the cost of 50 Strategic Points.

Raided Warp Lanes

Warp lanes that are raided warp lanes reduce the income from planets attached to the Warp Lane by 1 Strategic Point.

This can reduce a planets value below 0 Strategic Points meaning they would cost the Imperium.

Hyper Gates

Hyper Gates are never controlled by a side. All systems linked to a Hyper Gate are linked to all other systems linked to Hyper Gates for all purposes.

40K Narrative Event Rules

IMPERIUM INTRODUCTION UPDATE:

6 July 2023

Forces of the Imperium

The main goal of the forces of the Imperium of Man is to re-take the Priam Subsector. To do this they need to hold 75% of all the planets in the subsector.

Starting with only Istar, Froem, Trow-Bardge, A-ASDA and Nexus they must push forward through the Chaos lines to take as many planets as possible.

The Imperium of man is led by a Lord Militant. The Lord Militant will decide planets that will be invaded by the Imperial Guard and will liaise with Petitionable Forces.

Petitionable Forces

The following factions are Petitionable:

  • Adepta Sororitas
  • Adeptus Astartes – All Factions
  • Adeptus Mechanicus
  • Adeptus Custodes
  • Sanctic Astartes
  • Imperial Knights
  • Inquisitors
  • Rogue Traders

Petitionable Forces keep their strategic points and may choose to trade them for any purpose with Imperial factions.

The Astra Militarum

The Astra Militarum are the driving force of the Priam Crusade. All Strategic Points earned by Astra Militarum players are given to the Lord Militant. The Lord Militant may choose to pay for repairs and replacements in Astra Militarum forces.

Invading a System

An Imperial player may spend a number of strategic points to invade a system. The cost depends on the system type.

Barren World1 Strategic Point
Death World2 Strategic Points
Agri World3 Strategic Points
Civilised World4 Strategic Points
Shrine World10 Strategic Points
Knight World12 Strategic Points
Hive World20 Strategic Points
Tomb World21 Strategic Points
Craft World21 Strategic Points
Forge World25 Strategic Points
Fortress World50 Strategic Points
Daemon World50 Strategic Points
Daemon Forge World75 Strategic Points

If the warp route is unstable the cost to take a system is increased by 10 Strategic Points.

Players may not combine their Strategic Points but may give them to the Lord Millitant so that they may use them to take larger systems.

Imperial Raids

The Lord Militant or a Pettitionable Force may pay to raid a planet instead of invading it.

The cost to instigate a raid is 1 Strategic Point per stable warp route and 2 Strategic Points per unstable warp route between the target and an Imperial held planet.

Paid at the event stand and gain a single mission card. This card counts as an invasion for all purposes rules wise. It may be a Boarding Action or Standard Mission.

You may choose to instigate a raid on an Imperial Planet. Any force from any faction may defend against this raid even if they would not normally be able to.

Once the mission is completed the Invasion automatically fails.

Improving a System

An Imperial Player may choose to improve a system. This represents deploying colonists or repopulating a planet that had already been damaged.

To improve a planet you must pay the following:

Death World20 Strategic Points
Agri World40 Strategic Points
Civilised World60 Strategic Points
Shrine World80 Strategic Points
Knight World120 Strategic Points
Hive World160 Strategic Points
Forge World240 Strategic Points

You need to upgrade a world on two separate event days to complete the upgrade. Each time you must pay the upgrade amount. For example 2x 240 Strategic Points for a Forge World.

Barren Worlds may only be upgraded to Death Worlds.

Death Worlds may only be upgraded to Agri Worlds or Civilised Worlds.

Civilised Worlds may only be upgraded to Shrine Worlds or Hive Worlds.

Agri Worlds may only be upgraded to Knight Worlds.

Knight Worlds and Hive Worlds may both be upgraded to Forge Worlds.

Only a Adeptus Mechanicus player may upgrade a planet to a Knight World, Hive World or Forge World. For each Forge World under Imperial control reduce the cost for Adeptus Mechanicus players to improve a planet by 2 Strategic Points.

Building Fortress Worlds

The Imperium may decide to change a world into a Fortress World.

Only the Adeptus Mechanicus may build a Fortress World.

Fortress Worlds cost 300 Strategic Points to upgrade, taking two event days and having to pay their cost each day (600 Strategic Points total).

Once a Fortress World is built it will never generate any income for the Imperium but if it is attacked it costs 50 Strategic Points to Invade and the Attacker will gain 13 Mission Cards. These will be specific Fortress World Mission Cards that will be incredibly hard for the invader.

Shipyards

A shipyard under Imperial control allows the Lord Militant to perform 1 Imperial Raid for free each event day.

A damaged shipyard does not provide any income or the ability to raid.

An Imperial player may repair a damaged shipyard at the cost of 50 Strategic Points.

Raided Warp Lanes

Warp lanes that are raided warp lanes reduce the income from planets attached to the Warp Lane by 1 Strategic Point.

This can reduce a planets value below 0 Strategic Points meaning they would cost the Imperium.

Hyper Gates

Hyper Gates are never controlled by a side. All systems linked to a Hyper Gate are linked to all other systems linked to Hyper Gates for all purposes.

40K Narrative Event Rules

IMPERIUM INTRODUCTION UPDATE:

6 July 2023

Forces of the Imperium

The main goal of the forces of the Imperium of Man is to re-take the Priam Subsector. To do this they need to hold 75% of all the planets in the subsector.

Starting with only Istar, Froem, Trow-Bardge, A-ASDA and Nexus they must push forward through the Chaos lines to take as many planets as possible.

The Imperium of man is led by a Lord Militant. The Lord Militant will decide planets that will be invaded by the Imperial Guard and will liaise with Petitionable Forces.

Petitionable Forces

The following factions are Petitionable:

  • Adepta Sororitas
  • Adeptus Astartes – All Factions
  • Adeptus Mechanicus
  • Adeptus Custodes
  • Sanctic Astartes
  • Imperial Knights
  • Inquisitors
  • Rogue Traders

Petitionable Forces keep their strategic points and may choose to trade them for any purpose with Imperial factions.

The Astra Militarum

The Astra Militarum are the driving force of the Priam Crusade. All Strategic Points earned by Astra Militarum players are given to the Lord Militant. The Lord Militant may choose to pay for repairs and replacements in Astra Militarum forces.

Invading a System

An Imperial player may spend a number of strategic points to invade a system. The cost depends on the system type.

Barren World1 Strategic Point
Death World2 Strategic Points
Agri World3 Strategic Points
Civilised World4 Strategic Points
Shrine World10 Strategic Points
Knight World12 Strategic Points
Hive World20 Strategic Points
Tomb World21 Strategic Points
Craft World21 Strategic Points
Forge World25 Strategic Points
Fortress World50 Strategic Points
Daemon World50 Strategic Points
Daemon Forge World75 Strategic Points

If the warp route is unstable the cost to take a system is increased by 10 Strategic Points.

Players may not combine their Strategic Points but may give them to the Lord Millitant so that they may use them to take larger systems.

Imperial Raids

The Lord Militant or a Pettitionable Force may pay to raid a planet instead of invading it.

The cost to instigate a raid is 1 Strategic Point per stable warp route and 2 Strategic Points per unstable warp route between the target and an Imperial held planet.

Paid at the event stand and gain a single mission card. This card counts as an invasion for all purposes rules wise. It may be a Boarding Action or Standard Mission.

You may choose to instigate a raid on an Imperial Planet. Any force from any faction may defend against this raid even if they would not normally be able to.

Once the mission is completed the Invasion automatically fails.

Improving a System

An Imperial Player may choose to improve a system. This represents deploying colonists or repopulating a planet that had already been damaged.

To improve a planet you must pay the following:

Death World20 Strategic Points
Agri World40 Strategic Points
Civilised World60 Strategic Points
Shrine World80 Strategic Points
Knight World120 Strategic Points
Hive World160 Strategic Points
Forge World240 Strategic Points

You need to upgrade a world on two separate event days to complete the upgrade. Each time you must pay the upgrade amount. For example 2x 240 Strategic Points for a Forge World.

Barren Worlds may only be upgraded to Death Worlds.

Death Worlds may only be upgraded to Agri Worlds or Civilised Worlds.

Civilised Worlds may only be upgraded to Shrine Worlds or Hive Worlds.

Agri Worlds may only be upgraded to Knight Worlds.

Knight Worlds and Hive Worlds may both be upgraded to Forge Worlds.

Only a Adeptus Mechanicus player may upgrade a planet to a Knight World, Hive World or Forge World. For each Forge World under Imperial control reduce the cost for Adeptus Mechanicus players to improve a planet by 2 Strategic Points.

Building Fortress Worlds

The Imperium may decide to change a world into a Fortress World.

Only the Adeptus Mechanicus may build a Fortress World.

Fortress Worlds cost 300 Strategic Points to upgrade, taking two event days and having to pay their cost each day (600 Strategic Points total).

Once a Fortress World is built it will never generate any income for the Imperium but if it is attacked it costs 50 Strategic Points to Invade and the Attacker will gain 13 Mission Cards. These will be specific Fortress World Mission Cards that will be incredibly hard for the invader.

Shipyards

A shipyard under Imperial control allows the Lord Militant to perform 1 Imperial Raid for free each event day.

A damaged shipyard does not provide any income or the ability to raid.

An Imperial player may repair a damaged shipyard at the cost of 50 Strategic Points.

Raided Warp Lanes

Warp lanes that are raided warp lanes reduce the income from planets attached to the Warp Lane by 1 Strategic Point.

This can reduce a planets value below 0 Strategic Points meaning they would cost the Imperium.

Hyper Gates

Hyper Gates are never controlled by a side. All systems linked to a Hyper Gate are linked to all other systems linked to Hyper Gates for all purposes.

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