40K Narrative Event Rules

ADEPTUS MECHANICUS UPDATE:

12 July 2023

Adeptus Mechanicus

Your Exploritor fleet has been sent to the Priam Sub-Sector to regain any of the lost Forge Worlds and to make sure the desecration of Hellios by the heathens of the Inquisition does not happen again!

The Arch Magos

You must pick a Character from the Adeptus Mechanicus codex.

The Cohorts

You start with two Cohorts.

A Cohort has a Prime, this is a HQ model from a the Adeptus Mechanicus Codex.

You do not track all the models in the Cohort, only the Prime. A Cohort will have doctrines (or equivalent) which will remain until the Cohort is destroyed.

You may get more than two Cohorts as the Narrative events continue. You may choose to field any number of Cohorts in any game.

The Retinue

Your Arch Magos has a personal retinue. These warriors represent your most trusted allies and followers.

You start with two retinue units.

Increase the number of Wounds of any Retinue unit by 1 per model. This increases their cost as if it was a boon.

These units are tracked and can receive boons. Retinue units may only take the field if your Arch Magos is deployed.

If your Arch Magos voluntarily leaves the field all of your retinue units on the field must take a Combat Attrition test.

No unique characters may be part of your Retinue.

Strategic Points

You may gain additional Strategic Points in three ways.

  1. At the start of every event day gain 50 Strategic Points for each Forge World the Imperium controls.
  2. You may gain 25 Strategic Point in a game by recovering an STC fragment.
  3. Each time a Forge world is liberated gain 240 Strategic Points.

Injury Rolls

If your Arch Magos is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Arch Magos from your list, follow the rules for Arch Magos death.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

For each Retinue model removed as a casualty roll a D6 on a 1-2 the model is destroyed remove them from your roster on a 3+ the model is fine and is available next game.

For a Cohort that was deployed always roll 2D6:

  • 2: Destroyed, you may no longer use the Warband.
  • 3-4: High Casualties, miss the next 2D3 games.
  • 5-8: Medium Casualties, miss the next D3 Games
  • 9+: Acceptable casualties, the Cohort may be fielded in the next game.

Modify the dice by -1 for every 500 points (rounded up) of units destroyed belonging to this Warband.

Arch Magos Death

If your Arch Magos dies pick one of your Primes to promote to the new Arch Magos. This unit keeps all of its boons and gains 1 wound for becoming a Retinue unit.

Spending Strategic Points

You may spend your Strategic Points on the following options as well as the generic Imperial ones, these are spent after a game;

  • 2 Strategic Points: Change a characters type, keep all boons on the character. If you increase their cost you also need to pay egic power).
  • 4 Strategic Points: STC Rumour, draw an STC rumour card.
  • 5 Strategic Points: Repair a Knight belonging to an allied player.
  • 8 Strategic Points: Give an Enhancement to a Character model. This must follow the normal rules for the Enhancement.
  • 10 Strategic Points: For the remainder of this event you may field one named character. This character will leave your master unit list at the end of the event. You must roll on the injury chart for this model if it is removed as a casualty.
  • 11 Strategic Points: Gain a new Cohort.
  • X Strategic Points: Create a unit from any Adeptus Astartes, Sanctic Astartes, Adeptus Custodes, Adepta Sororitas, Knight or Astra Militarum codex that has the Vehicle keyword. The cost is 1 Strategic Point per 20pts (rounded up).
  • X Strategic Points: Create a new Retinue unit. This unit costs 1 Strategic Point for every 20pts of the units cost.
  • X Strategic Points: You may give a unit a Specific Boon at the cost of 1 Strategic Point for every 5 points that the unit costs.

Reinforcements

You may not create additional Clades until you have own a Forge World.

Forge Worlds

Once a Forge World has been taken at the beginning of the next event day each Adeptus Mechanicus player may choose to bid for ownership.

The bid is open and the player that bids the most gain the Forge World.

The Highest Bid goes to the bank.

Experience

The Arch Magos and each Retinue unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

6-15 Exp: Blooded (1 Generic Boon total, 1 Specific Boon Total)
16-30 Exp: Battle Hardened (2 Generic Boons total, 2 Specific Boons Total)
31-50 Exp: Heroic (3 Generic Boons total, 3 Specific Boons Total)
51+ Exp: Legendary (4 Generic Boons total, 4 Specific Boons Total)

Additionally a unit may have a number of specific boons equal to the number of boons it may take. Eg. a Blooded unit may have 1 Boon and 1 Specific Boon (eg. a Mechanicus specific boon). The Boon may be chosen from any listed below that have the same Keyword as the unit.

Character Unit

  1. This unit gains the Scout ability.
  2. Character models in this unit gain the Feel No Pain (5+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  3. Each time you take a Battle-shock or Leadership test for this unit, you may re-roll this test.
  4. All melee weaoibs equipped by Character models in this unit have the [Sustained Hits 1] ability. If a weapon already has this ability increased the Sustained Hits by 1.
  5. This unit has the Stealth ability.
  6. While an enemy unit is within 6″ of this unit the Leadership Characteristic of models in that enemy unit is reduced by 1.

Vehicle Units

  1. Models in this unit have Invulnerable Save (5+) if they already have an Invulnerable Save increase their wounds by 1.
  2. This unit does not suffer hit modifiers for being engaged by one or more enemy units.
  3. Each time an attack with a Strength characteristic of 7 or less targets this unit reduce the attacks Armour Penetration characteristic by 1.
  4. This unit may re-roll hit rolls of 1.
  5. Add 2″ to the Move characteristic of models in this unit.
  6. At the start of your Command Phase, models in this unit regain 1 lost wound.

Infantry Units

  1. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  2. This unit has the Scouts 9″ ability.
  3. Add 1 to the Objective Control characteristic of models in this unit.
  4. Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
  5. Add 1 to advance and charge rolls for this unit.
  6. This models in this unit may re-roll 1s to hit.

Mounted or Monster Units

  1. Add 2″ to the Move characteristic of models in this unit.
  2. Each time this unit Advances, until the end of the turn all ranged weapons on models in that unit have the Assault ability.
  3. You can re-roll Charge rolls made for this unit.
  4. This unit is eligible to shoot and charge on a turn in which it fell back.
  5. This unit counts the Battle Round as one earlier for the purposes of Strategic Reserves.
  6. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.

Specific Boons

Adeptus Mechanicus players may offer the following Specific Boons;

  1. Transuranic Plating :- Increase this units Save characteristic by +1 to a maximum of 2+.
  2. Aetheric Autofolding :- If this unit is targeted with a weapon with a Strength characteristic of 7 or less reduce the wound roll by -1.
  3. Radium Laced Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Lethal Hits ability.
  4. Grav Flux Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Anti-Armour (5+) ability.
  5. Posphex Core Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Anti-Infantry (5+) ability.
  6. Vortex Generation Rounds :- Pick a ranged weapon belonging to this unit, these weapons gain the Devastating Wounds ability.

These Specific Boons have to be paid for with Strategic Points. You may give a unit a Specific Boon at the cost of 1 Strategic Point for every 5 points that the unit costs.

Cohorts

After each game, roll 2D6 for each Cohort fielded in the game. Apply the boon to all units in the Cohort. If after rolling you do not wish to receive that boon you may count your roll as a 7 and gain a strategic point instead. You may not receive the same boon more than twice (except for gaining Strategic Points).

  • 2-3: 6+ Feel No Pain (Or +1 to a maximum of4+)
  • 4-5: Re-roll 1s to hit Ranged Attacks.
  • 6: Re-roll 1s to wound Ranged Attacks.
  • 7: Gain a Strategic Point.
  • 8: Re-roll 1s to wound Melee Attacks.
  • 9-10: Re-roll 1s to hit Melee Attacks.
  • 11-12: Each time an attack is made against this unit, an unmodified wound roll of 1-2 always fails irrespective of any other abilities the attacker may have.

Cohort Boons effect every unit in the Cohort and therefore you count every Unit for working out the difference in Boons.

40K Narrative Event Rules

ADEPTUS MECHANICUS UPDATE:

12 July 2023

Adeptus Mechanicus

Your Exploritor fleet has been sent to the Priam Sub-Sector to regain any of the lost Forge Worlds and to make sure the desecration of Hellios by the heathens of the Inquisition does not happen again!

The Arch Magos

You must pick a Character from the Adeptus Mechanicus codex.

The Cohorts

You start with two Cohorts.

A Cohort has a Prime, this is a HQ model from a the Adeptus Mechanicus Codex.

You do not track all the models in the Cohort, only the Prime. A Cohort will have doctrines (or equivalent) which will remain until the Cohort is destroyed.

You may get more than two Cohorts as the Narrative events continue. You may choose to field any number of Cohorts in any game.

The Retinue

Your Arch Magos has a personal retinue. These warriors represent your most trusted allies and followers.

You start with two retinue units.

Increase the number of Wounds of any Retinue unit by 1 per model. This increases their cost as if it was a boon.

These units are tracked and can receive boons. Retinue units may only take the field if your Arch Magos is deployed.

If your Arch Magos voluntarily leaves the field all of your retinue units on the field must take a Combat Attrition test.

No unique characters may be part of your Retinue.

Strategic Points

You may gain additional Strategic Points in three ways.

  1. At the start of every event day gain 50 Strategic Points for each Forge World the Imperium controls.
  2. You may gain 25 Strategic Point in a game by recovering an STC fragment.
  3. Each time a Forge world is liberated gain 240 Strategic Points.

Injury Rolls

If your Arch Magos is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Arch Magos from your list, follow the rules for Arch Magos death.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

For each Retinue model removed as a casualty roll a D6 on a 1-2 the model is destroyed remove them from your roster on a 3+ the model is fine and is available next game.

For a Cohort that was deployed always roll 2D6:

  • 2: Destroyed, you may no longer use the Warband.
  • 3-4: High Casualties, miss the next 2D3 games.
  • 5-8: Medium Casualties, miss the next D3 Games
  • 9+: Acceptable casualties, the Cohort may be fielded in the next game.

Modify the dice by -1 for every 500 points (rounded up) of units destroyed belonging to this Warband.

Arch Magos Death

If your Arch Magos dies pick one of your Primes to promote to the new Arch Magos. This unit keeps all of its boons and gains 1 wound for becoming a Retinue unit.

Spending Strategic Points

You may spend your Strategic Points on the following options as well as the generic Imperial ones, these are spent after a game;

  • 2 Strategic Points: Change a characters type, keep all boons on the character. If you increase their cost you also need to pay egic power).
  • 4 Strategic Points: STC Rumour, draw an STC rumour card.
  • 5 Strategic Points: Repair a Knight belonging to an allied player.
  • 8 Strategic Points: Give an Enhancement to a Character model. This must follow the normal rules for the Enhancement.
  • 10 Strategic Points: For the remainder of this event you may field one named character. This character will leave your master unit list at the end of the event. You must roll on the injury chart for this model if it is removed as a casualty.
  • 11 Strategic Points: Gain a new Cohort.
  • X Strategic Points: Create a unit from any Adeptus Astartes, Sanctic Astartes, Adeptus Custodes, Adepta Sororitas, Knight or Astra Militarum codex that has the Vehicle keyword. The cost is 1 Strategic Point per 20pts (rounded up).
  • X Strategic Points: Create a new Retinue unit. This unit costs 1 Strategic Point for every 20pts of the units cost.
  • X Strategic Points: You may give a unit a Specific Boon at the cost of 1 Strategic Point for every 5 points that the unit costs.

Reinforcements

You may not create additional Clades until you have own a Forge World.

Forge Worlds

Once a Forge World has been taken at the beginning of the next event day each Adeptus Mechanicus player may choose to bid for ownership.

The bid is open and the player that bids the most gain the Forge World.

The Highest Bid goes to the bank.

Experience

The Arch Magos and each Retinue unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

6-15 Exp: Blooded (1 Generic Boon total, 1 Specific Boon Total)
16-30 Exp: Battle Hardened (2 Generic Boons total, 2 Specific Boons Total)
31-50 Exp: Heroic (3 Generic Boons total, 3 Specific Boons Total)
51+ Exp: Legendary (4 Generic Boons total, 4 Specific Boons Total)

Additionally a unit may have a number of specific boons equal to the number of boons it may take. Eg. a Blooded unit may have 1 Boon and 1 Specific Boon (eg. a Mechanicus specific boon). The Boon may be chosen from any listed below that have the same Keyword as the unit.

Character Unit

  1. This unit gains the Scout ability.
  2. Character models in this unit gain the Feel No Pain (5+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  3. Each time you take a Battle-shock or Leadership test for this unit, you may re-roll this test.
  4. All melee weaoibs equipped by Character models in this unit have the [Sustained Hits 1] ability. If a weapon already has this ability increased the Sustained Hits by 1.
  5. This unit has the Stealth ability.
  6. While an enemy unit is within 6″ of this unit the Leadership Characteristic of models in that enemy unit is reduced by 1.

Vehicle Units

  1. Models in this unit have Invulnerable Save (5+) if they already have an Invulnerable Save increase their wounds by 1.
  2. This unit does not suffer hit modifiers for being engaged by one or more enemy units.
  3. Each time an attack with a Strength characteristic of 7 or less targets this unit reduce the attacks Armour Penetration characteristic by 1.
  4. This unit may re-roll hit rolls of 1.
  5. Add 2″ to the Move characteristic of models in this unit.
  6. At the start of your Command Phase, models in this unit regain 1 lost wound.

Infantry Units

  1. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  2. This unit has the Scouts 9″ ability.
  3. Add 1 to the Objective Control characteristic of models in this unit.
  4. Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
  5. Add 1 to advance and charge rolls for this unit.
  6. This models in this unit may re-roll 1s to hit.

Mounted or Monster Units

  1. Add 2″ to the Move characteristic of models in this unit.
  2. Each time this unit Advances, until the end of the turn all ranged weapons on models in that unit have the Assault ability.
  3. You can re-roll Charge rolls made for this unit.
  4. This unit is eligible to shoot and charge on a turn in which it fell back.
  5. This unit counts the Battle Round as one earlier for the purposes of Strategic Reserves.
  6. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.

Specific Boons

Adeptus Mechanicus players may offer the following Specific Boons;

  1. Transuranic Plating :- Increase this units Save characteristic by +1 to a maximum of 2+.
  2. Aetheric Autofolding :- If this unit is targeted with a weapon with a Strength characteristic of 7 or less reduce the wound roll by -1.
  3. Radium Laced Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Lethal Hits ability.
  4. Grav Flux Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Anti-Armour (5+) ability.
  5. Posphex Core Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Anti-Infantry (5+) ability.
  6. Vortex Generation Rounds :- Pick a ranged weapon belonging to this unit, these weapons gain the Devastating Wounds ability.

These Specific Boons have to be paid for with Strategic Points. You may give a unit a Specific Boon at the cost of 1 Strategic Point for every 5 points that the unit costs.

Cohorts

After each game, roll 2D6 for each Cohort fielded in the game. Apply the boon to all units in the Cohort. If after rolling you do not wish to receive that boon you may count your roll as a 7 and gain a strategic point instead. You may not receive the same boon more than twice (except for gaining Strategic Points).

  • 2-3: 6+ Feel No Pain (Or +1 to a maximum of4+)
  • 4-5: Re-roll 1s to hit Ranged Attacks.
  • 6: Re-roll 1s to wound Ranged Attacks.
  • 7: Gain a Strategic Point.
  • 8: Re-roll 1s to wound Melee Attacks.
  • 9-10: Re-roll 1s to hit Melee Attacks.
  • 11-12: Each time an attack is made against this unit, an unmodified wound roll of 1-2 always fails irrespective of any other abilities the attacker may have.

Cohort Boons effect every unit in the Cohort and therefore you count every Unit for working out the difference in Boons.

40K Narrative Event Rules

ADEPTUS MECHANICUS UPDATE:

12 July 2023

Adeptus Mechanicus

Your Exploritor fleet has been sent to the Priam Sub-Sector to regain any of the lost Forge Worlds and to make sure the desecration of Hellios by the heathens of the Inquisition does not happen again!

The Arch Magos

You must pick a Character from the Adeptus Mechanicus codex.

The Cohorts

You start with two Cohorts.

A Cohort has a Prime, this is a HQ model from a the Adeptus Mechanicus Codex.

You do not track all the models in the Cohort, only the Prime. A Cohort will have doctrines (or equivalent) which will remain until the Cohort is destroyed.

You may get more than two Cohorts as the Narrative events continue. You may choose to field any number of Cohorts in any game.

The Retinue

Your Arch Magos has a personal retinue. These warriors represent your most trusted allies and followers.

You start with two retinue units.

Increase the number of Wounds of any Retinue unit by 1 per model. This increases their cost as if it was a boon.

These units are tracked and can receive boons. Retinue units may only take the field if your Arch Magos is deployed.

If your Arch Magos voluntarily leaves the field all of your retinue units on the field must take a Combat Attrition test.

No unique characters may be part of your Retinue.

Strategic Points

You may gain additional Strategic Points in three ways.

  1. At the start of every event day gain 50 Strategic Points for each Forge World the Imperium controls.
  2. You may gain 25 Strategic Point in a game by recovering an STC fragment.
  3. Each time a Forge world is liberated gain 240 Strategic Points.

Injury Rolls

If your Arch Magos is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Arch Magos from your list, follow the rules for Arch Magos death.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

For each Retinue model removed as a casualty roll a D6 on a 1-2 the model is destroyed remove them from your roster on a 3+ the model is fine and is available next game.

For a Cohort that was deployed always roll 2D6:

  • 2: Destroyed, you may no longer use the Warband.
  • 3-4: High Casualties, miss the next 2D3 games.
  • 5-8: Medium Casualties, miss the next D3 Games
  • 9+: Acceptable casualties, the Cohort may be fielded in the next game.

Modify the dice by -1 for every 500 points (rounded up) of units destroyed belonging to this Warband.

Arch Magos Death

If your Arch Magos dies pick one of your Primes to promote to the new Arch Magos. This unit keeps all of its boons and gains 1 wound for becoming a Retinue unit.

Spending Strategic Points

You may spend your Strategic Points on the following options as well as the generic Imperial ones, these are spent after a game;

  • 2 Strategic Points: Change a characters type, keep all boons on the character. If you increase their cost you also need to pay egic power).
  • 4 Strategic Points: STC Rumour, draw an STC rumour card.
  • 5 Strategic Points: Repair a Knight belonging to an allied player.
  • 8 Strategic Points: Give an Enhancement to a Character model. This must follow the normal rules for the Enhancement.
  • 10 Strategic Points: For the remainder of this event you may field one named character. This character will leave your master unit list at the end of the event. You must roll on the injury chart for this model if it is removed as a casualty.
  • 11 Strategic Points: Gain a new Cohort.
  • X Strategic Points: Create a unit from any Adeptus Astartes, Sanctic Astartes, Adeptus Custodes, Adepta Sororitas, Knight or Astra Militarum codex that has the Vehicle keyword. The cost is 1 Strategic Point per 20pts (rounded up).
  • X Strategic Points: Create a new Retinue unit. This unit costs 1 Strategic Point for every 20pts of the units cost.
  • X Strategic Points: You may give a unit a Specific Boon at the cost of 1 Strategic Point for every 5 points that the unit costs.

Reinforcements

You may not create additional Clades until you have own a Forge World.

Forge Worlds

Once a Forge World has been taken at the beginning of the next event day each Adeptus Mechanicus player may choose to bid for ownership.

The bid is open and the player that bids the most gain the Forge World.

The Highest Bid goes to the bank.

Experience

The Arch Magos and each Retinue unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

6-15 Exp: Blooded (1 Generic Boon total, 1 Specific Boon Total)
16-30 Exp: Battle Hardened (2 Generic Boons total, 2 Specific Boons Total)
31-50 Exp: Heroic (3 Generic Boons total, 3 Specific Boons Total)
51+ Exp: Legendary (4 Generic Boons total, 4 Specific Boons Total)

Additionally a unit may have a number of specific boons equal to the number of boons it may take. Eg. a Blooded unit may have 1 Boon and 1 Specific Boon (eg. a Mechanicus specific boon). The Boon may be chosen from any listed below that have the same Keyword as the unit.

Character Unit

  1. This unit gains the Scout ability.
  2. Character models in this unit gain the Feel No Pain (5+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  3. Each time you take a Battle-shock or Leadership test for this unit, you may re-roll this test.
  4. All melee weaoibs equipped by Character models in this unit have the [Sustained Hits 1] ability. If a weapon already has this ability increased the Sustained Hits by 1.
  5. This unit has the Stealth ability.
  6. While an enemy unit is within 6″ of this unit the Leadership Characteristic of models in that enemy unit is reduced by 1.

Vehicle Units

  1. Models in this unit have Invulnerable Save (5+) if they already have an Invulnerable Save increase their wounds by 1.
  2. This unit does not suffer hit modifiers for being engaged by one or more enemy units.
  3. Each time an attack with a Strength characteristic of 7 or less targets this unit reduce the attacks Armour Penetration characteristic by 1.
  4. This unit may re-roll hit rolls of 1.
  5. Add 2″ to the Move characteristic of models in this unit.
  6. At the start of your Command Phase, models in this unit regain 1 lost wound.

Infantry Units

  1. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  2. This unit has the Scouts 9″ ability.
  3. Add 1 to the Objective Control characteristic of models in this unit.
  4. Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
  5. Add 1 to advance and charge rolls for this unit.
  6. This models in this unit may re-roll 1s to hit.

Mounted or Monster Units

  1. Add 2″ to the Move characteristic of models in this unit.
  2. Each time this unit Advances, until the end of the turn all ranged weapons on models in that unit have the Assault ability.
  3. You can re-roll Charge rolls made for this unit.
  4. This unit is eligible to shoot and charge on a turn in which it fell back.
  5. This unit counts the Battle Round as one earlier for the purposes of Strategic Reserves.
  6. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.

Specific Boons

Adeptus Mechanicus players may offer the following Specific Boons;

  1. Transuranic Plating :- Increase this units Save characteristic by +1 to a maximum of 2+.
  2. Aetheric Autofolding :- If this unit is targeted with a weapon with a Strength characteristic of 7 or less reduce the wound roll by -1.
  3. Radium Laced Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Lethal Hits ability.
  4. Grav Flux Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Anti-Armour (5+) ability.
  5. Posphex Core Ammunition :- Pick a ranged weapon belonging to this unit, these weapons gain the Anti-Infantry (5+) ability.
  6. Vortex Generation Rounds :- Pick a ranged weapon belonging to this unit, these weapons gain the Devastating Wounds ability.

These Specific Boons have to be paid for with Strategic Points. You may give a unit a Specific Boon at the cost of 1 Strategic Point for every 5 points that the unit costs.

Cohorts

After each game, roll 2D6 for each Cohort fielded in the game. Apply the boon to all units in the Cohort. If after rolling you do not wish to receive that boon you may count your roll as a 7 and gain a strategic point instead. You may not receive the same boon more than twice (except for gaining Strategic Points).

  • 2-3: 6+ Feel No Pain (Or +1 to a maximum of4+)
  • 4-5: Re-roll 1s to hit Ranged Attacks.
  • 6: Re-roll 1s to wound Ranged Attacks.
  • 7: Gain a Strategic Point.
  • 8: Re-roll 1s to wound Melee Attacks.
  • 9-10: Re-roll 1s to hit Melee Attacks.
  • 11-12: Each time an attack is made against this unit, an unmodified wound roll of 1-2 always fails irrespective of any other abilities the attacker may have.

Cohort Boons effect every unit in the Cohort and therefore you count every Unit for working out the difference in Boons.

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