40K Narrative Event Rules

IMPERIAL KNIGHTS UPDATE:

12 July 2023

Imperial Knights

Your Household has been called to the Priam Crusade, maybe you can liberate one of the ancient Knight Worlds

Master Unit List

You need to create a 6,000pt master unit list. This list is the units you will draw on to aid you in your crusade. As units die they will be removed from your list. Be aware that these forces will be the only units you will be able to use without reinforcement. All units from this list must share the same faction rules (i.e. Ultramarines).

The master unit list is subject to the rule of 3. You may not include named characters.

No more than 25% of your list may be made up of units that have the Imperium Keyword but are not part of Codex Imperial Knights.

The Hunt

In each game you play you are trying to destroy the largest and most powerful enemy units. You gain Strategic Points based on your kills as well as holding the table;

  • A unit with 10-19 total wounds: 1 Strategic Point
  • A unit with 20-29 total wounds: 2 Strategic Points
  • A unit with 30+ total wounds: 3 Strategic Points
  • A unit with the Character Keyword: 2 Strategic Points
  • A Unit with the Titanic Keyword: 3 Strategic Points
  • A Named Character: 4 Strategic Points.

Damage Rolls

For each Imperial Knight removed from combat as a casualty roll 2D6 on the following chart:

  • 0-1: Destroyed: gain 1 Strategic Point for each full 100pts the Knight was worth as salvage.
  • 2-3: Pilot Death: the pilot is killed you may not use the Knight until it has a new pilot.
  • 4-5: Reactor damaged: Roll 1d6 each time the knight moves or makes an attack on a 1 the knight takes a mortal wound.
  • 6: Legs damaged: Halve the knights movement.
  • 7: Weapon Destroyed: pick one of the knights weapons with a S of 7 or more. This weapon may no longer be used.
  • 8-9: Weapon Damaged: pick one of the knights weapons with a S of 7 or more. Roll 1D6 each time you try and use the weapon on a 3+ the weapon works otherwise it may not be used this time.
  • 10-11: Minor damage: the knight starts with 2D3 less wounds in its next game, then remove this damage.
  • 12+: Tis but a scratch: No effect.

If the Knight suffered a Deadly Demise -5 from the dice roll.

If you held the table +1 to the dice roll. This damage stays with the Knight until repaired. Each damage effect needs to be repaired separately.

Damage counts as a negative boon and as such reduces the number of boons you count as having for the purpose of working out Boon penalties.

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: Make a Knight Pilot a Character.
  • 3 Strategic Points: Recruit a new Knight Aspirant.
  • 5 Strategic Points: Give a Knight a 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.
  • 15 Strategic Points: Remove a damage effect from one of your Knights.

Knights and Pilots

Unlike normally in 40k you will need to track each of your knights and each of your pilots.

Pilots provide the models LD. They are also the part of the model that determines if the model is a character.

Knights provide the models M, S, T, W, A and SV. A Knight may use relics even if the pilot is not a character but may not gain any new relics.

If a Knight is destroyed (via the damage chart) you keep the pilot. If a pilot is killed (via the damage chart) you keep the Knight.

In the case of a unit with degrading stats count the top line as the stat for the unit.

Knight Aspirants

You may recruit new Knight Aspirants into your force.

These pilots are Leadership 8+ they are not characters. Knight Aspirants may not use the Bondsman rule unless they are in an Armiger unit.

Reinforcements

You may request a new Knight (without a pilot) from any Mechanicus Player.

The Mechanicus Player will decide how many Strategic Points you need to pay them.

The new Knight will be available immediately and the Strategic Points will need to be paid to the Mechanicus Player.

Boons

After each game roll 2d6 for each unit fielded in the game. Apply the boon to the unit. Each pilot and Knight gains its own boons.

Pilot Boons

  • 2-3: Increase BS of a weapon by 1.
  • 4-5: Re-roll 1 to hit die when making a shooting attack.
  • 6: Re-roll 1 wound roll when making an attack.
  • 7: Gain a Strategic Point
  • 8: Re-roll 1 wound roll when making an attack.
  • 9-10: Re-roll 1 to hit die when making a combat attack.
  • 11-12: Increase WS of a weapon by 1.

Knight Boons

  • 2-3: +1 Wound
  • 4-5: +1 Toughness
  • 6: +1 Attack
  • 7: Gain a Strategic Point
  • 8: +1 Strength to a weapon
  • 9-10: +1 Move
  • 11-12: Reduce all damage delivered to this model by 1 to a minimum of 1.

40K Narrative Event Rules

IMPERIAL KNIGHTS UPDATE:

12 July 2023

Imperial Knights

Your Household has been called to the Priam Crusade, maybe you can liberate one of the ancient Knight Worlds

Master Unit List

You need to create a 6,000pt master unit list. This list is the units you will draw on to aid you in your crusade. As units die they will be removed from your list. Be aware that these forces will be the only units you will be able to use without reinforcement. All units from this list must share the same faction rules (i.e. Ultramarines).

The master unit list is subject to the rule of 3. You may not include named characters.

No more than 25% of your list may be made up of units that have the Imperium Keyword but are not part of Codex Imperial Knights.

The Hunt

In each game you play you are trying to destroy the largest and most powerful enemy units. You gain Strategic Points based on your kills as well as holding the table;

  • A unit with 10-19 total wounds: 1 Strategic Point
  • A unit with 20-29 total wounds: 2 Strategic Points
  • A unit with 30+ total wounds: 3 Strategic Points
  • A unit with the Character Keyword: 2 Strategic Points
  • A Unit with the Titanic Keyword: 3 Strategic Points
  • A Named Character: 4 Strategic Points.

Damage Rolls

For each Imperial Knight removed from combat as a casualty roll 2D6 on the following chart:

  • 0-1: Destroyed: gain 1 Strategic Point for each full 100pts the Knight was worth as salvage.
  • 2-3: Pilot Death: the pilot is killed you may not use the Knight until it has a new pilot.
  • 4-5: Reactor damaged: Roll 1d6 each time the knight moves or makes an attack on a 1 the knight takes a mortal wound.
  • 6: Legs damaged: Halve the knights movement.
  • 7: Weapon Destroyed: pick one of the knights weapons with a S of 7 or more. This weapon may no longer be used.
  • 8-9: Weapon Damaged: pick one of the knights weapons with a S of 7 or more. Roll 1D6 each time you try and use the weapon on a 3+ the weapon works otherwise it may not be used this time.
  • 10-11: Minor damage: the knight starts with 2D3 less wounds in its next game, then remove this damage.
  • 12+: Tis but a scratch: No effect.

If the Knight suffered a Deadly Demise -5 from the dice roll.

If you held the table +1 to the dice roll. This damage stays with the Knight until repaired. Each damage effect needs to be repaired separately.

Damage counts as a negative boon and as such reduces the number of boons you count as having for the purpose of working out Boon penalties.

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: Make a Knight Pilot a Character.
  • 3 Strategic Points: Recruit a new Knight Aspirant.
  • 5 Strategic Points: Give a Knight a 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.
  • 15 Strategic Points: Remove a damage effect from one of your Knights.

Knights and Pilots

Unlike normally in 40k you will need to track each of your knights and each of your pilots.

Pilots provide the models LD. They are also the part of the model that determines if the model is a character.

Knights provide the models M, S, T, W, A and SV. A Knight may use relics even if the pilot is not a character but may not gain any new relics.

If a Knight is destroyed (via the damage chart) you keep the pilot. If a pilot is killed (via the damage chart) you keep the Knight.

In the case of a unit with degrading stats count the top line as the stat for the unit.

Knight Aspirants

You may recruit new Knight Aspirants into your force.

These pilots are Leadership 8+ they are not characters. Knight Aspirants may not use the Bondsman rule unless they are in an Armiger unit.

Reinforcements

You may request a new Knight (without a pilot) from any Mechanicus Player.

The Mechanicus Player will decide how many Strategic Points you need to pay them.

The new Knight will be available immediately and the Strategic Points will need to be paid to the Mechanicus Player.

Boons

After each game roll 2d6 for each unit fielded in the game. Apply the boon to the unit. Each pilot and Knight gains its own boons.

Pilot Boons

  • 2-3: Increase BS of a weapon by 1.
  • 4-5: Re-roll 1 to hit die when making a shooting attack.
  • 6: Re-roll 1 wound roll when making an attack.
  • 7: Gain a Strategic Point
  • 8: Re-roll 1 wound roll when making an attack.
  • 9-10: Re-roll 1 to hit die when making a combat attack.
  • 11-12: Increase WS of a weapon by 1.

Knight Boons

  • 2-3: +1 Wound
  • 4-5: +1 Toughness
  • 6: +1 Attack
  • 7: Gain a Strategic Point
  • 8: +1 Strength to a weapon
  • 9-10: +1 Move
  • 11-12: Reduce all damage delivered to this model by 1 to a minimum of 1.

40K Narrative Event Rules

IMPERIAL KNIGHTS UPDATE:

12 July 2023

Imperial Knights

Your Household has been called to the Priam Crusade, maybe you can liberate one of the ancient Knight Worlds

Master Unit List

You need to create a 6,000pt master unit list. This list is the units you will draw on to aid you in your crusade. As units die they will be removed from your list. Be aware that these forces will be the only units you will be able to use without reinforcement. All units from this list must share the same faction rules (i.e. Ultramarines).

The master unit list is subject to the rule of 3. You may not include named characters.

No more than 25% of your list may be made up of units that have the Imperium Keyword but are not part of Codex Imperial Knights.

The Hunt

In each game you play you are trying to destroy the largest and most powerful enemy units. You gain Strategic Points based on your kills as well as holding the table;

  • A unit with 10-19 total wounds: 1 Strategic Point
  • A unit with 20-29 total wounds: 2 Strategic Points
  • A unit with 30+ total wounds: 3 Strategic Points
  • A unit with the Character Keyword: 2 Strategic Points
  • A Unit with the Titanic Keyword: 3 Strategic Points
  • A Named Character: 4 Strategic Points.

Damage Rolls

For each Imperial Knight removed from combat as a casualty roll 2D6 on the following chart:

  • 0-1: Destroyed: gain 1 Strategic Point for each full 100pts the Knight was worth as salvage.
  • 2-3: Pilot Death: the pilot is killed you may not use the Knight until it has a new pilot.
  • 4-5: Reactor damaged: Roll 1d6 each time the knight moves or makes an attack on a 1 the knight takes a mortal wound.
  • 6: Legs damaged: Halve the knights movement.
  • 7: Weapon Destroyed: pick one of the knights weapons with a S of 7 or more. This weapon may no longer be used.
  • 8-9: Weapon Damaged: pick one of the knights weapons with a S of 7 or more. Roll 1D6 each time you try and use the weapon on a 3+ the weapon works otherwise it may not be used this time.
  • 10-11: Minor damage: the knight starts with 2D3 less wounds in its next game, then remove this damage.
  • 12+: Tis but a scratch: No effect.

If the Knight suffered a Deadly Demise -5 from the dice roll.

If you held the table +1 to the dice roll. This damage stays with the Knight until repaired. Each damage effect needs to be repaired separately.

Damage counts as a negative boon and as such reduces the number of boons you count as having for the purpose of working out Boon penalties.

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: Make a Knight Pilot a Character.
  • 3 Strategic Points: Recruit a new Knight Aspirant.
  • 5 Strategic Points: Give a Knight a 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.
  • 15 Strategic Points: Remove a damage effect from one of your Knights.

Knights and Pilots

Unlike normally in 40k you will need to track each of your knights and each of your pilots.

Pilots provide the models LD. They are also the part of the model that determines if the model is a character.

Knights provide the models M, S, T, W, A and SV. A Knight may use relics even if the pilot is not a character but may not gain any new relics.

If a Knight is destroyed (via the damage chart) you keep the pilot. If a pilot is killed (via the damage chart) you keep the Knight.

In the case of a unit with degrading stats count the top line as the stat for the unit.

Knight Aspirants

You may recruit new Knight Aspirants into your force.

These pilots are Leadership 8+ they are not characters. Knight Aspirants may not use the Bondsman rule unless they are in an Armiger unit.

Reinforcements

You may request a new Knight (without a pilot) from any Mechanicus Player.

The Mechanicus Player will decide how many Strategic Points you need to pay them.

The new Knight will be available immediately and the Strategic Points will need to be paid to the Mechanicus Player.

Boons

After each game roll 2d6 for each unit fielded in the game. Apply the boon to the unit. Each pilot and Knight gains its own boons.

Pilot Boons

  • 2-3: Increase BS of a weapon by 1.
  • 4-5: Re-roll 1 to hit die when making a shooting attack.
  • 6: Re-roll 1 wound roll when making an attack.
  • 7: Gain a Strategic Point
  • 8: Re-roll 1 wound roll when making an attack.
  • 9-10: Re-roll 1 to hit die when making a combat attack.
  • 11-12: Increase WS of a weapon by 1.

Knight Boons

  • 2-3: +1 Wound
  • 4-5: +1 Toughness
  • 6: +1 Attack
  • 7: Gain a Strategic Point
  • 8: +1 Strength to a weapon
  • 9-10: +1 Move
  • 11-12: Reduce all damage delivered to this model by 1 to a minimum of 1.
To top