40K Narrative Event Rules

INQUISITORS UPDATE:

12 July 2023

Inquisitors

You are an Inquisitor of one of the Ordos, you are not an army in your own right but you have attached yourself to one of the other forces.

Playing as an Inquisitor

You must have bought a ticket as one of the following factions, Santic Astartes, Adepta Sororitas or Astra Militarum. You follow all of their rules bar the following additional rules.

Ordos

You must pick one of the three Major Ordos to be part of or a Ordos Minoris.

The major Ordos are Xenos, Hereticus and Malleus.

Strategic Points

You do not gain strategic points in the same way as your core force but instead score strategic points based on your Ordos.

Ordos Xenos

  • Defeat a Xenos Opponent: 3 Strategic Points.
  • Remove a Xenos Character as a Casualty: 2 Strategic Points.
  • Remove a Xenos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Xenos: Planets invasion value.

Ordos Hereticus

  • Defeat a Chaos Opponent: 2 Strategic Point per 1000pts of game.
  • Remove a Chaos Character as a Casualty: 2 Strategic Points.
  • Remove a Chaos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Chaos: Half planets invasion value.

These may not be Daemon players or characters.

Ordos Malleus

  • Defeat a Chaos Opponent: 1 Strategic Point per 1000pts of game.
  • Remove a Chaos Character as a Casualty: 1 Strategic Points.
  • Remove a Chaos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Chaos: Half planets invasion value.

If the opponent had any Daemons in their force gain 1 Strategic Point per Daemon unit destroyed.

Ordos Minoris

Pick one enemy unit keyword, each time your force destroys 3 or more of these units in a game gain 1 Strategic Point.

Master Unit List

Your master unit list follows the same rules as your core force, with the following exceptions.

You have 1 Lord Inquisitor Model.

You have 2 Inquisitorial Retinues. An inquisitorial retinue is an infantry unit from any of the following codex’s Sanctic Astartes, Adeptus Astartes, Adepta Sororitas or Adeptus Mechanicum.

All models in the unit gain 1 Wound and gains the following Special Rule:

Investigators (Action): This unit may start this action within 3″ of any objective at the beginning of any friendly command phase and completes it at the end of the following friendly command phase.

You gain 1 Clue card per successful Investigators action. You may not complete this action more than once on the same objective.

Lord Inquisitor

The Lord Inquisitor model has the following special rules.

Special Rules

By My Will: All Imperial units within 6″ of this model may re-roll 1s to hit and 1s to wound.

The Chase Is Afoot: This model may spend a Clue Card without using its effects to allow any friendly unit to re-roll a full dice pool. This can only be used once per game.

The Price of Failure: If this model is removed as a casualty you must immediately pay 12 strategic points. If you do not have 12 strategic points, you must pay as many as you have, any points you do not have your opponent gains.

Lord Inquisitor Responsibilities

During the Imperial Council your vote counts as two votes for picking the High Marshal. You may never be the High Marshal.

Victory Conditions

You must pick one of the following factions to be part of, this must be recorded secretly (and sent to alex@factorum.co.uk).

Puritan Factions
  • Thorians: The Emperor’s rebirth. Capture all the Shrine World and have 20 Thorian Clue Cards.
  • Monodominants: Purge the foul. Have the whole of the Priam Sub Sector controlled by the Imperium.
  • Amalathian: Unity. Have the Imperium not loose a single planet for 6 event days in a row.
Radicals
  • Xanthism: Warp Based Weapons. Have the Imperium capture the Chaos held Forge Worlds, collect 20 Xanthian Clue Cards.
  • Horusians: Create a Warp Powered Imperial Leader. Have 4 Shrine World in Imperial Hands and collect 20 Horusian clues.
  • Istvaanian: Through strife victory. Have the Imperials gain and lose 10 planets (20 planet exchanges in total). Have at least 3 player characters killed during an event day.
How victory works

You won’t know until it happens.

Spending Strategic Points

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

  • 4 Strategic Points: Gain a clue card.
  • 6 Strategic Points: Gain a new retinue unit.
  • 200 Strategic Points: Exterminatus, destroy one enemy planet that the Imperium has failed to take with a planetary invasion in this Event day. This must be played as an Exterminatus game of Battle Fleet Gothic.

The planet becomes a Barren Planet and belongs to the Imperium.

Injury Rolls

If your Lord Inquisitor is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Lord Inquisitor from your list, you may promote a model from an Inquisitorial Retinue to the position of Lord Inquisitor, this model may not be a Adeptus Astartes or Sanctic Astartes model.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

Roll 1d6 for each retinue member removed as a casualty on a 1-2 remove them from your master unit list.

For each retinue member removed in this way lose 1 Strategic Point.

If you do not have a Strategic Point to lose then your opponent gains 1 per point.

Experience

The Inquisitor 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+.

Inquisitorial Boons

An Inquisitor may choose to bestow an Inquisitorial Boon on any Imperial unit. These all cost the Inquisitor 30 Strategic Points. A unit may have no more than 1 Title and 1 Item.

Titles

  • Lord Executioner: May reroll to hit rolls against characters
  • Lord Protector: Aura; All Astra Militarum units gain +1 Ld and +1 A to any melee weapon within 12″
  • Herald of the Lord Militant: All Friendly units within 6” auto pass battleshock tests and reroll misses in the first round of close combat.
  • Master of the Hunt: Aura, Friendly units within 6” may advance and charge in the same turn
  • Master of Ships: This model may use an Orbital Strike Strategic Asset without paying its cost.
  • Keeper of the Bulwarks: Aura, Friendly units within 6” get an additional +1 to armour saves while in cover (max 2+)

Items

  • Sigil of the Inquisition: At the start of your command phase roll 1d6 for each Chaos unit within 3″ of this unit. On a 1-3 the unit suffers 1 Mortal Wound, on a 4-5 they suffer d3 and on a 6 they suffer 6 mortal wounds.
  • Thrice blessed oils: Once per game this unit may pick one weapon. For the rest of the turn this weapon gains the Devastating Wounds ability..
  • Sebastion Thor’s Thigh Bones: This model may deny 1 psychic power a turn.
  • A Vial of the Emperors Tears: Use once per game, At the start of your shooting phase pick a Chaos unit within 6″. The targeted unit suffers 2d3 Mortal Wounds. If the unit is a Daemon unit they suffer 4d3 instead.
  • The Blessings of a Living Saint: This unit may re-roll invulnerable saves.
  • Sacred Incense: Aura, Enemy units within 12″ of this unit must reduce all charge rolls by 2″.
  • Benedictions of the Emperor: This model may roll twice on the Injury chart and pick the result.

40K Narrative Event Rules

INQUISITORS UPDATE:

12 July 2023

Inquisitors

You are an Inquisitor of one of the Ordos, you are not an army in your own right but you have attached yourself to one of the other forces.

Playing as an Inquisitor

You must have bought a ticket as one of the following factions, Santic Astartes, Adepta Sororitas or Astra Militarum. You follow all of their rules bar the following additional rules.

Ordos

You must pick one of the three Major Ordos to be part of or a Ordos Minoris.

The major Ordos are Xenos, Hereticus and Malleus.

Strategic Points

You do not gain strategic points in the same way as your core force but instead score strategic points based on your Ordos.

Ordos Xenos

  • Defeat a Xenos Opponent: 3 Strategic Points.
  • Remove a Xenos Character as a Casualty: 2 Strategic Points.
  • Remove a Xenos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Xenos: Planets invasion value.

Ordos Hereticus

  • Defeat a Chaos Opponent: 2 Strategic Point per 1000pts of game.
  • Remove a Chaos Character as a Casualty: 2 Strategic Points.
  • Remove a Chaos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Chaos: Half planets invasion value.

These may not be Daemon players or characters.

Ordos Malleus

  • Defeat a Chaos Opponent: 1 Strategic Point per 1000pts of game.
  • Remove a Chaos Character as a Casualty: 1 Strategic Points.
  • Remove a Chaos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Chaos: Half planets invasion value.

If the opponent had any Daemons in their force gain 1 Strategic Point per Daemon unit destroyed.

Ordos Minoris

Pick one enemy unit keyword, each time your force destroys 3 or more of these units in a game gain 1 Strategic Point.

Master Unit List

Your master unit list follows the same rules as your core force, with the following exceptions.

You have 1 Lord Inquisitor Model.

You have 2 Inquisitorial Retinues. An inquisitorial retinue is an infantry unit from any of the following codex’s Sanctic Astartes, Adeptus Astartes, Adepta Sororitas or Adeptus Mechanicum.

All models in the unit gain 1 Wound and gains the following Special Rule:

Investigators (Action): This unit may start this action within 3″ of any objective at the beginning of any friendly command phase and completes it at the end of the following friendly command phase.

You gain 1 Clue card per successful Investigators action. You may not complete this action more than once on the same objective.

Lord Inquisitor

The Lord Inquisitor model has the following special rules.

Special Rules

By My Will: All Imperial units within 6″ of this model may re-roll 1s to hit and 1s to wound.

The Chase Is Afoot: This model may spend a Clue Card without using its effects to allow any friendly unit to re-roll a full dice pool. This can only be used once per game.

The Price of Failure: If this model is removed as a casualty you must immediately pay 12 strategic points. If you do not have 12 strategic points, you must pay as many as you have, any points you do not have your opponent gains.

Lord Inquisitor Responsibilities

During the Imperial Council your vote counts as two votes for picking the High Marshal. You may never be the High Marshal.

Victory Conditions

You must pick one of the following factions to be part of, this must be recorded secretly (and sent to alex@factorum.co.uk).

Puritan Factions
  • Thorians: The Emperor’s rebirth. Capture all the Shrine World and have 20 Thorian Clue Cards.
  • Monodominants: Purge the foul. Have the whole of the Priam Sub Sector controlled by the Imperium.
  • Amalathian: Unity. Have the Imperium not loose a single planet for 6 event days in a row.
Radicals
  • Xanthism: Warp Based Weapons. Have the Imperium capture the Chaos held Forge Worlds, collect 20 Xanthian Clue Cards.
  • Horusians: Create a Warp Powered Imperial Leader. Have 4 Shrine World in Imperial Hands and collect 20 Horusian clues.
  • Istvaanian: Through strife victory. Have the Imperials gain and lose 10 planets (20 planet exchanges in total). Have at least 3 player characters killed during an event day.
How victory works

You won’t know until it happens.

Spending Strategic Points

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

  • 4 Strategic Points: Gain a clue card.
  • 6 Strategic Points: Gain a new retinue unit.
  • 200 Strategic Points: Exterminatus, destroy one enemy planet that the Imperium has failed to take with a planetary invasion in this Event day. This must be played as an Exterminatus game of Battle Fleet Gothic.

The planet becomes a Barren Planet and belongs to the Imperium.

Injury Rolls

If your Lord Inquisitor is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Lord Inquisitor from your list, you may promote a model from an Inquisitorial Retinue to the position of Lord Inquisitor, this model may not be a Adeptus Astartes or Sanctic Astartes model.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

Roll 1d6 for each retinue member removed as a casualty on a 1-2 remove them from your master unit list.

For each retinue member removed in this way lose 1 Strategic Point.

If you do not have a Strategic Point to lose then your opponent gains 1 per point.

Experience

The Inquisitor 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+.

Inquisitorial Boons

An Inquisitor may choose to bestow an Inquisitorial Boon on any Imperial unit. These all cost the Inquisitor 30 Strategic Points. A unit may have no more than 1 Title and 1 Item.

Titles

  • Lord Executioner: May reroll to hit rolls against characters
  • Lord Protector: Aura; All Astra Militarum units gain +1 Ld and +1 A to any melee weapon within 12″
  • Herald of the Lord Militant: All Friendly units within 6” auto pass battleshock tests and reroll misses in the first round of close combat.
  • Master of the Hunt: Aura, Friendly units within 6” may advance and charge in the same turn
  • Master of Ships: This model may use an Orbital Strike Strategic Asset without paying its cost.
  • Keeper of the Bulwarks: Aura, Friendly units within 6” get an additional +1 to armour saves while in cover (max 2+)

Items

  • Sigil of the Inquisition: At the start of your command phase roll 1d6 for each Chaos unit within 3″ of this unit. On a 1-3 the unit suffers 1 Mortal Wound, on a 4-5 they suffer d3 and on a 6 they suffer 6 mortal wounds.
  • Thrice blessed oils: Once per game this unit may pick one weapon. For the rest of the turn this weapon gains the Devastating Wounds ability..
  • Sebastion Thor’s Thigh Bones: This model may deny 1 psychic power a turn.
  • A Vial of the Emperors Tears: Use once per game, At the start of your shooting phase pick a Chaos unit within 6″. The targeted unit suffers 2d3 Mortal Wounds. If the unit is a Daemon unit they suffer 4d3 instead.
  • The Blessings of a Living Saint: This unit may re-roll invulnerable saves.
  • Sacred Incense: Aura, Enemy units within 12″ of this unit must reduce all charge rolls by 2″.
  • Benedictions of the Emperor: This model may roll twice on the Injury chart and pick the result.

40K Narrative Event Rules

INQUISITORS UPDATE:

12 July 2023

Inquisitors

You are an Inquisitor of one of the Ordos, you are not an army in your own right but you have attached yourself to one of the other forces.

Playing as an Inquisitor

You must have bought a ticket as one of the following factions, Santic Astartes, Adepta Sororitas or Astra Militarum. You follow all of their rules bar the following additional rules.

Ordos

You must pick one of the three Major Ordos to be part of or a Ordos Minoris.

The major Ordos are Xenos, Hereticus and Malleus.

Strategic Points

You do not gain strategic points in the same way as your core force but instead score strategic points based on your Ordos.

Ordos Xenos

  • Defeat a Xenos Opponent: 3 Strategic Points.
  • Remove a Xenos Character as a Casualty: 2 Strategic Points.
  • Remove a Xenos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Xenos: Planets invasion value.

Ordos Hereticus

  • Defeat a Chaos Opponent: 2 Strategic Point per 1000pts of game.
  • Remove a Chaos Character as a Casualty: 2 Strategic Points.
  • Remove a Chaos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Chaos: Half planets invasion value.

These may not be Daemon players or characters.

Ordos Malleus

  • Defeat a Chaos Opponent: 1 Strategic Point per 1000pts of game.
  • Remove a Chaos Character as a Casualty: 1 Strategic Points.
  • Remove a Chaos named Character as a Casualty: 1 Strategic Point per power the character is worth.
  • The Imperium Liberates a planet held by Chaos: Half planets invasion value.

If the opponent had any Daemons in their force gain 1 Strategic Point per Daemon unit destroyed.

Ordos Minoris

Pick one enemy unit keyword, each time your force destroys 3 or more of these units in a game gain 1 Strategic Point.

Master Unit List

Your master unit list follows the same rules as your core force, with the following exceptions.

You have 1 Lord Inquisitor Model.

You have 2 Inquisitorial Retinues. An inquisitorial retinue is an infantry unit from any of the following codex’s Sanctic Astartes, Adeptus Astartes, Adepta Sororitas or Adeptus Mechanicum.

All models in the unit gain 1 Wound and gains the following Special Rule:

Investigators (Action): This unit may start this action within 3″ of any objective at the beginning of any friendly command phase and completes it at the end of the following friendly command phase.

You gain 1 Clue card per successful Investigators action. You may not complete this action more than once on the same objective.

Lord Inquisitor

The Lord Inquisitor model has the following special rules.

Special Rules

By My Will: All Imperial units within 6″ of this model may re-roll 1s to hit and 1s to wound.

The Chase Is Afoot: This model may spend a Clue Card without using its effects to allow any friendly unit to re-roll a full dice pool. This can only be used once per game.

The Price of Failure: If this model is removed as a casualty you must immediately pay 12 strategic points. If you do not have 12 strategic points, you must pay as many as you have, any points you do not have your opponent gains.

Lord Inquisitor Responsibilities

During the Imperial Council your vote counts as two votes for picking the High Marshal. You may never be the High Marshal.

Victory Conditions

You must pick one of the following factions to be part of, this must be recorded secretly (and sent to alex@factorum.co.uk).

Puritan Factions
  • Thorians: The Emperor’s rebirth. Capture all the Shrine World and have 20 Thorian Clue Cards.
  • Monodominants: Purge the foul. Have the whole of the Priam Sub Sector controlled by the Imperium.
  • Amalathian: Unity. Have the Imperium not loose a single planet for 6 event days in a row.
Radicals
  • Xanthism: Warp Based Weapons. Have the Imperium capture the Chaos held Forge Worlds, collect 20 Xanthian Clue Cards.
  • Horusians: Create a Warp Powered Imperial Leader. Have 4 Shrine World in Imperial Hands and collect 20 Horusian clues.
  • Istvaanian: Through strife victory. Have the Imperials gain and lose 10 planets (20 planet exchanges in total). Have at least 3 player characters killed during an event day.
How victory works

You won’t know until it happens.

Spending Strategic Points

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

  • 4 Strategic Points: Gain a clue card.
  • 6 Strategic Points: Gain a new retinue unit.
  • 200 Strategic Points: Exterminatus, destroy one enemy planet that the Imperium has failed to take with a planetary invasion in this Event day. This must be played as an Exterminatus game of Battle Fleet Gothic.

The planet becomes a Barren Planet and belongs to the Imperium.

Injury Rolls

If your Lord Inquisitor is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Lord Inquisitor from your list, you may promote a model from an Inquisitorial Retinue to the position of Lord Inquisitor, this model may not be a Adeptus Astartes or Sanctic Astartes model.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

Roll 1d6 for each retinue member removed as a casualty on a 1-2 remove them from your master unit list.

For each retinue member removed in this way lose 1 Strategic Point.

If you do not have a Strategic Point to lose then your opponent gains 1 per point.

Experience

The Inquisitor 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+.

Inquisitorial Boons

An Inquisitor may choose to bestow an Inquisitorial Boon on any Imperial unit. These all cost the Inquisitor 30 Strategic Points. A unit may have no more than 1 Title and 1 Item.

Titles

  • Lord Executioner: May reroll to hit rolls against characters
  • Lord Protector: Aura; All Astra Militarum units gain +1 Ld and +1 A to any melee weapon within 12″
  • Herald of the Lord Militant: All Friendly units within 6” auto pass battleshock tests and reroll misses in the first round of close combat.
  • Master of the Hunt: Aura, Friendly units within 6” may advance and charge in the same turn
  • Master of Ships: This model may use an Orbital Strike Strategic Asset without paying its cost.
  • Keeper of the Bulwarks: Aura, Friendly units within 6” get an additional +1 to armour saves while in cover (max 2+)

Items

  • Sigil of the Inquisition: At the start of your command phase roll 1d6 for each Chaos unit within 3″ of this unit. On a 1-3 the unit suffers 1 Mortal Wound, on a 4-5 they suffer d3 and on a 6 they suffer 6 mortal wounds.
  • Thrice blessed oils: Once per game this unit may pick one weapon. For the rest of the turn this weapon gains the Devastating Wounds ability..
  • Sebastion Thor’s Thigh Bones: This model may deny 1 psychic power a turn.
  • A Vial of the Emperors Tears: Use once per game, At the start of your shooting phase pick a Chaos unit within 6″. The targeted unit suffers 2d3 Mortal Wounds. If the unit is a Daemon unit they suffer 4d3 instead.
  • The Blessings of a Living Saint: This unit may re-roll invulnerable saves.
  • Sacred Incense: Aura, Enemy units within 12″ of this unit must reduce all charge rolls by 2″.
  • Benedictions of the Emperor: This model may roll twice on the Injury chart and pick the result.
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