40K Narrative Event Rules

SANTIC ASTARTES UPDATE:

18 November 2023

Sanctic Astartes

Reports of large numbers of Daemons in the Priam Sub Sector have caused the Grey Knights to become interested in the Priam Crusade.

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 and you may not include more than one Grand Master.

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

Objective Cards

At the start of each event you will receive 5 Objective Cards, these are secondary objectives to holding the table. You may only complete one per game and you must select your Objective card before deployment.

If you achieve your objective, gain the benefit attached to the card. If you fail or succeed the card is discarded.

If you run out of Objective cards you may draw 5 more.

Unless they state otherwise your ally can not aid you with your objectives. Eg. if you had to hold the center objective for 3 turns and an ally held it for 3 turns you would fail the objective.

Injury Rolls

For each model removed as a casualty during the game roll a d6 on a 3+ the model is injured or damaged but is available in the next game.

On a 1-2 the model is destroyed and is removed from your master list.

If the model is a character instead roll 2D6 on the following table;

  • 2-3: Killed In Action, remove the model from your master list.
  • 4-5: Miss the next d3 games.
  • 6-7: Miss the next game.
  • 8+: This model may be used in the next game.

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 character’s type, keep all boons on the character.
  • 4 Strategic Points: Found a new unit, remove a model from one of your units. You may now create a new unit of your choice. If the unit has a minimum number of models, these models may be taken from other units.
  • 5 Strategic Points: Upgrade a Sergeant to a Character type of your choice keeping their boons.
  • 7 Strategic Points: Upgrade a Character to a Grand Master keeping all their boons.
  • 8 Strategic Points: Give an Enhancement to a model. This must follow the normal rules for the Enhancement.
  • 8 Strategic Points: Inter a character into a Dreadnought. If one of your Characters dies you may inter them in a dreadnought. Spend 8 Strategic Points immediately. Replace the character with a Dreadnought of your choice, it keeps all boon cards and any special rules it had as a character.
  • 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.
  • X Strategic Points: You may gain new Grey Knights, this is at a cost of 5 Strategic Points per Grey Knight. These can be added to existing units or can form a new unit.
  • X Strategic Points: You may gain a new Grey Knight Vehicle model. The cost is 1 Strategic Point for every 5 points the Vehicle would cost.

The Quarry

Any model with the Daemon keyword or has a Daemon Blessing (Boon) is marked for purification by the Grey Knights.

For every of these units slain by the Grey Knight player gains a number of Strategic Points based on the total wounds of the unit:

1-10 Wounds = 1 Strategic Points

11-20 Wounds = 2 Strategic Points

21+ Wounds = 3 Strategic Points

+1 Strategic Point if the unit has the Monster/Vehicle Keyword

+1 Strategic Point if the unit has the Titanic Keyword

At the start of an event day you may decide on one Character Daemon controlled by another player to be your quarry.

If you do, then you need to have destroyed this model by the end of the event day.

If you destroy the model it is banished to the warp, it misses the next D3 event days. You gain 1000pts of reinforcements to add to your master list (this can be used to replace missing models or units).

If you fail to destroy the model its plans are set in motion. The controlling player gains strategic points equal to 10x the number of times you played each other over the event day (to a minimum of 10 if you did not play
each other at all).

If the quarry is a Greater Daemon and you destroy it you gain 20 Strategic Points. If the quarry is a Daemon Primarch and you destroy it you gain 40 Strategic Points.

Maintaining Silence

When an Astra Militarum player finishes a game against a Chaos Daemon force (or a force with Daemon units) they must be judged by the Grey Knights. The Astra Militarum player has 2 options:

Accept the Mindwipe:

The Astra Militarum player’s regiments that were deployed do not gain a boon/experience from the game as they go through Mindwiping. You gain 2D6 Militants and the Astra Militarum player gains 1SP per Militant Gained.

Reject the Mindwipe:

The Astra Militarum player’s regiments that were deployed must roll again on the Injury Chart with a -4 Modifier taking the result rolled. You gain 4D6 Militants and the Astra Militarum player gains 1SP per Militant Gained.

Each Militant is 50pts worth of Astra Militarum Units. If you deploy a Militant Unit, after the game roll a D6 for each Militant Unit fielded, on a 4+ the Militant is still fit to serve and may be deployed again. If the roll is failed then the Militant falls to corruption and is executed.

Purging a Planet

If the Imperium decides to Invade a Daemon World you may be included in the Invasion. Count all Victory Points you score on the Daemon World invasion as double.

If you pay to Invade a Daemon World the cost to invade is only 25 Strategic Points instead of 50.

True Names

When a unit defeats a Daemon model with the Character keyword you learn a section of a true name.

The unit that defeats the character gains a true name boon. Start at Boon 1 and move your way down the table until you finish. If the Justicar of a unit is killed you loose your True Names boon.

  1. Gain +1 Attack against units with the Daemon Keyword or a Daemon Blessing (Boon)
  2. Gain +1 to Hit against units with the Daemon Keyword or a Daemon Blessing (Boon)
  3. Gain +1 to Wound against units with the Daemon Keyword or a Daemon Blessing (Boon)
  4. Psychic weapons this unit is equipped with gain Devastating Wounds against units with the Daemon Keyword or a Daemon Blessing (Boon).

A unit may have all four True Name boons.

Experience

Each 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+.

40K Narrative Event Rules

SANTIC ASTARTES UPDATE:

18 November 2023

Sanctic Astartes

Reports of large numbers of Daemons in the Priam Sub Sector have caused the Grey Knights to become interested in the Priam Crusade.

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 and you may not include more than one Grand Master.

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

Objective Cards

At the start of each event you will receive 5 Objective Cards, these are secondary objectives to holding the table. You may only complete one per game and you must select your Objective card before deployment.

If you achieve your objective, gain the benefit attached to the card. If you fail or succeed the card is discarded.

If you run out of Objective cards you may draw 5 more.

Unless they state otherwise your ally can not aid you with your objectives. Eg. if you had to hold the center objective for 3 turns and an ally held it for 3 turns you would fail the objective.

Injury Rolls

For each model removed as a casualty during the game roll a d6 on a 3+ the model is injured or damaged but is available in the next game.

On a 1-2 the model is destroyed and is removed from your master list.

If the model is a character instead roll 2D6 on the following table;

  • 2-3: Killed In Action, remove the model from your master list.
  • 4-5: Miss the next d3 games.
  • 6-7: Miss the next game.
  • 8+: This model may be used in the next game.

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 character’s type, keep all boons on the character.
  • 4 Strategic Points: Found a new unit, remove a model from one of your units. You may now create a new unit of your choice. If the unit has a minimum number of models, these models may be taken from other units.
  • 5 Strategic Points: Upgrade a Sergeant to a Character type of your choice keeping their boons.
  • 7 Strategic Points: Upgrade a Character to a Grand Master keeping all their boons.
  • 8 Strategic Points: Give an Enhancement to a model. This must follow the normal rules for the Enhancement.
  • 8 Strategic Points: Inter a character into a Dreadnought. If one of your Characters dies you may inter them in a dreadnought. Spend 8 Strategic Points immediately. Replace the character with a Dreadnought of your choice, it keeps all boon cards and any special rules it had as a character.
  • 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.
  • X Strategic Points: You may gain new Grey Knights, this is at a cost of 5 Strategic Points per Grey Knight. These can be added to existing units or can form a new unit.
  • X Strategic Points: You may gain a new Grey Knight Vehicle model. The cost is 1 Strategic Point for every 5 points the Vehicle would cost.

The Quarry

Any model with the Daemon keyword or has a Daemon Blessing (Boon) is marked for purification by the Grey Knights.

For every of these units slain by the Grey Knight player gains a number of Strategic Points based on the total wounds of the unit:

1-10 Wounds = 1 Strategic Points

11-20 Wounds = 2 Strategic Points

21+ Wounds = 3 Strategic Points

+1 Strategic Point if the unit has the Monster/Vehicle Keyword

+1 Strategic Point if the unit has the Titanic Keyword

At the start of an event day you may decide on one Character Daemon controlled by another player to be your quarry.

If you do, then you need to have destroyed this model by the end of the event day.

If you destroy the model it is banished to the warp, it misses the next D3 event days. You gain 1000pts of reinforcements to add to your master list (this can be used to replace missing models or units).

If you fail to destroy the model its plans are set in motion. The controlling player gains strategic points equal to 10x the number of times you played each other over the event day (to a minimum of 10 if you did not play
each other at all).

If the quarry is a Greater Daemon and you destroy it you gain 20 Strategic Points. If the quarry is a Daemon Primarch and you destroy it you gain 40 Strategic Points.

Maintaining Silence

When an Astra Militarum player finishes a game against a Chaos Daemon force (or a force with Daemon units) they must be judged by the Grey Knights. The Astra Militarum player has 2 options:

Accept the Mindwipe:

The Astra Militarum player’s regiments that were deployed do not gain a boon/experience from the game as they go through Mindwiping. You gain 2D6 Militants and the Astra Militarum player gains 1SP per Militant Gained.

Reject the Mindwipe:

The Astra Militarum player’s regiments that were deployed must roll again on the Injury Chart with a -4 Modifier taking the result rolled. You gain 4D6 Militants and the Astra Militarum player gains 1SP per Militant Gained.

Each Militant is 50pts worth of Astra Militarum Units. If you deploy a Militant Unit, after the game roll a D6 for each Militant Unit fielded, on a 4+ the Militant is still fit to serve and may be deployed again. If the roll is failed then the Militant falls to corruption and is executed.

Purging a Planet

If the Imperium decides to Invade a Daemon World you may be included in the Invasion. Count all Victory Points you score on the Daemon World invasion as double.

If you pay to Invade a Daemon World the cost to invade is only 25 Strategic Points instead of 50.

True Names

When a unit defeats a Daemon model with the Character keyword you learn a section of a true name.

The unit that defeats the character gains a true name boon. Start at Boon 1 and move your way down the table until you finish. If the Justicar of a unit is killed you loose your True Names boon.

  1. Gain +1 Attack against units with the Daemon Keyword or a Daemon Blessing (Boon)
  2. Gain +1 to Hit against units with the Daemon Keyword or a Daemon Blessing (Boon)
  3. Gain +1 to Wound against units with the Daemon Keyword or a Daemon Blessing (Boon)
  4. Psychic weapons this unit is equipped with gain Devastating Wounds against units with the Daemon Keyword or a Daemon Blessing (Boon).

A unit may have all four True Name boons.

Experience

Each 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+.

40K Narrative Event Rules

SANTIC ASTARTES UPDATE:

18 November 2023

Sanctic Astartes

Reports of large numbers of Daemons in the Priam Sub Sector have caused the Grey Knights to become interested in the Priam Crusade.

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 and you may not include more than one Grand Master.

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

Objective Cards

At the start of each event you will receive 5 Objective Cards, these are secondary objectives to holding the table. You may only complete one per game and you must select your Objective card before deployment.

If you achieve your objective, gain the benefit attached to the card. If you fail or succeed the card is discarded.

If you run out of Objective cards you may draw 5 more.

Unless they state otherwise your ally can not aid you with your objectives. Eg. if you had to hold the center objective for 3 turns and an ally held it for 3 turns you would fail the objective.

Injury Rolls

For each model removed as a casualty during the game roll a d6 on a 3+ the model is injured or damaged but is available in the next game.

On a 1-2 the model is destroyed and is removed from your master list.

If the model is a character instead roll 2D6 on the following table;

  • 2-3: Killed In Action, remove the model from your master list.
  • 4-5: Miss the next d3 games.
  • 6-7: Miss the next game.
  • 8+: This model may be used in the next game.

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 character’s type, keep all boons on the character.
  • 4 Strategic Points: Found a new unit, remove a model from one of your units. You may now create a new unit of your choice. If the unit has a minimum number of models, these models may be taken from other units.
  • 5 Strategic Points: Upgrade a Sergeant to a Character type of your choice keeping their boons.
  • 7 Strategic Points: Upgrade a Character to a Grand Master keeping all their boons.
  • 8 Strategic Points: Give an Enhancement to a model. This must follow the normal rules for the Enhancement.
  • 8 Strategic Points: Inter a character into a Dreadnought. If one of your Characters dies you may inter them in a dreadnought. Spend 8 Strategic Points immediately. Replace the character with a Dreadnought of your choice, it keeps all boon cards and any special rules it had as a character.
  • 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.
  • X Strategic Points: You may gain new Grey Knights, this is at a cost of 5 Strategic Points per Grey Knight. These can be added to existing units or can form a new unit.
  • X Strategic Points: You may gain a new Grey Knight Vehicle model. The cost is 1 Strategic Point for every 5 points the Vehicle would cost.

The Quarry

Any model with the Daemon keyword or has a Daemon Blessing (Boon) is marked for purification by the Grey Knights.

For every of these units slain by the Grey Knight player gains a number of Strategic Points based on the total wounds of the unit:

1-10 Wounds = 1 Strategic Points

11-20 Wounds = 2 Strategic Points

21+ Wounds = 3 Strategic Points

+1 Strategic Point if the unit has the Monster/Vehicle Keyword

+1 Strategic Point if the unit has the Titanic Keyword

At the start of an event day you may decide on one Character Daemon controlled by another player to be your quarry.

If you do, then you need to have destroyed this model by the end of the event day.

If you destroy the model it is banished to the warp, it misses the next D3 event days. You gain 1000pts of reinforcements to add to your master list (this can be used to replace missing models or units).

If you fail to destroy the model its plans are set in motion. The controlling player gains strategic points equal to 10x the number of times you played each other over the event day (to a minimum of 10 if you did not play
each other at all).

If the quarry is a Greater Daemon and you destroy it you gain 20 Strategic Points. If the quarry is a Daemon Primarch and you destroy it you gain 40 Strategic Points.

Maintaining Silence

When an Astra Militarum player finishes a game against a Chaos Daemon force (or a force with Daemon units) they must be judged by the Grey Knights. The Astra Militarum player has 2 options:

Accept the Mindwipe:

The Astra Militarum player’s regiments that were deployed do not gain a boon/experience from the game as they go through Mindwiping. You gain 2D6 Militants and the Astra Militarum player gains 1SP per Militant Gained.

Reject the Mindwipe:

The Astra Militarum player’s regiments that were deployed must roll again on the Injury Chart with a -4 Modifier taking the result rolled. You gain 4D6 Militants and the Astra Militarum player gains 1SP per Militant Gained.

Each Militant is 50pts worth of Astra Militarum Units. If you deploy a Militant Unit, after the game roll a D6 for each Militant Unit fielded, on a 4+ the Militant is still fit to serve and may be deployed again. If the roll is failed then the Militant falls to corruption and is executed.

Purging a Planet

If the Imperium decides to Invade a Daemon World you may be included in the Invasion. Count all Victory Points you score on the Daemon World invasion as double.

If you pay to Invade a Daemon World the cost to invade is only 25 Strategic Points instead of 50.

True Names

When a unit defeats a Daemon model with the Character keyword you learn a section of a true name.

The unit that defeats the character gains a true name boon. Start at Boon 1 and move your way down the table until you finish. If the Justicar of a unit is killed you loose your True Names boon.

  1. Gain +1 Attack against units with the Daemon Keyword or a Daemon Blessing (Boon)
  2. Gain +1 to Hit against units with the Daemon Keyword or a Daemon Blessing (Boon)
  3. Gain +1 to Wound against units with the Daemon Keyword or a Daemon Blessing (Boon)
  4. Psychic weapons this unit is equipped with gain Devastating Wounds against units with the Daemon Keyword or a Daemon Blessing (Boon).

A unit may have all four True Name boons.

Experience

Each 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+.
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