40K Narrative Event Rules

CHAOS WARLORDS UPDATE:

30 August 2023

Chaos Warlords

You are one of the mighty Warlords of Chaos, you my have fought upon Terra during the Heresy. Your kinship and camaraderie is however now gone. You seek personal glory and power. This has led you to the Priam Sub Sector where chaos has its talons stuck in tight.

You want to become the most important Chaos Warlord in the sub sector, ready to lead a crusade into Imperial Territory.

Playing as a Chaos Warlord

Your goal is to control as much of the Priam Sub Sector as possible, to throw out the forces of the Xenos and the Imperium.

The Warlord

You must pick a Warlord from any Chaos Space Marine Codex, Adeptus Mechanicus Codex, Chaos Daemon Codex, Chaos Knight or the Astra Militarum Codex.

Chaos Keyword

Change all instances on any Astra Militarum or Adeptus Mechanicus unit of the Imperium keyword to Chaos.

The Warbands

You start with two Warbands.

A Warband is a 2000pt master list, this list must be from a single Index. The list must include at least one character.

You may only have an Chaos Knight Warband if your fief includes a Knight World. You may only have a Dark Mechanicum Warband if your fief includes a Forge World or a Daemon Forge. You may only have a Daemon Warband if your fief includes a Daemon World or a Daemon Forge.

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

Warbands and Loyalty

Your Warbands may not remain Loyal. You may spend Strategic Tokens to bribe other Warlords Warbands to your side. You must spend 5 Strategic Tokens per Boon the Warband has plus 5 Strategic Tokens, the Captain of the Warband then takes a Leadership test, if they fail the Captain and their Warband leave their current Warlord and will join your forces with all units, boons and equipment.

You may modify the roll at a cost of 5 Strategic Points for a +1 modifier. You may modify the roll by a maximum of +3.

If the Leadership test is passed then the Strategic Points spent are given to the Warbands owner and the Captain and their Warband stay loyal.

The Retinue

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

You start with two retinue units. These units must be from a Codex that your Warlord or one of your Warbands comes from.

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 Warlord is deployed.

Retinue, including your Warlord, units change any Special Rules keywords to Chaos.

Injury Rolls

If your Warlord is removed as a casualty roll 2D6:

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

For each other 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.

Death of a Warlord

When your Warlord dies (either as a battlefield casualty or through assassination) you must test to see what happens to the rest of your forces.

If you have a Retinue Unit that is a Character unit you may choose them as the next Warlord. If you do take a LD test on 2d6 for each Retinue Unit, if you pass they continue to be part of your Retinue. If you fail the unit is removed from your list.

If you have no Retinue Units that are Character units or choose not to promote one of them to your Warlord take a LD test on 3d6 for each Retinue Unit, if you pass they continue to be part of your Retinue. If you fail the unit is removed from your list.

You then roll a Leadership check for each Warband (based on one of their Character), if they fail the Warband is removed from your forces. You may then raise two Retinue units from your new Warlords Warbands or their Codex.

If you choose (or are forced to choose) a Character of a Warband to be your new Warlord you do not need to roll for their Warband to see if it stays.

Purchasing Units

Warbands and Retinues may not have Vehicle units of Toughness 9 or more without purchasing them from a player who owns a Forge World or Daemon Forge with the exception of Vehicle Units with the Transport keyword that are Toughness 9 or less (e.g. Rhinos).

To purchase a unit from a Forge World or Daemon Forge you must ask a player who’s fief includes a Forge World or Daemon Forge. They may then offer you a price to purchase the units.

Each unit may instead be purchased for a Retinue as a one off and you only need to pay the Strategic Point cost the player charges you. These units gain +1 Wound, gain the Inspire special rule and count as receiving 1 boon.

To buy units for Warbands you must pay for each one as described below.

You may instead choose to purchase these units through the black market. If you do the cost is 2 Strategic Points plus a Strategic Point for every 20 points this unit costs. E.g. you want to equip a Warband with a Leman Russ tank at 150 points each, you would need to pay 2 SP + 10 Strategic Points (8 SP for 150/20 points).

Spending Strategic Points

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

  • 5 Strategic Points: Fortify a planet. Let a TO at the Till know which planet you would like to Fortify in your Fief, this planet will gain one level of Fortification. This can stack up to x2 the planets card value. E.g an Agri World may be fortified 10 times (5 Cards x2).
  • 8 Strategic Points: Give a Enhancement to a model. This must follow the normal rules for the Enhancement when fielded.
  • 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.
  • 10 Strategic Points: Add a new Warband to your force that is available to you.
  • X Strategic Points: You may recruit a new Retinue unit following usual restrictions for purchasing (depending on what planets are within your Fief) to your Retinue at a cost of 1 Strategic Point per 10pts of the unit. The Retinue units models all gain 1 wound to their profile. The Retinue unit may only be taken from a Index that your Warlord or a Captain comes from.
  • X Strategic Points: You may reinforce a Retinue Unit. You must pay 1 Strategic Point for every 20pts of models you return to the unit rounded up. If you are unsure on how many points a model is worth you can divide the total by the number of models. Eg. A Legionaries Squad is 100pts for 5 Models then the cost is 20pts per model, therefore you can return 3 models to the unit for 3 Strategic Points. This does mean that to return 7-9 models to the unit would cost 3 Strategic Points, the cost to buy it as a new Retinue Unit.
  • X Strategic Points: You may add units to a Warband at the cost of 1 Strategic Point for every 20 points the unit would cost.
  • X Strategic Points: If you have a Forge World or Daemon Forge you may create a unit from any Daemons, Chaos Marine, Chaos Knight, Adeptus Mechanicus or Astra Militarum index that has the Vehicle keyword. The cost is 1 Strategic Point per 100pts (rounded up).
  • X Strategic Points: If you have a Forge World or Daemon Forge you may create a non-Vehicle Adeptus Mechanicus Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).
  • X Strategic Points: If you have a Hive World you may create a non-Vehicle Astra Militarum Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).
  • X Strategic Points: If you have a Daemon World or Daemon Forge you may create a non-Vehicle Daemons Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).

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+.

Receiving The Blessing of The Gods

Your must dedicate your game to a Chaos God or to Chaos Undivided to earn Faith Points which can be spent on Blessings and can be traded for other favours of the Gods.

If you dedicate to Undivided, you generate 1 Undivided Faith Point per 8 successful Dark Pacts.

If you dedicate to Nurgle you gain 1 Nurgle Faith Point for every 7 models lost.

If you dedicate to Khorne you gain 1 Khorne Faith Port for every 8 wounds you cause in combat.

If you dedicate to Slannesh you get 1 Slaanesh Faith Point for every 6 wounds your models take.

If you dedicate to Tzeentch you get 1 Tzeentch Faith Point for every 9 saves made.

Daemon Blessings only effect a unit that is Undivided or have a Keyword of that Faction. A unit may only have one Daemon Blessing. Daemon Blessings count as a Specialist Boon.

Daemon Blessings: Undivided

  • 5 Undivided Faith Points = This unit gains the Deepstrike Rule.
  • 10 Undivided Faith Points = This unit generates 1 Strategic Point every time it is fielded.
  • 15 Undivided Faith Points = This unit gains the Fly keyword and changes their move to 14”.

Daemon Blessings: Khorne (Rival to Slaanesh)

  • 5 Khorne Faith Points = Re-roll all failed to-hit dice in melee
  • 10 Khorne Faith Points = This unit gains [Lethal Hits] on Melee Weapons
  • 15 Khorne Faith Points = This unit may fight twice. The second fight is after all other units have been picked

Daemon Blessings: Tzeentch (Rival to Nurgle)

  • 5 Tzeentch Faith Points = When this unit is fielded, you may re-roll the dice to decide who goes first.
  • 10 Tzeentch Faith Points = This unit gains a 5+ invulnerable save. If it already has an invulnerable save increase it by 1 (to a maximum of 3+).
  • 15 Tzeentch Faith Points = This unit may re-roll its invulnerable saves.

Daemon Blessings: Nurgle (Rival to Tzeentch)

  • 5 Nurgle Faith Points = All non-Chaos units within 6” suffer -1 to Hit
  • 10 Nurgle Faith Points = This unit gains a 5+ Feel No Pain (or +1 to a maximum of 4+)
  • 15 Nurgle Faith Points = All damage this unit takes is reduced by 1 (to a minimum of 1)

Daemon Blessings: Slaanesh (Rival to Khorne)

  • 5 Slaanesh Faith Points = This unit gains the [Fight First] ability.
  • 10 Slaanesh Faith Points = Once this unit completes a charge, roll a D6 for every model from this unit within engagement range of the charged enemy unit, on a 5+ that enemy unit suffers 1 Mortal wound. If this unit is a Vehicle/Monster/Mounted it causes D3 mortal wounds instead. If the model is Titanic it causes D6 mortal wounds instead.
  • 15 Slaanesh Faith Points = Models in this unit gain [Sustained Hits 1] on their Melee Weapons, If this unit has suffered any wounds but is not below Half-Strength then they gain [Sustained Hits D3], If the unit is below Half-Strength then they gain [Sustained Hits D6].

Daemon Worlds

You may spend Faith to convert worlds into Daemon Worlds and Daemon Forges. To do so you must nominate a world within your Fiefdom to begin converting.

Death Worlds, Agri Worlds, Civilised Worlds, Shrine Worlds, Knight Worlds and Hive Worlds may be converted to Daemon Worlds. This costs 100 Faith Points of any single type and takes 2 event days to complete, E.g. you may convert an Agri world to a Daemon World for Khorne, this would cost 100 Khorne Faith Points. Each Daemon World or Daemon Forge must be devoted to one of the 4 Gods: Khorne, Slaanesh, Tzeentch and Nurgle.

Daemon Worlds provide no income, however they are difficult to conquer and when it is invaded. The Defender of the Daemon World (The owner/a player in the stead of the owner) may reinforce the table with 500pts of non-unique Chaos Daemons for free, this still counts as part of the table limit. Additionally the entire battlefield is always regarded as being in the Shadow Of Chaos for Chaos Daemons, regardless of what objectives are under the defenders control.

Daemon Worlds allow the owner to purchase Daemon warbands and Retinue units that match the Allegiance of the Faith Points spent. e.g. a Daemon World converted for Nurgle allows the owner to purchase warbands and retinue units of Chaos Daemons with the Nurgle Keyword.

Forge Worlds may be converted to Daemon Forges. This will cost 150 Faith Points of a single type and takes 2 event days to complete. Daemon Forges work the same as Daemon Worlds as shown above however with a couple differences:

  • Daemon Forges also retain their purpose as a Forge World for purchasing units. They still however provide no income.
  • The 500pts of reinforcements may also be Daemon Vehicle models (such as Daemon Engines) instead of just Chaos Daemons.

Dark Mechanicum Boons

If you have a Forge World or Daemon Forge you may give a unit the following Boons at the cost of 1 Strategic Point for every 5 Points the unit would cost. These count as Specialist Boons and you may not have more than 1 of each boon on a single unit.

  1. Warp Shroud:- This unit gains the Stealth ability.
  2. Tainted Bionics:- At the start of your command phase, a model within this unit regains D3 lost wounds. This ability cannot return slain models to the unit.
  3. Warpforged:- Pick a weapon belonging to this unit, increase those weapons Strength and AP by 1.
  4. Forbidden Craftsmanship:- Pick a weapon belonging to this unit, increase those weapons Damage by 1.
  5. Daemon-Guided:- Pick a weapon belonging to this unit, those weapons gain the Sustained Hits 1 ability. If the unit already has this ability then increase it by 1
  6. Warp Infused Weapon:- Pick a weapon belonging to this unit, those weapons gain the Devastating Wounds ability.

The Dorian Sub Sector

During the Dorian Uprising, the Gods have called for their dark covens to arise! If you are playing as a Chaos Warlord in the Dorian Sub Sector you will use many of the same rules above but with the following changes:

You won’t begin with a Fiefdom to draw forces from, due to this you may choose any 2 Warbands to begin with (e.g. you may begin with a Chaos Knight Warband even though you do not own a Knight World). And instead of trying to carve out territory for yourself, you are working with the Archon and the other Warlords to cause mayhem and destruction within the Dorian Sub Sector and thus you do not need to own planets, you only need to conquer as many worlds as possible for Chaos!

As for recruiting new units and Warbands , you must conquer planets within the Dorian Sub Sector to reinforce your armies. Once a planet is claimed by Chaos, all Chaos Warlords may recruit new units and Warbands from any Chaos Space Marine Index or the Astra Militarum Index with the same exception where you may only purchase Vehicle units of T9 or above from a player with a Forge World. You may always recruit units and Warbands from the Daemon Index through the Archon.

The Dark Mechanicum Forge Fleet has exited the Warp and is available to support the Incursion of Chaos, so long as the Fleet is intact (or if Chaos holds a Forge World within the Dorian Sub Sector) players may Purchase units from the Adeptus Mechanicus Index, Chaos Knight Index and Vehicles of T9 or above from the Archon.

At the start of the event each Chaos Warlord will receive 100 Strategic Points.

40K Narrative Event Rules

CHAOS WARLORDS UPDATE:

30 August 2023

Chaos Warlords

You are one of the mighty Warlords of Chaos, you my have fought upon Terra during the Heresy. Your kinship and camaraderie is however now gone. You seek personal glory and power. This has led you to the Priam Sub Sector where chaos has its talons stuck in tight.

You want to become the most important Chaos Warlord in the sub sector, ready to lead a crusade into Imperial Territory.

Playing as a Chaos Warlord

Your goal is to control as much of the Priam Sub Sector as possible, to throw out the forces of the Xenos and the Imperium.

The Warlord

You must pick a Warlord from any Chaos Space Marine Codex, Adeptus Mechanicus Codex, Chaos Daemon Codex, Chaos Knight or the Astra Militarum Codex.

Chaos Keyword

Change all instances on any Astra Militarum or Adeptus Mechanicus unit of the Imperium keyword to Chaos.

The Warbands

You start with two Warbands.

A Warband is a 2000pt master list, this list must be from a single Index. The list must include at least one character.

You may only have an Chaos Knight Warband if your fief includes a Knight World. You may only have a Dark Mechanicum Warband if your fief includes a Forge World or a Daemon Forge. You may only have a Daemon Warband if your fief includes a Daemon World or a Daemon Forge.

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

Warbands and Loyalty

Your Warbands may not remain Loyal. You may spend Strategic Tokens to bribe other Warlords Warbands to your side. You must spend 5 Strategic Tokens per Boon the Warband has plus 5 Strategic Tokens, the Captain of the Warband then takes a Leadership test, if they fail the Captain and their Warband leave their current Warlord and will join your forces with all units, boons and equipment.

You may modify the roll at a cost of 5 Strategic Points for a +1 modifier. You may modify the roll by a maximum of +3.

If the Leadership test is passed then the Strategic Points spent are given to the Warbands owner and the Captain and their Warband stay loyal.

The Retinue

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

You start with two retinue units. These units must be from a Codex that your Warlord or one of your Warbands comes from.

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 Warlord is deployed.

Retinue, including your Warlord, units change any Special Rules keywords to Chaos.

Injury Rolls

If your Warlord is removed as a casualty roll 2D6:

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

For each other 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.

Death of a Warlord

When your Warlord dies (either as a battlefield casualty or through assassination) you must test to see what happens to the rest of your forces.

If you have a Retinue Unit that is a Character unit you may choose them as the next Warlord. If you do take a LD test on 2d6 for each Retinue Unit, if you pass they continue to be part of your Retinue. If you fail the unit is removed from your list.

If you have no Retinue Units that are Character units or choose not to promote one of them to your Warlord take a LD test on 3d6 for each Retinue Unit, if you pass they continue to be part of your Retinue. If you fail the unit is removed from your list.

You then roll a Leadership check for each Warband (based on one of their Character), if they fail the Warband is removed from your forces. You may then raise two Retinue units from your new Warlords Warbands or their Codex.

If you choose (or are forced to choose) a Character of a Warband to be your new Warlord you do not need to roll for their Warband to see if it stays.

Purchasing Units

Warbands and Retinues may not have Vehicle units of Toughness 9 or more without purchasing them from a player who owns a Forge World or Daemon Forge with the exception of Vehicle Units with the Transport keyword that are Toughness 9 or less (e.g. Rhinos).

To purchase a unit from a Forge World or Daemon Forge you must ask a player who’s fief includes a Forge World or Daemon Forge. They may then offer you a price to purchase the units.

Each unit may instead be purchased for a Retinue as a one off and you only need to pay the Strategic Point cost the player charges you. These units gain +1 Wound, gain the Inspire special rule and count as receiving 1 boon.

To buy units for Warbands you must pay for each one as described below.

You may instead choose to purchase these units through the black market. If you do the cost is 2 Strategic Points plus a Strategic Point for every 20 points this unit costs. E.g. you want to equip a Warband with a Leman Russ tank at 150 points each, you would need to pay 2 SP + 10 Strategic Points (8 SP for 150/20 points).

Spending Strategic Points

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

  • 5 Strategic Points: Fortify a planet. Let a TO at the Till know which planet you would like to Fortify in your Fief, this planet will gain one level of Fortification. This can stack up to x2 the planets card value. E.g an Agri World may be fortified 10 times (5 Cards x2).
  • 8 Strategic Points: Give a Enhancement to a model. This must follow the normal rules for the Enhancement when fielded.
  • 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.
  • 10 Strategic Points: Add a new Warband to your force that is available to you.
  • X Strategic Points: You may recruit a new Retinue unit following usual restrictions for purchasing (depending on what planets are within your Fief) to your Retinue at a cost of 1 Strategic Point per 10pts of the unit. The Retinue units models all gain 1 wound to their profile. The Retinue unit may only be taken from a Index that your Warlord or a Captain comes from.
  • X Strategic Points: You may reinforce a Retinue Unit. You must pay 1 Strategic Point for every 20pts of models you return to the unit rounded up. If you are unsure on how many points a model is worth you can divide the total by the number of models. Eg. A Legionaries Squad is 100pts for 5 Models then the cost is 20pts per model, therefore you can return 3 models to the unit for 3 Strategic Points. This does mean that to return 7-9 models to the unit would cost 3 Strategic Points, the cost to buy it as a new Retinue Unit.
  • X Strategic Points: You may add units to a Warband at the cost of 1 Strategic Point for every 20 points the unit would cost.
  • X Strategic Points: If you have a Forge World or Daemon Forge you may create a unit from any Daemons, Chaos Marine, Chaos Knight, Adeptus Mechanicus or Astra Militarum index that has the Vehicle keyword. The cost is 1 Strategic Point per 100pts (rounded up).
  • X Strategic Points: If you have a Forge World or Daemon Forge you may create a non-Vehicle Adeptus Mechanicus Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).
  • X Strategic Points: If you have a Hive World you may create a non-Vehicle Astra Militarum Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).
  • X Strategic Points: If you have a Daemon World or Daemon Forge you may create a non-Vehicle Daemons Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).

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+.

Receiving The Blessing of The Gods

Your must dedicate your game to a Chaos God or to Chaos Undivided to earn Faith Points which can be spent on Blessings and can be traded for other favours of the Gods.

If you dedicate to Undivided, you generate 1 Undivided Faith Point per 8 successful Dark Pacts.

If you dedicate to Nurgle you gain 1 Nurgle Faith Point for every 7 models lost.

If you dedicate to Khorne you gain 1 Khorne Faith Port for every 8 wounds you cause in combat.

If you dedicate to Slannesh you get 1 Slaanesh Faith Point for every 6 wounds your models take.

If you dedicate to Tzeentch you get 1 Tzeentch Faith Point for every 9 saves made.

Daemon Blessings only effect a unit that is Undivided or have a Keyword of that Faction. A unit may only have one Daemon Blessing. Daemon Blessings count as a Specialist Boon.

Daemon Blessings: Undivided

  • 5 Undivided Faith Points = This unit gains the Deepstrike Rule.
  • 10 Undivided Faith Points = This unit generates 1 Strategic Point every time it is fielded.
  • 15 Undivided Faith Points = This unit gains the Fly keyword and changes their move to 14”.

Daemon Blessings: Khorne (Rival to Slaanesh)

  • 5 Khorne Faith Points = Re-roll all failed to-hit dice in melee
  • 10 Khorne Faith Points = This unit gains [Lethal Hits] on Melee Weapons
  • 15 Khorne Faith Points = This unit may fight twice. The second fight is after all other units have been picked

Daemon Blessings: Tzeentch (Rival to Nurgle)

  • 5 Tzeentch Faith Points = When this unit is fielded, you may re-roll the dice to decide who goes first.
  • 10 Tzeentch Faith Points = This unit gains a 5+ invulnerable save. If it already has an invulnerable save increase it by 1 (to a maximum of 3+).
  • 15 Tzeentch Faith Points = This unit may re-roll its invulnerable saves.

Daemon Blessings: Nurgle (Rival to Tzeentch)

  • 5 Nurgle Faith Points = All non-Chaos units within 6” suffer -1 to Hit
  • 10 Nurgle Faith Points = This unit gains a 5+ Feel No Pain (or +1 to a maximum of 4+)
  • 15 Nurgle Faith Points = All damage this unit takes is reduced by 1 (to a minimum of 1)

Daemon Blessings: Slaanesh (Rival to Khorne)

  • 5 Slaanesh Faith Points = This unit gains the [Fight First] ability.
  • 10 Slaanesh Faith Points = Once this unit completes a charge, roll a D6 for every model from this unit within engagement range of the charged enemy unit, on a 5+ that enemy unit suffers 1 Mortal wound. If this unit is a Vehicle/Monster/Mounted it causes D3 mortal wounds instead. If the model is Titanic it causes D6 mortal wounds instead.
  • 15 Slaanesh Faith Points = Models in this unit gain [Sustained Hits 1] on their Melee Weapons, If this unit has suffered any wounds but is not below Half-Strength then they gain [Sustained Hits D3], If the unit is below Half-Strength then they gain [Sustained Hits D6].

Daemon Worlds

You may spend Faith to convert worlds into Daemon Worlds and Daemon Forges. To do so you must nominate a world within your Fiefdom to begin converting.

Death Worlds, Agri Worlds, Civilised Worlds, Shrine Worlds, Knight Worlds and Hive Worlds may be converted to Daemon Worlds. This costs 100 Faith Points of any single type and takes 2 event days to complete, E.g. you may convert an Agri world to a Daemon World for Khorne, this would cost 100 Khorne Faith Points. Each Daemon World or Daemon Forge must be devoted to one of the 4 Gods: Khorne, Slaanesh, Tzeentch and Nurgle.

Daemon Worlds provide no income, however they are difficult to conquer and when it is invaded. The Defender of the Daemon World (The owner/a player in the stead of the owner) may reinforce the table with 500pts of non-unique Chaos Daemons for free, this still counts as part of the table limit. Additionally the entire battlefield is always regarded as being in the Shadow Of Chaos for Chaos Daemons, regardless of what objectives are under the defenders control.

Daemon Worlds allow the owner to purchase Daemon warbands and Retinue units that match the Allegiance of the Faith Points spent. e.g. a Daemon World converted for Nurgle allows the owner to purchase warbands and retinue units of Chaos Daemons with the Nurgle Keyword.

Forge Worlds may be converted to Daemon Forges. This will cost 150 Faith Points of a single type and takes 2 event days to complete. Daemon Forges work the same as Daemon Worlds as shown above however with a couple differences:

  • Daemon Forges also retain their purpose as a Forge World for purchasing units. They still however provide no income.
  • The 500pts of reinforcements may also be Daemon Vehicle models (such as Daemon Engines) instead of just Chaos Daemons.

Dark Mechanicum Boons

If you have a Forge World or Daemon Forge you may give a unit the following Boons at the cost of 1 Strategic Point for every 5 Points the unit would cost. These count as Specialist Boons and you may not have more than 1 of each boon on a single unit.

  1. Warp Shroud:- This unit gains the Stealth ability.
  2. Tainted Bionics:- At the start of your command phase, a model within this unit regains D3 lost wounds. This ability cannot return slain models to the unit.
  3. Warpforged:- Pick a weapon belonging to this unit, increase those weapons Strength and AP by 1.
  4. Forbidden Craftsmanship:- Pick a weapon belonging to this unit, increase those weapons Damage by 1.
  5. Daemon-Guided:- Pick a weapon belonging to this unit, those weapons gain the Sustained Hits 1 ability. If the unit already has this ability then increase it by 1
  6. Warp Infused Weapon:- Pick a weapon belonging to this unit, those weapons gain the Devastating Wounds ability.

The Dorian Sub Sector

During the Dorian Uprising, the Gods have called for their dark covens to arise! If you are playing as a Chaos Warlord in the Dorian Sub Sector you will use many of the same rules above but with the following changes:

You won’t begin with a Fiefdom to draw forces from, due to this you may choose any 2 Warbands to begin with (e.g. you may begin with a Chaos Knight Warband even though you do not own a Knight World). And instead of trying to carve out territory for yourself, you are working with the Archon and the other Warlords to cause mayhem and destruction within the Dorian Sub Sector and thus you do not need to own planets, you only need to conquer as many worlds as possible for Chaos!

As for recruiting new units and Warbands , you must conquer planets within the Dorian Sub Sector to reinforce your armies. Once a planet is claimed by Chaos, all Chaos Warlords may recruit new units and Warbands from any Chaos Space Marine Index or the Astra Militarum Index with the same exception where you may only purchase Vehicle units of T9 or above from a player with a Forge World. You may always recruit units and Warbands from the Daemon Index through the Archon.

The Dark Mechanicum Forge Fleet has exited the Warp and is available to support the Incursion of Chaos, so long as the Fleet is intact (or if Chaos holds a Forge World within the Dorian Sub Sector) players may Purchase units from the Adeptus Mechanicus Index, Chaos Knight Index and Vehicles of T9 or above from the Archon.

At the start of the event each Chaos Warlord will receive 100 Strategic Points.

40K Narrative Event Rules

CHAOS WARLORDS UPDATE:

30 August 2023

Chaos Warlords

You are one of the mighty Warlords of Chaos, you my have fought upon Terra during the Heresy. Your kinship and camaraderie is however now gone. You seek personal glory and power. This has led you to the Priam Sub Sector where chaos has its talons stuck in tight.

You want to become the most important Chaos Warlord in the sub sector, ready to lead a crusade into Imperial Territory.

Playing as a Chaos Warlord

Your goal is to control as much of the Priam Sub Sector as possible, to throw out the forces of the Xenos and the Imperium.

The Warlord

You must pick a Warlord from any Chaos Space Marine Codex, Adeptus Mechanicus Codex, Chaos Daemon Codex, Chaos Knight or the Astra Militarum Codex.

Chaos Keyword

Change all instances on any Astra Militarum or Adeptus Mechanicus unit of the Imperium keyword to Chaos.

The Warbands

You start with two Warbands.

A Warband is a 2000pt master list, this list must be from a single Index. The list must include at least one character.

You may only have an Chaos Knight Warband if your fief includes a Knight World. You may only have a Dark Mechanicum Warband if your fief includes a Forge World or a Daemon Forge. You may only have a Daemon Warband if your fief includes a Daemon World or a Daemon Forge.

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

Warbands and Loyalty

Your Warbands may not remain Loyal. You may spend Strategic Tokens to bribe other Warlords Warbands to your side. You must spend 5 Strategic Tokens per Boon the Warband has plus 5 Strategic Tokens, the Captain of the Warband then takes a Leadership test, if they fail the Captain and their Warband leave their current Warlord and will join your forces with all units, boons and equipment.

You may modify the roll at a cost of 5 Strategic Points for a +1 modifier. You may modify the roll by a maximum of +3.

If the Leadership test is passed then the Strategic Points spent are given to the Warbands owner and the Captain and their Warband stay loyal.

The Retinue

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

You start with two retinue units. These units must be from a Codex that your Warlord or one of your Warbands comes from.

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 Warlord is deployed.

Retinue, including your Warlord, units change any Special Rules keywords to Chaos.

Injury Rolls

If your Warlord is removed as a casualty roll 2D6:

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

For each other 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.

Death of a Warlord

When your Warlord dies (either as a battlefield casualty or through assassination) you must test to see what happens to the rest of your forces.

If you have a Retinue Unit that is a Character unit you may choose them as the next Warlord. If you do take a LD test on 2d6 for each Retinue Unit, if you pass they continue to be part of your Retinue. If you fail the unit is removed from your list.

If you have no Retinue Units that are Character units or choose not to promote one of them to your Warlord take a LD test on 3d6 for each Retinue Unit, if you pass they continue to be part of your Retinue. If you fail the unit is removed from your list.

You then roll a Leadership check for each Warband (based on one of their Character), if they fail the Warband is removed from your forces. You may then raise two Retinue units from your new Warlords Warbands or their Codex.

If you choose (or are forced to choose) a Character of a Warband to be your new Warlord you do not need to roll for their Warband to see if it stays.

Purchasing Units

Warbands and Retinues may not have Vehicle units of Toughness 9 or more without purchasing them from a player who owns a Forge World or Daemon Forge with the exception of Vehicle Units with the Transport keyword that are Toughness 9 or less (e.g. Rhinos).

To purchase a unit from a Forge World or Daemon Forge you must ask a player who’s fief includes a Forge World or Daemon Forge. They may then offer you a price to purchase the units.

Each unit may instead be purchased for a Retinue as a one off and you only need to pay the Strategic Point cost the player charges you. These units gain +1 Wound, gain the Inspire special rule and count as receiving 1 boon.

To buy units for Warbands you must pay for each one as described below.

You may instead choose to purchase these units through the black market. If you do the cost is 2 Strategic Points plus a Strategic Point for every 20 points this unit costs. E.g. you want to equip a Warband with a Leman Russ tank at 150 points each, you would need to pay 2 SP + 10 Strategic Points (8 SP for 150/20 points).

Spending Strategic Points

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

  • 5 Strategic Points: Fortify a planet. Let a TO at the Till know which planet you would like to Fortify in your Fief, this planet will gain one level of Fortification. This can stack up to x2 the planets card value. E.g an Agri World may be fortified 10 times (5 Cards x2).
  • 8 Strategic Points: Give a Enhancement to a model. This must follow the normal rules for the Enhancement when fielded.
  • 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.
  • 10 Strategic Points: Add a new Warband to your force that is available to you.
  • X Strategic Points: You may recruit a new Retinue unit following usual restrictions for purchasing (depending on what planets are within your Fief) to your Retinue at a cost of 1 Strategic Point per 10pts of the unit. The Retinue units models all gain 1 wound to their profile. The Retinue unit may only be taken from a Index that your Warlord or a Captain comes from.
  • X Strategic Points: You may reinforce a Retinue Unit. You must pay 1 Strategic Point for every 20pts of models you return to the unit rounded up. If you are unsure on how many points a model is worth you can divide the total by the number of models. Eg. A Legionaries Squad is 100pts for 5 Models then the cost is 20pts per model, therefore you can return 3 models to the unit for 3 Strategic Points. This does mean that to return 7-9 models to the unit would cost 3 Strategic Points, the cost to buy it as a new Retinue Unit.
  • X Strategic Points: You may add units to a Warband at the cost of 1 Strategic Point for every 20 points the unit would cost.
  • X Strategic Points: If you have a Forge World or Daemon Forge you may create a unit from any Daemons, Chaos Marine, Chaos Knight, Adeptus Mechanicus or Astra Militarum index that has the Vehicle keyword. The cost is 1 Strategic Point per 100pts (rounded up).
  • X Strategic Points: If you have a Forge World or Daemon Forge you may create a non-Vehicle Adeptus Mechanicus Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).
  • X Strategic Points: If you have a Hive World you may create a non-Vehicle Astra Militarum Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).
  • X Strategic Points: If you have a Daemon World or Daemon Forge you may create a non-Vehicle Daemons Unit of any type. The cost is 1 Strategic Point per 100 points (rounded up).

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+.

Receiving The Blessing of The Gods

Your must dedicate your game to a Chaos God or to Chaos Undivided to earn Faith Points which can be spent on Blessings and can be traded for other favours of the Gods.

If you dedicate to Undivided, you generate 1 Undivided Faith Point per 8 successful Dark Pacts.

If you dedicate to Nurgle you gain 1 Nurgle Faith Point for every 7 models lost.

If you dedicate to Khorne you gain 1 Khorne Faith Port for every 8 wounds you cause in combat.

If you dedicate to Slannesh you get 1 Slaanesh Faith Point for every 6 wounds your models take.

If you dedicate to Tzeentch you get 1 Tzeentch Faith Point for every 9 saves made.

Daemon Blessings only effect a unit that is Undivided or have a Keyword of that Faction. A unit may only have one Daemon Blessing. Daemon Blessings count as a Specialist Boon.

Daemon Blessings: Undivided

  • 5 Undivided Faith Points = This unit gains the Deepstrike Rule.
  • 10 Undivided Faith Points = This unit generates 1 Strategic Point every time it is fielded.
  • 15 Undivided Faith Points = This unit gains the Fly keyword and changes their move to 14”.

Daemon Blessings: Khorne (Rival to Slaanesh)

  • 5 Khorne Faith Points = Re-roll all failed to-hit dice in melee
  • 10 Khorne Faith Points = This unit gains [Lethal Hits] on Melee Weapons
  • 15 Khorne Faith Points = This unit may fight twice. The second fight is after all other units have been picked

Daemon Blessings: Tzeentch (Rival to Nurgle)

  • 5 Tzeentch Faith Points = When this unit is fielded, you may re-roll the dice to decide who goes first.
  • 10 Tzeentch Faith Points = This unit gains a 5+ invulnerable save. If it already has an invulnerable save increase it by 1 (to a maximum of 3+).
  • 15 Tzeentch Faith Points = This unit may re-roll its invulnerable saves.

Daemon Blessings: Nurgle (Rival to Tzeentch)

  • 5 Nurgle Faith Points = All non-Chaos units within 6” suffer -1 to Hit
  • 10 Nurgle Faith Points = This unit gains a 5+ Feel No Pain (or +1 to a maximum of 4+)
  • 15 Nurgle Faith Points = All damage this unit takes is reduced by 1 (to a minimum of 1)

Daemon Blessings: Slaanesh (Rival to Khorne)

  • 5 Slaanesh Faith Points = This unit gains the [Fight First] ability.
  • 10 Slaanesh Faith Points = Once this unit completes a charge, roll a D6 for every model from this unit within engagement range of the charged enemy unit, on a 5+ that enemy unit suffers 1 Mortal wound. If this unit is a Vehicle/Monster/Mounted it causes D3 mortal wounds instead. If the model is Titanic it causes D6 mortal wounds instead.
  • 15 Slaanesh Faith Points = Models in this unit gain [Sustained Hits 1] on their Melee Weapons, If this unit has suffered any wounds but is not below Half-Strength then they gain [Sustained Hits D3], If the unit is below Half-Strength then they gain [Sustained Hits D6].

Daemon Worlds

You may spend Faith to convert worlds into Daemon Worlds and Daemon Forges. To do so you must nominate a world within your Fiefdom to begin converting.

Death Worlds, Agri Worlds, Civilised Worlds, Shrine Worlds, Knight Worlds and Hive Worlds may be converted to Daemon Worlds. This costs 100 Faith Points of any single type and takes 2 event days to complete, E.g. you may convert an Agri world to a Daemon World for Khorne, this would cost 100 Khorne Faith Points. Each Daemon World or Daemon Forge must be devoted to one of the 4 Gods: Khorne, Slaanesh, Tzeentch and Nurgle.

Daemon Worlds provide no income, however they are difficult to conquer and when it is invaded. The Defender of the Daemon World (The owner/a player in the stead of the owner) may reinforce the table with 500pts of non-unique Chaos Daemons for free, this still counts as part of the table limit. Additionally the entire battlefield is always regarded as being in the Shadow Of Chaos for Chaos Daemons, regardless of what objectives are under the defenders control.

Daemon Worlds allow the owner to purchase Daemon warbands and Retinue units that match the Allegiance of the Faith Points spent. e.g. a Daemon World converted for Nurgle allows the owner to purchase warbands and retinue units of Chaos Daemons with the Nurgle Keyword.

Forge Worlds may be converted to Daemon Forges. This will cost 150 Faith Points of a single type and takes 2 event days to complete. Daemon Forges work the same as Daemon Worlds as shown above however with a couple differences:

  • Daemon Forges also retain their purpose as a Forge World for purchasing units. They still however provide no income.
  • The 500pts of reinforcements may also be Daemon Vehicle models (such as Daemon Engines) instead of just Chaos Daemons.

Dark Mechanicum Boons

If you have a Forge World or Daemon Forge you may give a unit the following Boons at the cost of 1 Strategic Point for every 5 Points the unit would cost. These count as Specialist Boons and you may not have more than 1 of each boon on a single unit.

  1. Warp Shroud:- This unit gains the Stealth ability.
  2. Tainted Bionics:- At the start of your command phase, a model within this unit regains D3 lost wounds. This ability cannot return slain models to the unit.
  3. Warpforged:- Pick a weapon belonging to this unit, increase those weapons Strength and AP by 1.
  4. Forbidden Craftsmanship:- Pick a weapon belonging to this unit, increase those weapons Damage by 1.
  5. Daemon-Guided:- Pick a weapon belonging to this unit, those weapons gain the Sustained Hits 1 ability. If the unit already has this ability then increase it by 1
  6. Warp Infused Weapon:- Pick a weapon belonging to this unit, those weapons gain the Devastating Wounds ability.

The Dorian Sub Sector

During the Dorian Uprising, the Gods have called for their dark covens to arise! If you are playing as a Chaos Warlord in the Dorian Sub Sector you will use many of the same rules above but with the following changes:

You won’t begin with a Fiefdom to draw forces from, due to this you may choose any 2 Warbands to begin with (e.g. you may begin with a Chaos Knight Warband even though you do not own a Knight World). And instead of trying to carve out territory for yourself, you are working with the Archon and the other Warlords to cause mayhem and destruction within the Dorian Sub Sector and thus you do not need to own planets, you only need to conquer as many worlds as possible for Chaos!

As for recruiting new units and Warbands , you must conquer planets within the Dorian Sub Sector to reinforce your armies. Once a planet is claimed by Chaos, all Chaos Warlords may recruit new units and Warbands from any Chaos Space Marine Index or the Astra Militarum Index with the same exception where you may only purchase Vehicle units of T9 or above from a player with a Forge World. You may always recruit units and Warbands from the Daemon Index through the Archon.

The Dark Mechanicum Forge Fleet has exited the Warp and is available to support the Incursion of Chaos, so long as the Fleet is intact (or if Chaos holds a Forge World within the Dorian Sub Sector) players may Purchase units from the Adeptus Mechanicus Index, Chaos Knight Index and Vehicles of T9 or above from the Archon.

At the start of the event each Chaos Warlord will receive 100 Strategic Points.

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