40K Narrative Event Rules

ORKS UPDATE:

12 July 2023

Orks

Waaaaaaaaaaaaaaaaaaaagh!

Playing as an Ork

Your goal is to have the biggest fights and nastiest scraps.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

  1. Fighting
  2. Bashing
  3. Krumping

The Warlord

You must pick a character unit to represent your Warlord. This may be any unnamed character from a Codex Orks.

The Boyz

The Boyz of a Warband come in all shapes and sizes. Orks start their lives off as youfs in a Boyz mob.

A Warband starts with 10 Boyz Mobs;

Boyz Mobs can be any of the following; Boyz, Beastsnagga Boyz, Deffkoptas and Warbikers.

Boyz units can improve into other unit types, after each game roll a D6 for each unit of Boyz that was deployed on a 7+ the unit becomes a specialist mob. Modify the dice with a +1 modifier if the unit shot during the game and a +1 modifier if the unit fought in combat (maximum +2 modifier). If the unit becomes a specialist mob it may become one of the following units;

Burna Boyz, Lootas, Kommandos, Tankbustas, Stormboyz or Squighog Boyz.

When a unit changes to a specialist unit they keep the number of models they had at the time the unit changed. You may choose to reduce the size of the unit to a size of your choice. Once you have picked the size of the unit you must pay a number of Strategic Points based on the difference between the points cost of the two units. You have to pay 1 Strategic Point for every 20 points of point difference rounded up.

Specialist units may in turn upgrade in the same way as Boyz. Roll 1d6 after each game the mob was deployed in on a 7+ the unit becomes a Nobz Mob. Modify the dice by +1 if the unit shot and +1 if the unit fought in combat.

If the specialist unit upgrades it may become any of the following Nobz Mobs;

Nobz, Meganobz, Flash Gitz, Squighog Boyz Nobz (Squighog Boyz Mob with +1 A and +1 W)

When a unit changes to a Nobz Mob they keep the number of models they had at the time the unit changed. You may choose to reduce the size of the unit to a size of your choice. Once you have picked the size of the unit you must pay a number of Strategic Points based on the difference between the points cost of the two units. You have to pay 1 Strategic Point for every 20 points of point difference rounded up.

Nobz Mobs are the only way to generate additional characters at the end of any game in which a Nobz Mob has participated roll 1d6 on a 7+ a character is created. Modify the dice by +1 if the unit shot and +1 if the unit fought in combat. If a character is created remove a model from your unit as if they were a casualty, you may pick any character type that is available to your force to add to your force. You have to pay a number of Strategic Points at a rate of 1 strategic point for every 20 points the character costs.

The Bosses

Each type of Ork character has different effects on your warband. It can be worthwhile to have a mix of characters available.

Warboss, Deffkilla Wartrike or Beastboss: Each Warboss that is deployed in a game allows a single additional +1 modifier to be used on a Mob to see if it improves.

Nob With Waaagh! Banner: Each Nob With Waaagh! Banner deployed in a game allows you to roll once on the Srap World chart.

Painboy or Painboss: Each time a Painboy is deployed at the end of the game you may re-roll the injury roll for one non-vehicle model in your force. You may only build Deff Dreads and Killa Kans if you have a Painboy and a Big Mek or Mek (Character) in your force.

Weirdboy or Wurrboy: If you have a Weirdboy deployed you may choose to re-roll who goes first.

Big Mek or Mek (character): Each time a Big Mek or Mek (character) is deployed at the end of the game you may re-roll the injury roll for one vehicle model in your force. You may only build Deff Dreads and Killa Kans if you have a Painboy and a Big Mek or Mek (Character) in your force.

Injury Rolls

If a Character is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Character from your list, if this is the Warlord 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.

Tinkering

For each Big Mek or Mek (Character) in your force at the end of each game roll 3d6 this how many wounds of vehicles the Meks have created. You may add this many wounds of vehicles to your force and you have to pay 1 Strategic Point for every 20 points the vehicle is worth.

You may choose to roll a number of additional D6 at the cost of 1 Strategic Point per roll.

Remember that you may not make Deff Dreads or Kill Kans without a Painboy as well as a Mek.

I Dont Feel Rite

Orks that aren’t fighting don’t grow and become more powerful and eventually will sicken. After each game roll 1d6 for each character that wasn’t deployed (and isn’t injured) on a 1 they need to roll on the injury chart as if they were a casualty in the game.

Invading

To start a planetary invasion you need to pay the Strategic Points listed below;

Barren World16 Strategic Points
Death World8 Strategic Points
Agri World12 Strategic Points
Civilised World8 Strategic Points
Shrine World6 Strategic Points
Knight World2 Strategic Points
Hive World2 Strategic Points
Tomb World5 Strategic Points
Craft World5 Strategic Points
Forge World2 Strategic Points
Fortress WorldFree
Daemon WorldFree
Daemon Forge WorldFree

Reduce the cost of invading the planet by 1 Strategic Point for each level of Fortification the planet has.

If the warp route is unstable the cost to take a system is increased by 10 Strategic Points.

You may only invade a planet adjacent to an Ork planet, unless you use a Space Hulk.

Fighting

You gain 1 Strategic Point for playing any game. You gain 1 additional Strategic Point for each 1000pts (rounded up) your enemy fields.

Bashing

If you Warlord or a Warboss defeats any of the following in the fight phase they gain the listed Strategic Points;

  • Model with 10 or more wounds: 1 Strategic Point
  • Model with 20 or more wounds: 2 Strategic Points
  • A Titanic Model: 3 Strategic Points
  • A Character Model: 2 Strategic Points
  • A Named Character: 4 Strategic Points

Krumping

If you fight another Ork player double your Strategic Points that you earn. This game must be played! You have been warned.

Death of the 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.

Roll a Battleshock Test for each unit. If the unit passes it stays in your force, if it fails it leaves.

If you have another Warboss they become the new Warlord. Your new Warlord may bash some heads together. Each unit they do this to automatically passes their Battleshock test but looses d3 models.

If you do not have a Warboss you may create one from any of your units (picking a Warboss stat line) but they may not Bash Some Heads Together.

Non Warboss characters can be made your Warlord if you do they may still Bash Some Heads Together but each unit looses 2d3 models.

War World

Unlike other factions, Orks quite like Daemon Worlds.

You may invade a Daemon World for free.

The Daemon World is still owned by the correct god, but every time you invade the planet you gain 10 additional points for each game you play fighting on a Daemon World.

Ork Spores

When Orks attack a planet win or lose they leave Ork Spores behind. These Ork Spores allow the Ork players to do a couple of things.

Firstly at the start of each event day each Ork Player gains a free Boyz level unit for each Ork Spore in the Sub Sector.

The second thing is that a system with in reduces the cost to invade by 1 and always counts as a adjacent to other Ork planets.

can only be removed via a Kill Team targeted attack.

Scrap Worlds

Orks may choose to upgrade any world they take to a Deathworld at the cost of 40 Strategic Points an Event Day for 2 Event Days. This may downgrade a world from another type like a Hive World.

Once a world is a Deathworld any Ork player may upgrade it to a Scrap World. The planet is considered a for all rules purposes for other factions.

To upgrade a world to a Scrap World the Ork player has to spend 20 Strategic Points a day for 2 event days (40 total). This has provided 1 level of Scrap World.

At the start of each event day all Ork players may roll on the Scrap World table once for each level of Scrap World in the Sub Sector.

Roll 2d6

2: Scrap War: Reduce the Scrap World level by 1.
3-4: Here Come The Boyz: Add a single Boyz level unit.
6-9: The Ladz are Here: Add a single Specialist level unit.
10-11: I Was Just Finkin: Pick a unit, remove a single model from that unit. Gain a new Character of your choice.
12: Waaagh: Roll twice ignoring additional rolls of Waaaagh.

The Krork

The Krork are the mythical ancestors of the Ork race. According to legends the Krork were created by the Brain Boyz to fight in the Big Scrap long ago.

The problem is they could come back. After each game that your Warlord participates in roll 2d6 on a 12 they have taken another step towards Krorkdom. You may modify this roll by +1 for every 20 wounds this model causes to a maximum of +2. You may also modify this roll by +1 if this model charges in the first or second turn.

For every Krork level your Warlord receives they gain the following:

6+ Feel No Pain against mortal wounds (or +1 after the first level for each level to a maximum of 4+)

Krork No Wats: In your command phase pick 1 unit within 6″ this model this unit may use a Strategem for free once this turn, even if the Strategem has already been used. (Add 1 unit for each level).

Krork Anger: If this model is reduced to less than half wounds add 2x its Krork level to its number of Attacks.

Krork Healing: At the start of your command phase roll 1d6 for every wound this model has lost on a 6+ it recovers the lost wound. (gain +1 for each Krork level after the first. To a maximum of +2).

Increase the cost of the base model by 100pts for every Krork level.

I Fink It Goes Dare

If the Orks capture a Forge World they may create Vehicle units from the following factions Adeptus Astartes, Astra Militarum, Imperial Knights, Adepta Sororitas and Chaos Space Marines.

The cost for each of these “looted” units is 1 Strategic Point for each power plus 1d6 of Strategic Points for every 5 wounds (rounded up). Eg. a 9 Power Leaman Russ with 13 Wounds would cost 9 Strategic Points + 3d6.

The unit becomes BS 5+ and WS 3+. The unit also loses all its old faction keywords and gains the Ork and keywords.

Experience

Any 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+.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 8 Strategic Points: Give an Enhancement to a unit. 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.
  • 100 Strategic Points: You can use a Space Hulk to start a Planetary Invasion of a planet on the sub sector map. Pick an Ork planet to be the launching planet and pick a target planet. Now roll a number of d6 of your choice, the result is the distance in inches the space hulk travels in a straight line towards its target. The nearest system is the location invaded. If the Space Hulk leaves the map no invasion is started.

40K Narrative Event Rules

ORKS UPDATE:

12 July 2023

Orks

Waaaaaaaaaaaaaaaaaaaagh!

Playing as an Ork

Your goal is to have the biggest fights and nastiest scraps.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

  1. Fighting
  2. Bashing
  3. Krumping

The Warlord

You must pick a character unit to represent your Warlord. This may be any unnamed character from a Codex Orks.

The Boyz

The Boyz of a Warband come in all shapes and sizes. Orks start their lives off as youfs in a Boyz mob.

A Warband starts with 10 Boyz Mobs;

Boyz Mobs can be any of the following; Boyz, Beastsnagga Boyz, Deffkoptas and Warbikers.

Boyz units can improve into other unit types, after each game roll a D6 for each unit of Boyz that was deployed on a 7+ the unit becomes a specialist mob. Modify the dice with a +1 modifier if the unit shot during the game and a +1 modifier if the unit fought in combat (maximum +2 modifier). If the unit becomes a specialist mob it may become one of the following units;

Burna Boyz, Lootas, Kommandos, Tankbustas, Stormboyz or Squighog Boyz.

When a unit changes to a specialist unit they keep the number of models they had at the time the unit changed. You may choose to reduce the size of the unit to a size of your choice. Once you have picked the size of the unit you must pay a number of Strategic Points based on the difference between the points cost of the two units. You have to pay 1 Strategic Point for every 20 points of point difference rounded up.

Specialist units may in turn upgrade in the same way as Boyz. Roll 1d6 after each game the mob was deployed in on a 7+ the unit becomes a Nobz Mob. Modify the dice by +1 if the unit shot and +1 if the unit fought in combat.

If the specialist unit upgrades it may become any of the following Nobz Mobs;

Nobz, Meganobz, Flash Gitz, Squighog Boyz Nobz (Squighog Boyz Mob with +1 A and +1 W)

When a unit changes to a Nobz Mob they keep the number of models they had at the time the unit changed. You may choose to reduce the size of the unit to a size of your choice. Once you have picked the size of the unit you must pay a number of Strategic Points based on the difference between the points cost of the two units. You have to pay 1 Strategic Point for every 20 points of point difference rounded up.

Nobz Mobs are the only way to generate additional characters at the end of any game in which a Nobz Mob has participated roll 1d6 on a 7+ a character is created. Modify the dice by +1 if the unit shot and +1 if the unit fought in combat. If a character is created remove a model from your unit as if they were a casualty, you may pick any character type that is available to your force to add to your force. You have to pay a number of Strategic Points at a rate of 1 strategic point for every 20 points the character costs.

The Bosses

Each type of Ork character has different effects on your warband. It can be worthwhile to have a mix of characters available.

Warboss, Deffkilla Wartrike or Beastboss: Each Warboss that is deployed in a game allows a single additional +1 modifier to be used on a Mob to see if it improves.

Nob With Waaagh! Banner: Each Nob With Waaagh! Banner deployed in a game allows you to roll once on the Srap World chart.

Painboy or Painboss: Each time a Painboy is deployed at the end of the game you may re-roll the injury roll for one non-vehicle model in your force. You may only build Deff Dreads and Killa Kans if you have a Painboy and a Big Mek or Mek (Character) in your force.

Weirdboy or Wurrboy: If you have a Weirdboy deployed you may choose to re-roll who goes first.

Big Mek or Mek (character): Each time a Big Mek or Mek (character) is deployed at the end of the game you may re-roll the injury roll for one vehicle model in your force. You may only build Deff Dreads and Killa Kans if you have a Painboy and a Big Mek or Mek (Character) in your force.

Injury Rolls

If a Character is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Character from your list, if this is the Warlord 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.

Tinkering

For each Big Mek or Mek (Character) in your force at the end of each game roll 3d6 this how many wounds of vehicles the Meks have created. You may add this many wounds of vehicles to your force and you have to pay 1 Strategic Point for every 20 points the vehicle is worth.

You may choose to roll a number of additional D6 at the cost of 1 Strategic Point per roll.

Remember that you may not make Deff Dreads or Kill Kans without a Painboy as well as a Mek.

I Dont Feel Rite

Orks that aren’t fighting don’t grow and become more powerful and eventually will sicken. After each game roll 1d6 for each character that wasn’t deployed (and isn’t injured) on a 1 they need to roll on the injury chart as if they were a casualty in the game.

Invading

To start a planetary invasion you need to pay the Strategic Points listed below;

Barren World16 Strategic Points
Death World8 Strategic Points
Agri World12 Strategic Points
Civilised World8 Strategic Points
Shrine World6 Strategic Points
Knight World2 Strategic Points
Hive World2 Strategic Points
Tomb World5 Strategic Points
Craft World5 Strategic Points
Forge World2 Strategic Points
Fortress WorldFree
Daemon WorldFree
Daemon Forge WorldFree

Reduce the cost of invading the planet by 1 Strategic Point for each level of Fortification the planet has.

If the warp route is unstable the cost to take a system is increased by 10 Strategic Points.

You may only invade a planet adjacent to an Ork planet, unless you use a Space Hulk.

Fighting

You gain 1 Strategic Point for playing any game. You gain 1 additional Strategic Point for each 1000pts (rounded up) your enemy fields.

Bashing

If you Warlord or a Warboss defeats any of the following in the fight phase they gain the listed Strategic Points;

  • Model with 10 or more wounds: 1 Strategic Point
  • Model with 20 or more wounds: 2 Strategic Points
  • A Titanic Model: 3 Strategic Points
  • A Character Model: 2 Strategic Points
  • A Named Character: 4 Strategic Points

Krumping

If you fight another Ork player double your Strategic Points that you earn. This game must be played! You have been warned.

Death of the 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.

Roll a Battleshock Test for each unit. If the unit passes it stays in your force, if it fails it leaves.

If you have another Warboss they become the new Warlord. Your new Warlord may bash some heads together. Each unit they do this to automatically passes their Battleshock test but looses d3 models.

If you do not have a Warboss you may create one from any of your units (picking a Warboss stat line) but they may not Bash Some Heads Together.

Non Warboss characters can be made your Warlord if you do they may still Bash Some Heads Together but each unit looses 2d3 models.

War World

Unlike other factions, Orks quite like Daemon Worlds.

You may invade a Daemon World for free.

The Daemon World is still owned by the correct god, but every time you invade the planet you gain 10 additional points for each game you play fighting on a Daemon World.

Ork Spores

When Orks attack a planet win or lose they leave Ork Spores behind. These Ork Spores allow the Ork players to do a couple of things.

Firstly at the start of each event day each Ork Player gains a free Boyz level unit for each Ork Spore in the Sub Sector.

The second thing is that a system with in reduces the cost to invade by 1 and always counts as a adjacent to other Ork planets.

can only be removed via a Kill Team targeted attack.

Scrap Worlds

Orks may choose to upgrade any world they take to a Deathworld at the cost of 40 Strategic Points an Event Day for 2 Event Days. This may downgrade a world from another type like a Hive World.

Once a world is a Deathworld any Ork player may upgrade it to a Scrap World. The planet is considered a for all rules purposes for other factions.

To upgrade a world to a Scrap World the Ork player has to spend 20 Strategic Points a day for 2 event days (40 total). This has provided 1 level of Scrap World.

At the start of each event day all Ork players may roll on the Scrap World table once for each level of Scrap World in the Sub Sector.

Roll 2d6

2: Scrap War: Reduce the Scrap World level by 1.
3-4: Here Come The Boyz: Add a single Boyz level unit.
6-9: The Ladz are Here: Add a single Specialist level unit.
10-11: I Was Just Finkin: Pick a unit, remove a single model from that unit. Gain a new Character of your choice.
12: Waaagh: Roll twice ignoring additional rolls of Waaaagh.

The Krork

The Krork are the mythical ancestors of the Ork race. According to legends the Krork were created by the Brain Boyz to fight in the Big Scrap long ago.

The problem is they could come back. After each game that your Warlord participates in roll 2d6 on a 12 they have taken another step towards Krorkdom. You may modify this roll by +1 for every 20 wounds this model causes to a maximum of +2. You may also modify this roll by +1 if this model charges in the first or second turn.

For every Krork level your Warlord receives they gain the following:

6+ Feel No Pain against mortal wounds (or +1 after the first level for each level to a maximum of 4+)

Krork No Wats: In your command phase pick 1 unit within 6″ this model this unit may use a Strategem for free once this turn, even if the Strategem has already been used. (Add 1 unit for each level).

Krork Anger: If this model is reduced to less than half wounds add 2x its Krork level to its number of Attacks.

Krork Healing: At the start of your command phase roll 1d6 for every wound this model has lost on a 6+ it recovers the lost wound. (gain +1 for each Krork level after the first. To a maximum of +2).

Increase the cost of the base model by 100pts for every Krork level.

I Fink It Goes Dare

If the Orks capture a Forge World they may create Vehicle units from the following factions Adeptus Astartes, Astra Militarum, Imperial Knights, Adepta Sororitas and Chaos Space Marines.

The cost for each of these “looted” units is 1 Strategic Point for each power plus 1d6 of Strategic Points for every 5 wounds (rounded up). Eg. a 9 Power Leaman Russ with 13 Wounds would cost 9 Strategic Points + 3d6.

The unit becomes BS 5+ and WS 3+. The unit also loses all its old faction keywords and gains the Ork and keywords.

Experience

Any 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+.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 8 Strategic Points: Give an Enhancement to a unit. 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.
  • 100 Strategic Points: You can use a Space Hulk to start a Planetary Invasion of a planet on the sub sector map. Pick an Ork planet to be the launching planet and pick a target planet. Now roll a number of d6 of your choice, the result is the distance in inches the space hulk travels in a straight line towards its target. The nearest system is the location invaded. If the Space Hulk leaves the map no invasion is started.

40K Narrative Event Rules

ORKS UPDATE:

12 July 2023

Orks

Waaaaaaaaaaaaaaaaaaaagh!

Playing as an Ork

Your goal is to have the biggest fights and nastiest scraps.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

  1. Fighting
  2. Bashing
  3. Krumping

The Warlord

You must pick a character unit to represent your Warlord. This may be any unnamed character from a Codex Orks.

The Boyz

The Boyz of a Warband come in all shapes and sizes. Orks start their lives off as youfs in a Boyz mob.

A Warband starts with 10 Boyz Mobs;

Boyz Mobs can be any of the following; Boyz, Beastsnagga Boyz, Deffkoptas and Warbikers.

Boyz units can improve into other unit types, after each game roll a D6 for each unit of Boyz that was deployed on a 7+ the unit becomes a specialist mob. Modify the dice with a +1 modifier if the unit shot during the game and a +1 modifier if the unit fought in combat (maximum +2 modifier). If the unit becomes a specialist mob it may become one of the following units;

Burna Boyz, Lootas, Kommandos, Tankbustas, Stormboyz or Squighog Boyz.

When a unit changes to a specialist unit they keep the number of models they had at the time the unit changed. You may choose to reduce the size of the unit to a size of your choice. Once you have picked the size of the unit you must pay a number of Strategic Points based on the difference between the points cost of the two units. You have to pay 1 Strategic Point for every 20 points of point difference rounded up.

Specialist units may in turn upgrade in the same way as Boyz. Roll 1d6 after each game the mob was deployed in on a 7+ the unit becomes a Nobz Mob. Modify the dice by +1 if the unit shot and +1 if the unit fought in combat.

If the specialist unit upgrades it may become any of the following Nobz Mobs;

Nobz, Meganobz, Flash Gitz, Squighog Boyz Nobz (Squighog Boyz Mob with +1 A and +1 W)

When a unit changes to a Nobz Mob they keep the number of models they had at the time the unit changed. You may choose to reduce the size of the unit to a size of your choice. Once you have picked the size of the unit you must pay a number of Strategic Points based on the difference between the points cost of the two units. You have to pay 1 Strategic Point for every 20 points of point difference rounded up.

Nobz Mobs are the only way to generate additional characters at the end of any game in which a Nobz Mob has participated roll 1d6 on a 7+ a character is created. Modify the dice by +1 if the unit shot and +1 if the unit fought in combat. If a character is created remove a model from your unit as if they were a casualty, you may pick any character type that is available to your force to add to your force. You have to pay a number of Strategic Points at a rate of 1 strategic point for every 20 points the character costs.

The Bosses

Each type of Ork character has different effects on your warband. It can be worthwhile to have a mix of characters available.

Warboss, Deffkilla Wartrike or Beastboss: Each Warboss that is deployed in a game allows a single additional +1 modifier to be used on a Mob to see if it improves.

Nob With Waaagh! Banner: Each Nob With Waaagh! Banner deployed in a game allows you to roll once on the Srap World chart.

Painboy or Painboss: Each time a Painboy is deployed at the end of the game you may re-roll the injury roll for one non-vehicle model in your force. You may only build Deff Dreads and Killa Kans if you have a Painboy and a Big Mek or Mek (Character) in your force.

Weirdboy or Wurrboy: If you have a Weirdboy deployed you may choose to re-roll who goes first.

Big Mek or Mek (character): Each time a Big Mek or Mek (character) is deployed at the end of the game you may re-roll the injury roll for one vehicle model in your force. You may only build Deff Dreads and Killa Kans if you have a Painboy and a Big Mek or Mek (Character) in your force.

Injury Rolls

If a Character is removed as a casualty roll 2D6;

  • 2-4: Dead, remove the Character from your list, if this is the Warlord 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.

Tinkering

For each Big Mek or Mek (Character) in your force at the end of each game roll 3d6 this how many wounds of vehicles the Meks have created. You may add this many wounds of vehicles to your force and you have to pay 1 Strategic Point for every 20 points the vehicle is worth.

You may choose to roll a number of additional D6 at the cost of 1 Strategic Point per roll.

Remember that you may not make Deff Dreads or Kill Kans without a Painboy as well as a Mek.

I Dont Feel Rite

Orks that aren’t fighting don’t grow and become more powerful and eventually will sicken. After each game roll 1d6 for each character that wasn’t deployed (and isn’t injured) on a 1 they need to roll on the injury chart as if they were a casualty in the game.

Invading

To start a planetary invasion you need to pay the Strategic Points listed below;

Barren World16 Strategic Points
Death World8 Strategic Points
Agri World12 Strategic Points
Civilised World8 Strategic Points
Shrine World6 Strategic Points
Knight World2 Strategic Points
Hive World2 Strategic Points
Tomb World5 Strategic Points
Craft World5 Strategic Points
Forge World2 Strategic Points
Fortress WorldFree
Daemon WorldFree
Daemon Forge WorldFree

Reduce the cost of invading the planet by 1 Strategic Point for each level of Fortification the planet has.

If the warp route is unstable the cost to take a system is increased by 10 Strategic Points.

You may only invade a planet adjacent to an Ork planet, unless you use a Space Hulk.

Fighting

You gain 1 Strategic Point for playing any game. You gain 1 additional Strategic Point for each 1000pts (rounded up) your enemy fields.

Bashing

If you Warlord or a Warboss defeats any of the following in the fight phase they gain the listed Strategic Points;

  • Model with 10 or more wounds: 1 Strategic Point
  • Model with 20 or more wounds: 2 Strategic Points
  • A Titanic Model: 3 Strategic Points
  • A Character Model: 2 Strategic Points
  • A Named Character: 4 Strategic Points

Krumping

If you fight another Ork player double your Strategic Points that you earn. This game must be played! You have been warned.

Death of the 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.

Roll a Battleshock Test for each unit. If the unit passes it stays in your force, if it fails it leaves.

If you have another Warboss they become the new Warlord. Your new Warlord may bash some heads together. Each unit they do this to automatically passes their Battleshock test but looses d3 models.

If you do not have a Warboss you may create one from any of your units (picking a Warboss stat line) but they may not Bash Some Heads Together.

Non Warboss characters can be made your Warlord if you do they may still Bash Some Heads Together but each unit looses 2d3 models.

War World

Unlike other factions, Orks quite like Daemon Worlds.

You may invade a Daemon World for free.

The Daemon World is still owned by the correct god, but every time you invade the planet you gain 10 additional points for each game you play fighting on a Daemon World.

Ork Spores

When Orks attack a planet win or lose they leave Ork Spores behind. These Ork Spores allow the Ork players to do a couple of things.

Firstly at the start of each event day each Ork Player gains a free Boyz level unit for each Ork Spore in the Sub Sector.

The second thing is that a system with in reduces the cost to invade by 1 and always counts as a adjacent to other Ork planets.

can only be removed via a Kill Team targeted attack.

Scrap Worlds

Orks may choose to upgrade any world they take to a Deathworld at the cost of 40 Strategic Points an Event Day for 2 Event Days. This may downgrade a world from another type like a Hive World.

Once a world is a Deathworld any Ork player may upgrade it to a Scrap World. The planet is considered a for all rules purposes for other factions.

To upgrade a world to a Scrap World the Ork player has to spend 20 Strategic Points a day for 2 event days (40 total). This has provided 1 level of Scrap World.

At the start of each event day all Ork players may roll on the Scrap World table once for each level of Scrap World in the Sub Sector.

Roll 2d6

2: Scrap War: Reduce the Scrap World level by 1.
3-4: Here Come The Boyz: Add a single Boyz level unit.
6-9: The Ladz are Here: Add a single Specialist level unit.
10-11: I Was Just Finkin: Pick a unit, remove a single model from that unit. Gain a new Character of your choice.
12: Waaagh: Roll twice ignoring additional rolls of Waaaagh.

The Krork

The Krork are the mythical ancestors of the Ork race. According to legends the Krork were created by the Brain Boyz to fight in the Big Scrap long ago.

The problem is they could come back. After each game that your Warlord participates in roll 2d6 on a 12 they have taken another step towards Krorkdom. You may modify this roll by +1 for every 20 wounds this model causes to a maximum of +2. You may also modify this roll by +1 if this model charges in the first or second turn.

For every Krork level your Warlord receives they gain the following:

6+ Feel No Pain against mortal wounds (or +1 after the first level for each level to a maximum of 4+)

Krork No Wats: In your command phase pick 1 unit within 6″ this model this unit may use a Strategem for free once this turn, even if the Strategem has already been used. (Add 1 unit for each level).

Krork Anger: If this model is reduced to less than half wounds add 2x its Krork level to its number of Attacks.

Krork Healing: At the start of your command phase roll 1d6 for every wound this model has lost on a 6+ it recovers the lost wound. (gain +1 for each Krork level after the first. To a maximum of +2).

Increase the cost of the base model by 100pts for every Krork level.

I Fink It Goes Dare

If the Orks capture a Forge World they may create Vehicle units from the following factions Adeptus Astartes, Astra Militarum, Imperial Knights, Adepta Sororitas and Chaos Space Marines.

The cost for each of these “looted” units is 1 Strategic Point for each power plus 1d6 of Strategic Points for every 5 wounds (rounded up). Eg. a 9 Power Leaman Russ with 13 Wounds would cost 9 Strategic Points + 3d6.

The unit becomes BS 5+ and WS 3+. The unit also loses all its old faction keywords and gains the Ork and keywords.

Experience

Any 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+.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 8 Strategic Points: Give an Enhancement to a unit. 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.
  • 100 Strategic Points: You can use a Space Hulk to start a Planetary Invasion of a planet on the sub sector map. Pick an Ork planet to be the launching planet and pick a target planet. Now roll a number of d6 of your choice, the result is the distance in inches the space hulk travels in a straight line towards its target. The nearest system is the location invaded. If the Space Hulk leaves the map no invasion is started.
To top