40K Narrative Event Rules

T’AU UPDATE:

9 August 2023

T’Au

Part of the missing 5th Sphere expansion you are lost in a sector you don’t know. Your hoping that you can contact another enclave for support.

Playing as T’Au

You need to find a way to contact the rest of the Tau Empire. For the greater good.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

For each Event Day the T’au hold Yas’Var you gain 30 Strategic Points.

Uncovering the hyper gate 15 Strategic Points.

When the hyper gate is open 30 Strategic Points per event day.

Tau players may exchange Strategic Points.

Planetary Income

At the start of an event day Tau players gain an amount of strategic points based on the planets controlled by the Tau.

Barren World0 Strategic Points
Death World1 Strategic Points
Agri World2 Strategic Points
Civilised World3 Strategic Points
Shrine World4 Strategic Points
Knight World4 Strategic Points
Hive World5 Strategic Points
Tomb World? Strategic Points
Craft World? Strategic Points
Forge World5 Strategic Points
Fortress World? Strategic Points
Daemon World? Strategic Points
Daemon Forge World? Strategic Points

Master Unit List

Your unit list has one Commander ranked Shas’O. This model gains +1 Wound.

Your list has up to two Commanders ranked Shas’El.

  • You may have up to 4 Shas’Vre ranked units.
  • You may have up to 12 Shas’Ui ranked units.
  • You may have up to 24 Shas’La ranked units.

You may have up to one Ethereal per Commander. You may also have any number of Auxillia units, Auxillia units are not tracked.

Shas’Vre ranked units are; Crisis Bodyguards, Ghostkeel Battlesuits and Riptide Battlesuits.

Shas’Ui ranked units are; Cadre Fireblades, Crisis Battlesuits, Stealth Battlesuits and Broadside Battlesuits.

Shas’La ranked units are; Strike Teams, Breacher Teams, Farshight Marksman, Pathfinder Teams, Piranhas, Hammerhead Gunship, Sky Ray Gunship, Devilfish, Razorshark Strike Fighters, Sun Shark Bombers and Stormsurge.

Forge World and Legends units will fit into one of the unit types if you are unsure contact the Games Masters.

Injury Rolls

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

  • 2-4: Dead, remove the Warlord from your list, change one of your Commanders into your new Warlord. You keep all Retinue units.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

Any other unit removed as a casualty roll 1d6, on a 3+ the model is ok, no further effect. On a 1-2 the model is destroyed, remove it from your master unit list.

Opening the Hyper Gate

To open the Hyper Gate you need to invade and take the system the Hyper Gate is in. Once the system is in Tau hands you may open it at the start of the next event day.

Until the Hyper Gate is open you may not use any named characters.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 2 Strategic Points: Gain a new Shas’La ranked unit.
  • 6 Strategic Points: promote a Shas’La ranked unit to a Shas’Ui ranked unit. The unit keeps its boons.
  • 8 Strategic Points: Give an Enhancement to a model. This must follow the normal rules for the Enhancement.
  • 10 Strategic Points: For the remainder of this event you may field one named character. This character will leave your master unit list at the end of the event. You must roll on the injury chart for this model if it is removed as a casualty.
  • 12 Strategic Points: promote a Shas’Ui ranked unit to a Shas’Vre ranked unit. The unit keeps its boons.
  • 18 Strategic Points: promote a Shas’Vre unit to a Shas’El Commander.
  • 36 Strategic Points: promote a Shas’El unit to a Shas’O Commander.

We Trade Land, Not Lives

T’au forces consider causing casualties more important than holding land. Track how many wounds your units cause. For every 10 wounds you cause gain 1 Strategic Point.

T’Au forces are also concerned about taking casualties. Track wounds caused on non-Auxillary ranked units. For every 10 wounds you receive 1 Strategic Point.

For each Ethereal lost you lose 10 Strategic Points.

Invading Planets

To invade a planet as a Tau player you need to spend the following Strategic Points:

Barren World2 Strategic Points
Death World4 Strategic Points
Agri World6 Strategic Points
Civilised World8 Strategic Points
Shrine World12 Strategic Points
Knight World12 Strategic Points
Hive World16 Strategic Points
Tomb World20 Strategic Points
Craft World30 Strategic Points
Forge World16 Strategic Points
Fortress World50 Strategic Points
Daemon World20 Strategic Points
Daemon Forge World20 Strategic Points

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

Experience

The Arch Magos and each Retinue unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

6-15 Exp: Blooded (1 Generic Boon total, 1 Specific Boon Total)
16-30 Exp: Battle Hardened (2 Generic Boons total, 2 Specific Boons Total)
31-50 Exp: Heroic (3 Generic Boons total, 3 Specific Boons Total)
51+ Exp: Legendary (4 Generic Boons total, 4 Specific Boons Total)

Additionally a unit may have a number of specific boons equal to the number of boons it may take. Eg. a Blooded unit may have 1 Boon and 1 Specific Boon (eg. a Mechanicus specific boon). The Boon may be chosen from any listed below that have the same Keyword as the unit.

Character Unit

  1. This unit gains the Scout ability.
  2. Character models in this unit gain the Feel No Pain (5+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  3. Each time you take a Battle-shock or Leadership test for this unit, you may re-roll this test.
  4. All melee weaoibs equipped by Character models in this unit have the [Sustained Hits 1] ability. If a weapon already has this ability increased the Sustained Hits by 1.
  5. This unit has the Stealth ability.
  6. While an enemy unit is within 6″ of this unit the Leadership Characteristic of models in that enemy unit is reduced by 1.

Vehicle Units

  1. Models in this unit have Invulnerable Save (5+) if they already have an Invulnerable Save increase their wounds by 1.
  2. This unit does not suffer hit modifiers for being engaged by one or more enemy units.
  3. Each time an attack with a Strength characteristic of 7 or less targets this unit reduce the attacks Armour Penetration characteristic by 1.
  4. This unit may re-roll hit rolls of 1.
  5. Add 2″ to the Move characteristic of models in this unit.
  6. At the start of your Command Phase, models in this unit regain 1 lost wound.

Infantry Units

  1. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  2. This unit has the Scouts 9″ ability.
  3. Add 1 to the Objective Control characteristic of models in this unit.
  4. Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
  5. Add 1 to advance and charge rolls for this unit.
  6. This models in this unit may re-roll 1s to hit.

Mounted or Monster Units

  1. Add 2″ to the Move characteristic of models in this unit.
  2. Each time this unit Advances, until the end of the turn all ranged weapons on models in that unit have the Assault ability.
  3. You can re-roll Charge rolls made for this unit.
  4. This unit is eligible to shoot and charge on a turn in which it fell back.
  5. This unit counts the Battle Round as one earlier for the purposes of Strategic Reserves.
  6. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.

The Dorian Sub Sector

The Ethereals have seen the disruption within the Imperial held Dorian Sub Sector, this is an opening to begin a new colony within the sector and expand the reach of the Greater Good.

At the beginning of the event your fleet will emerge from a hidden Hyper Gate, the T’au players will decide where the Hyper Gate gets placed and choose what 2 systems will be linked to it, this will be your front-line from where your fleet emerges and where you will begin claiming planets for the Greater Good.

You will earn 30 Strategic Points for the Hyper Gate being open per day.

40K Narrative Event Rules

T’AU UPDATE:

9 August 2023

T’Au

Part of the missing 5th Sphere expansion you are lost in a sector you don’t know. Your hoping that you can contact another enclave for support.

Playing as T’Au

You need to find a way to contact the rest of the Tau Empire. For the greater good.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

For each Event Day the T’au hold Yas’Var you gain 30 Strategic Points.

Uncovering the hyper gate 15 Strategic Points.

When the hyper gate is open 30 Strategic Points per event day.

Tau players may exchange Strategic Points.

Planetary Income

At the start of an event day Tau players gain an amount of strategic points based on the planets controlled by the Tau.

Barren World0 Strategic Points
Death World1 Strategic Points
Agri World2 Strategic Points
Civilised World3 Strategic Points
Shrine World4 Strategic Points
Knight World4 Strategic Points
Hive World5 Strategic Points
Tomb World? Strategic Points
Craft World? Strategic Points
Forge World5 Strategic Points
Fortress World? Strategic Points
Daemon World? Strategic Points
Daemon Forge World? Strategic Points

Master Unit List

Your unit list has one Commander ranked Shas’O. This model gains +1 Wound.

Your list has up to two Commanders ranked Shas’El.

  • You may have up to 4 Shas’Vre ranked units.
  • You may have up to 12 Shas’Ui ranked units.
  • You may have up to 24 Shas’La ranked units.

You may have up to one Ethereal per Commander. You may also have any number of Auxillia units, Auxillia units are not tracked.

Shas’Vre ranked units are; Crisis Bodyguards, Ghostkeel Battlesuits and Riptide Battlesuits.

Shas’Ui ranked units are; Cadre Fireblades, Crisis Battlesuits, Stealth Battlesuits and Broadside Battlesuits.

Shas’La ranked units are; Strike Teams, Breacher Teams, Farshight Marksman, Pathfinder Teams, Piranhas, Hammerhead Gunship, Sky Ray Gunship, Devilfish, Razorshark Strike Fighters, Sun Shark Bombers and Stormsurge.

Forge World and Legends units will fit into one of the unit types if you are unsure contact the Games Masters.

Injury Rolls

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

  • 2-4: Dead, remove the Warlord from your list, change one of your Commanders into your new Warlord. You keep all Retinue units.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

Any other unit removed as a casualty roll 1d6, on a 3+ the model is ok, no further effect. On a 1-2 the model is destroyed, remove it from your master unit list.

Opening the Hyper Gate

To open the Hyper Gate you need to invade and take the system the Hyper Gate is in. Once the system is in Tau hands you may open it at the start of the next event day.

Until the Hyper Gate is open you may not use any named characters.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 2 Strategic Points: Gain a new Shas’La ranked unit.
  • 6 Strategic Points: promote a Shas’La ranked unit to a Shas’Ui ranked unit. The unit keeps its boons.
  • 8 Strategic Points: Give an Enhancement to a model. This must follow the normal rules for the Enhancement.
  • 10 Strategic Points: For the remainder of this event you may field one named character. This character will leave your master unit list at the end of the event. You must roll on the injury chart for this model if it is removed as a casualty.
  • 12 Strategic Points: promote a Shas’Ui ranked unit to a Shas’Vre ranked unit. The unit keeps its boons.
  • 18 Strategic Points: promote a Shas’Vre unit to a Shas’El Commander.
  • 36 Strategic Points: promote a Shas’El unit to a Shas’O Commander.

We Trade Land, Not Lives

T’au forces consider causing casualties more important than holding land. Track how many wounds your units cause. For every 10 wounds you cause gain 1 Strategic Point.

T’Au forces are also concerned about taking casualties. Track wounds caused on non-Auxillary ranked units. For every 10 wounds you receive 1 Strategic Point.

For each Ethereal lost you lose 10 Strategic Points.

Invading Planets

To invade a planet as a Tau player you need to spend the following Strategic Points:

Barren World2 Strategic Points
Death World4 Strategic Points
Agri World6 Strategic Points
Civilised World8 Strategic Points
Shrine World12 Strategic Points
Knight World12 Strategic Points
Hive World16 Strategic Points
Tomb World20 Strategic Points
Craft World30 Strategic Points
Forge World16 Strategic Points
Fortress World50 Strategic Points
Daemon World20 Strategic Points
Daemon Forge World20 Strategic Points

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

Experience

The Arch Magos and each Retinue unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

6-15 Exp: Blooded (1 Generic Boon total, 1 Specific Boon Total)
16-30 Exp: Battle Hardened (2 Generic Boons total, 2 Specific Boons Total)
31-50 Exp: Heroic (3 Generic Boons total, 3 Specific Boons Total)
51+ Exp: Legendary (4 Generic Boons total, 4 Specific Boons Total)

Additionally a unit may have a number of specific boons equal to the number of boons it may take. Eg. a Blooded unit may have 1 Boon and 1 Specific Boon (eg. a Mechanicus specific boon). The Boon may be chosen from any listed below that have the same Keyword as the unit.

Character Unit

  1. This unit gains the Scout ability.
  2. Character models in this unit gain the Feel No Pain (5+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  3. Each time you take a Battle-shock or Leadership test for this unit, you may re-roll this test.
  4. All melee weaoibs equipped by Character models in this unit have the [Sustained Hits 1] ability. If a weapon already has this ability increased the Sustained Hits by 1.
  5. This unit has the Stealth ability.
  6. While an enemy unit is within 6″ of this unit the Leadership Characteristic of models in that enemy unit is reduced by 1.

Vehicle Units

  1. Models in this unit have Invulnerable Save (5+) if they already have an Invulnerable Save increase their wounds by 1.
  2. This unit does not suffer hit modifiers for being engaged by one or more enemy units.
  3. Each time an attack with a Strength characteristic of 7 or less targets this unit reduce the attacks Armour Penetration characteristic by 1.
  4. This unit may re-roll hit rolls of 1.
  5. Add 2″ to the Move characteristic of models in this unit.
  6. At the start of your Command Phase, models in this unit regain 1 lost wound.

Infantry Units

  1. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  2. This unit has the Scouts 9″ ability.
  3. Add 1 to the Objective Control characteristic of models in this unit.
  4. Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
  5. Add 1 to advance and charge rolls for this unit.
  6. This models in this unit may re-roll 1s to hit.

Mounted or Monster Units

  1. Add 2″ to the Move characteristic of models in this unit.
  2. Each time this unit Advances, until the end of the turn all ranged weapons on models in that unit have the Assault ability.
  3. You can re-roll Charge rolls made for this unit.
  4. This unit is eligible to shoot and charge on a turn in which it fell back.
  5. This unit counts the Battle Round as one earlier for the purposes of Strategic Reserves.
  6. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.

The Dorian Sub Sector

The Ethereals have seen the disruption within the Imperial held Dorian Sub Sector, this is an opening to begin a new colony within the sector and expand the reach of the Greater Good.

At the beginning of the event your fleet will emerge from a hidden Hyper Gate, the T’au players will decide where the Hyper Gate gets placed and choose what 2 systems will be linked to it, this will be your front-line from where your fleet emerges and where you will begin claiming planets for the Greater Good.

You will earn 30 Strategic Points for the Hyper Gate being open per day.

40K Narrative Event Rules

T’AU UPDATE:

9 August 2023

T’Au

Part of the missing 5th Sphere expansion you are lost in a sector you don’t know. Your hoping that you can contact another enclave for support.

Playing as T’Au

You need to find a way to contact the rest of the Tau Empire. For the greater good.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

For each Event Day the T’au hold Yas’Var you gain 30 Strategic Points.

Uncovering the hyper gate 15 Strategic Points.

When the hyper gate is open 30 Strategic Points per event day.

Tau players may exchange Strategic Points.

Planetary Income

At the start of an event day Tau players gain an amount of strategic points based on the planets controlled by the Tau.

Barren World0 Strategic Points
Death World1 Strategic Points
Agri World2 Strategic Points
Civilised World3 Strategic Points
Shrine World4 Strategic Points
Knight World4 Strategic Points
Hive World5 Strategic Points
Tomb World? Strategic Points
Craft World? Strategic Points
Forge World5 Strategic Points
Fortress World? Strategic Points
Daemon World? Strategic Points
Daemon Forge World? Strategic Points

Master Unit List

Your unit list has one Commander ranked Shas’O. This model gains +1 Wound.

Your list has up to two Commanders ranked Shas’El.

  • You may have up to 4 Shas’Vre ranked units.
  • You may have up to 12 Shas’Ui ranked units.
  • You may have up to 24 Shas’La ranked units.

You may have up to one Ethereal per Commander. You may also have any number of Auxillia units, Auxillia units are not tracked.

Shas’Vre ranked units are; Crisis Bodyguards, Ghostkeel Battlesuits and Riptide Battlesuits.

Shas’Ui ranked units are; Cadre Fireblades, Crisis Battlesuits, Stealth Battlesuits and Broadside Battlesuits.

Shas’La ranked units are; Strike Teams, Breacher Teams, Farshight Marksman, Pathfinder Teams, Piranhas, Hammerhead Gunship, Sky Ray Gunship, Devilfish, Razorshark Strike Fighters, Sun Shark Bombers and Stormsurge.

Forge World and Legends units will fit into one of the unit types if you are unsure contact the Games Masters.

Injury Rolls

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

  • 2-4: Dead, remove the Warlord from your list, change one of your Commanders into your new Warlord. You keep all Retinue units.
  • 5-6: Miss 2D3 games.
  • 7+: Miss the next game.

Any other unit removed as a casualty roll 1d6, on a 3+ the model is ok, no further effect. On a 1-2 the model is destroyed, remove it from your master unit list.

Opening the Hyper Gate

To open the Hyper Gate you need to invade and take the system the Hyper Gate is in. Once the system is in Tau hands you may open it at the start of the next event day.

Until the Hyper Gate is open you may not use any named characters.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 2 Strategic Points: Gain a new Shas’La ranked unit.
  • 6 Strategic Points: promote a Shas’La ranked unit to a Shas’Ui ranked unit. The unit keeps its boons.
  • 8 Strategic Points: Give an Enhancement to a model. This must follow the normal rules for the Enhancement.
  • 10 Strategic Points: For the remainder of this event you may field one named character. This character will leave your master unit list at the end of the event. You must roll on the injury chart for this model if it is removed as a casualty.
  • 12 Strategic Points: promote a Shas’Ui ranked unit to a Shas’Vre ranked unit. The unit keeps its boons.
  • 18 Strategic Points: promote a Shas’Vre unit to a Shas’El Commander.
  • 36 Strategic Points: promote a Shas’El unit to a Shas’O Commander.

We Trade Land, Not Lives

T’au forces consider causing casualties more important than holding land. Track how many wounds your units cause. For every 10 wounds you cause gain 1 Strategic Point.

T’Au forces are also concerned about taking casualties. Track wounds caused on non-Auxillary ranked units. For every 10 wounds you receive 1 Strategic Point.

For each Ethereal lost you lose 10 Strategic Points.

Invading Planets

To invade a planet as a Tau player you need to spend the following Strategic Points:

Barren World2 Strategic Points
Death World4 Strategic Points
Agri World6 Strategic Points
Civilised World8 Strategic Points
Shrine World12 Strategic Points
Knight World12 Strategic Points
Hive World16 Strategic Points
Tomb World20 Strategic Points
Craft World30 Strategic Points
Forge World16 Strategic Points
Fortress World50 Strategic Points
Daemon World20 Strategic Points
Daemon Forge World20 Strategic Points

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

Experience

The Arch Magos and each Retinue unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

6-15 Exp: Blooded (1 Generic Boon total, 1 Specific Boon Total)
16-30 Exp: Battle Hardened (2 Generic Boons total, 2 Specific Boons Total)
31-50 Exp: Heroic (3 Generic Boons total, 3 Specific Boons Total)
51+ Exp: Legendary (4 Generic Boons total, 4 Specific Boons Total)

Additionally a unit may have a number of specific boons equal to the number of boons it may take. Eg. a Blooded unit may have 1 Boon and 1 Specific Boon (eg. a Mechanicus specific boon). The Boon may be chosen from any listed below that have the same Keyword as the unit.

Character Unit

  1. This unit gains the Scout ability.
  2. Character models in this unit gain the Feel No Pain (5+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  3. Each time you take a Battle-shock or Leadership test for this unit, you may re-roll this test.
  4. All melee weaoibs equipped by Character models in this unit have the [Sustained Hits 1] ability. If a weapon already has this ability increased the Sustained Hits by 1.
  5. This unit has the Stealth ability.
  6. While an enemy unit is within 6″ of this unit the Leadership Characteristic of models in that enemy unit is reduced by 1.

Vehicle Units

  1. Models in this unit have Invulnerable Save (5+) if they already have an Invulnerable Save increase their wounds by 1.
  2. This unit does not suffer hit modifiers for being engaged by one or more enemy units.
  3. Each time an attack with a Strength characteristic of 7 or less targets this unit reduce the attacks Armour Penetration characteristic by 1.
  4. This unit may re-roll hit rolls of 1.
  5. Add 2″ to the Move characteristic of models in this unit.
  6. At the start of your Command Phase, models in this unit regain 1 lost wound.

Infantry Units

  1. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.
  2. This unit has the Scouts 9″ ability.
  3. Add 1 to the Objective Control characteristic of models in this unit.
  4. Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test.
  5. Add 1 to advance and charge rolls for this unit.
  6. This models in this unit may re-roll 1s to hit.

Mounted or Monster Units

  1. Add 2″ to the Move characteristic of models in this unit.
  2. Each time this unit Advances, until the end of the turn all ranged weapons on models in that unit have the Assault ability.
  3. You can re-roll Charge rolls made for this unit.
  4. This unit is eligible to shoot and charge on a turn in which it fell back.
  5. This unit counts the Battle Round as one earlier for the purposes of Strategic Reserves.
  6. Models in this unit gain the Feel No Pain (6+) special rule. If they already have this they gain +1 to their Feel No Pain to a maximum of 4+.

The Dorian Sub Sector

The Ethereals have seen the disruption within the Imperial held Dorian Sub Sector, this is an opening to begin a new colony within the sector and expand the reach of the Greater Good.

At the beginning of the event your fleet will emerge from a hidden Hyper Gate, the T’au players will decide where the Hyper Gate gets placed and choose what 2 systems will be linked to it, this will be your front-line from where your fleet emerges and where you will begin claiming planets for the Greater Good.

You will earn 30 Strategic Points for the Hyper Gate being open per day.

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