40K Narrative Event Rules

LEAGUES OF VOTANN UPDATE:

13 September 2023

The Leagues of Votann

As one of the Hernkyn of your clan you have travelled to the Priam Sub Sector to prospect for mining resources and trade partners.

Who knows what you might find out here.

Playing as Votann

Your Fleet has arrived in the Priam Sector, broiling in war and full of riches. You must prospect and make trade and earn your pay from the warring factions present. Beware their greed and protect your holdings.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

  1. Trade, you may trade with other players to gain Strategic Points.
  2. Prospecting and Mining various resources.
  3. Strip Mining.
  4. Mercenary Work

Master Unit List

You must have a master unit list of 3,000pts. Your master unit list may have no more than 25% of its models from an Index other than Codex Leagues of Votann.

You may not include any named characters. Your list must conform to the rule of 3.

Your Fleet

You have a prospecting fleet that moves throughout the sector. Your fleet may perform 5 actions per event day. The actions are as follows:

  • Prospect – You may prospect a planet.
  • Strip Mine – You may harvest the resources of a planet.
  • Build – You may build a Hold which will mine resources from a planet.
  • Upgrade – You may upgrade an existing Hold to gather more resources per day.

Moving your fleet does not take an action and you may move as many times as you wish, paying the Strategic Points described in the Spending Strategic Points section.

The starting location of your fleet is Istar under Imperial control, Istar cannot be Strip Mined for any reason. Istar has the following resources;

1 Rigan GasHighly valuable to Chaos forces.
1 AdamantineHighly valuable to Imperial forces.
1 MonveniteHighly valuable to Xenos forces.

Prospecting

Your fleet may prospect any system it is currently in. To prospect you need to draw a number of Prospecting cards.

The number of prospecting cards you draw depends on the planet type from the following list;

Barren World4 Prospecting Cards
Death World3 Prospecting Cards
Agri World2 Prospecting Cards
Civilised World2 Prospecting Cards
Shrine World2 Prospecting Cards
Knight World2 Prospecting Cards
Hive World1 Prospecting Cards
Tomb World4 Prospecting Cards
Forge World1 Prospecting Cards
Fortress World1 Prospecting Cards

Each prospecting card will have a resource type on it and a quantity. The following are the resources;

Rigan GasHighly valuable to Chaos forces.
AdamantineHighly valuable to Imperial forces.
MonveniteHighly valuable to Xenos forces.

This represents the resources that can be mined. A prospecting fleet can strip mine the resources from the system. You gain 1 Strategic Point for each quantity of a resource strip mined from the system. The system then is unable to be mined.

Istar has the following resources; 1 Rigan Gas, 1 Adamantine and 1 Monvenite.

Building/Upgrading Holds and Mining

You can build a Hold in the current system you are in, once it has been prospected. To do so you must spend 20 Strategic Points and will take 1 event day. The system will be marked so that all players know there is a Hold present. No more than 1 Hold may be in a system at any time.

Every event day a Hold will generate you a number of resources equal to the level of the Hold in the system from the available resources. e.g. A System with 2 Rigan Gas and 1 Adamantine has a level 1 Hold in the system, each event day you may receive 1 Rigan Gas or 1 Adamantine where a Level 2 Hold will allow you to take 2 Resources per day.

You may Upgrade a Hold for 20 Strategic Points multiplied by the new level. e.g. To upgrade a Hold from level 1 to level 2 will cost 40 Strategic Points (20 x 2). This will take 1 event day to complete.

Strip Mining

Strip Mining is an intense mining operation which will leave the system empty of resources quickly, however the damage done makes the system unable to be mined again and may even have long term effects within the system.

Once a system has been prospected you may opt to Strip Mine the system. If you wish to Strip Mine a system the GM must be informed and the Owner of the planet may choose to oppose you as this may damage the system. If you are opposed this may result in a planetary invasion, you will need to decide whether you cancel the operation or go through with the strip mining. If you choose to cancel the operation it will still count as one of your actions but nothing further happens. If you choose to go ahead with the operation you must pay for the invasion as described below:

Barren World1 Strategic Point
Death World2 Strategic Points
Agri World3 Strategic Points
Civilised World4 Strategic Points
Shrine World10 Strategic Points
Knight World12 Strategic Points
Hive World20 Strategic Points
Tomb World21 Strategic Points
Forge World25 Strategic Points
Fortress World50 Strategic Points

Once the invasion is finished, unlike normal where a system is claimed upon a successful invasion, if you fail nothing further happens or if you are successful your operation goes forwards. When you strip mine the system you take all resources available within the system and then it is marked as being Strip Mined. e.g. a Prospected system has 3 Monvenite within it. If you strip mine you gain the 3 Monvenite immediately. However that system may never be mined again and all resources are removed from the planet. This could be very profitable short term however may not be worth it long term.

Resources

Resources mined via Holds are stored within the Hold, a Hold may store 10 Resources per Level of the Hold. These resources can be traded with other players. Be wary, the GM may

All resources are worth 5 Strategic Points to any player. If the resource is of benefit to their player type (eg. Rigan Gas being traded to a Chaos player) then they are worth 10 Strategic Points. All resources are worth 15 Strategic Points to Mechanicum Players if their side controls a Forge World.

Being Attacked

Once a Hold is made, all other players will know. Any player whose side controls the system you are in (Chaos, Imperial or Specific Xenos) or an adjacent system or Drukhari, Aeldari, and Genestealer Cults may choose to attack them.

The opponent has to pay 30 Strategic Points to attack a Hold (2 Victory Cards + 1 Victory Card per Level of the Hold). This is played out like a planetary invasion. Other players may defend these for you. Additionally you may play these as Battlefleet Gothic games (Cruiser Clash).

If the invading player wins the invasion, they may choose one of two options:

  • Raid: Gain 30 Strategic Points per level of the Hold
  • Sabotage: Gain 10 Strategic Points per level of the Hold and downgrade the Hold by 1 Level. If the Hold is Level 1 when sabotaged the Hold is destroyed.

Trade

You may trade to any player that is in System that your fleet is in or in an adjacent system. You may also trade with any Drukhari and Aeldari players at any time.

The main thing you will trade is resources, you can choose to sell these for any price.

You may not trade with the following factions; Tyranids, Genestealer Cults, Deathwatch and Puritan Ordos Xenos Inquisitors.

Mercenaries for Hire

You may choose to fight for any other player that you could trade with. You can choose to charge for this, they can choose if to pay you.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 1 Strategic Point: Move your fleet to an adjacent system via a warp route.
  • 2 Strategic Points: Move your fleet to an adjacent system via an unstable warp route.
  • 4 Strategic Points: Reinforcements, you may gain up to 200pts of extra models to your master unit list. These points may be used to replace destroyed models.
  • 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. *You must own a Hold to be able to field Named Characters.

Injury Rolls

For each model removed as a casualty during the game roll 2D6 on a 5+ the model is injured or damaged but is available for the next game. On a 2-4 the model is destroyed and is removed from your master list. If the model is a Ironkin model add +2 to the dice roll.

If the model is a character and they were not destroyed 2D6 roll additionally on the table below;

  • 2-5: Miss the next D3 games and remove one boon.
  • 6-8: Miss the next game.
  • 8+: This model may be used in the next game.

Experience

Each unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

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

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

Character Unit

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

Vehicle Units

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

Infantry Units

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

Mounted or Monster Units

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

40K Narrative Event Rules

LEAGUES OF VOTANN UPDATE:

13 September 2023

The Leagues of Votann

As one of the Hernkyn of your clan you have travelled to the Priam Sub Sector to prospect for mining resources and trade partners.

Who knows what you might find out here.

Playing as Votann

Your Fleet has arrived in the Priam Sector, broiling in war and full of riches. You must prospect and make trade and earn your pay from the warring factions present. Beware their greed and protect your holdings.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

  1. Trade, you may trade with other players to gain Strategic Points.
  2. Prospecting and Mining various resources.
  3. Strip Mining.
  4. Mercenary Work

Master Unit List

You must have a master unit list of 3,000pts. Your master unit list may have no more than 25% of its models from an Index other than Codex Leagues of Votann.

You may not include any named characters. Your list must conform to the rule of 3.

Your Fleet

You have a prospecting fleet that moves throughout the sector. Your fleet may perform 5 actions per event day. The actions are as follows:

  • Prospect – You may prospect a planet.
  • Strip Mine – You may harvest the resources of a planet.
  • Build – You may build a Hold which will mine resources from a planet.
  • Upgrade – You may upgrade an existing Hold to gather more resources per day.

Moving your fleet does not take an action and you may move as many times as you wish, paying the Strategic Points described in the Spending Strategic Points section.

The starting location of your fleet is Istar under Imperial control, Istar cannot be Strip Mined for any reason. Istar has the following resources;

1 Rigan GasHighly valuable to Chaos forces.
1 AdamantineHighly valuable to Imperial forces.
1 MonveniteHighly valuable to Xenos forces.

Prospecting

Your fleet may prospect any system it is currently in. To prospect you need to draw a number of Prospecting cards.

The number of prospecting cards you draw depends on the planet type from the following list;

Barren World4 Prospecting Cards
Death World3 Prospecting Cards
Agri World2 Prospecting Cards
Civilised World2 Prospecting Cards
Shrine World2 Prospecting Cards
Knight World2 Prospecting Cards
Hive World1 Prospecting Cards
Tomb World4 Prospecting Cards
Forge World1 Prospecting Cards
Fortress World1 Prospecting Cards

Each prospecting card will have a resource type on it and a quantity. The following are the resources;

Rigan GasHighly valuable to Chaos forces.
AdamantineHighly valuable to Imperial forces.
MonveniteHighly valuable to Xenos forces.

This represents the resources that can be mined. A prospecting fleet can strip mine the resources from the system. You gain 1 Strategic Point for each quantity of a resource strip mined from the system. The system then is unable to be mined.

Istar has the following resources; 1 Rigan Gas, 1 Adamantine and 1 Monvenite.

Building/Upgrading Holds and Mining

You can build a Hold in the current system you are in, once it has been prospected. To do so you must spend 20 Strategic Points and will take 1 event day. The system will be marked so that all players know there is a Hold present. No more than 1 Hold may be in a system at any time.

Every event day a Hold will generate you a number of resources equal to the level of the Hold in the system from the available resources. e.g. A System with 2 Rigan Gas and 1 Adamantine has a level 1 Hold in the system, each event day you may receive 1 Rigan Gas or 1 Adamantine where a Level 2 Hold will allow you to take 2 Resources per day.

You may Upgrade a Hold for 20 Strategic Points multiplied by the new level. e.g. To upgrade a Hold from level 1 to level 2 will cost 40 Strategic Points (20 x 2). This will take 1 event day to complete.

Strip Mining

Strip Mining is an intense mining operation which will leave the system empty of resources quickly, however the damage done makes the system unable to be mined again and may even have long term effects within the system.

Once a system has been prospected you may opt to Strip Mine the system. If you wish to Strip Mine a system the GM must be informed and the Owner of the planet may choose to oppose you as this may damage the system. If you are opposed this may result in a planetary invasion, you will need to decide whether you cancel the operation or go through with the strip mining. If you choose to cancel the operation it will still count as one of your actions but nothing further happens. If you choose to go ahead with the operation you must pay for the invasion as described below:

Barren World1 Strategic Point
Death World2 Strategic Points
Agri World3 Strategic Points
Civilised World4 Strategic Points
Shrine World10 Strategic Points
Knight World12 Strategic Points
Hive World20 Strategic Points
Tomb World21 Strategic Points
Forge World25 Strategic Points
Fortress World50 Strategic Points

Once the invasion is finished, unlike normal where a system is claimed upon a successful invasion, if you fail nothing further happens or if you are successful your operation goes forwards. When you strip mine the system you take all resources available within the system and then it is marked as being Strip Mined. e.g. a Prospected system has 3 Monvenite within it. If you strip mine you gain the 3 Monvenite immediately. However that system may never be mined again and all resources are removed from the planet. This could be very profitable short term however may not be worth it long term.

Resources

Resources mined via Holds are stored within the Hold, a Hold may store 10 Resources per Level of the Hold. These resources can be traded with other players. Be wary, the GM may

All resources are worth 5 Strategic Points to any player. If the resource is of benefit to their player type (eg. Rigan Gas being traded to a Chaos player) then they are worth 10 Strategic Points. All resources are worth 15 Strategic Points to Mechanicum Players if their side controls a Forge World.

Being Attacked

Once a Hold is made, all other players will know. Any player whose side controls the system you are in (Chaos, Imperial or Specific Xenos) or an adjacent system or Drukhari, Aeldari, and Genestealer Cults may choose to attack them.

The opponent has to pay 30 Strategic Points to attack a Hold (2 Victory Cards + 1 Victory Card per Level of the Hold). This is played out like a planetary invasion. Other players may defend these for you. Additionally you may play these as Battlefleet Gothic games (Cruiser Clash).

If the invading player wins the invasion, they may choose one of two options:

  • Raid: Gain 30 Strategic Points per level of the Hold
  • Sabotage: Gain 10 Strategic Points per level of the Hold and downgrade the Hold by 1 Level. If the Hold is Level 1 when sabotaged the Hold is destroyed.

Trade

You may trade to any player that is in System that your fleet is in or in an adjacent system. You may also trade with any Drukhari and Aeldari players at any time.

The main thing you will trade is resources, you can choose to sell these for any price.

You may not trade with the following factions; Tyranids, Genestealer Cults, Deathwatch and Puritan Ordos Xenos Inquisitors.

Mercenaries for Hire

You may choose to fight for any other player that you could trade with. You can choose to charge for this, they can choose if to pay you.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 1 Strategic Point: Move your fleet to an adjacent system via a warp route.
  • 2 Strategic Points: Move your fleet to an adjacent system via an unstable warp route.
  • 4 Strategic Points: Reinforcements, you may gain up to 200pts of extra models to your master unit list. These points may be used to replace destroyed models.
  • 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. *You must own a Hold to be able to field Named Characters.

Injury Rolls

For each model removed as a casualty during the game roll 2D6 on a 5+ the model is injured or damaged but is available for the next game. On a 2-4 the model is destroyed and is removed from your master list. If the model is a Ironkin model add +2 to the dice roll.

If the model is a character and they were not destroyed 2D6 roll additionally on the table below;

  • 2-5: Miss the next D3 games and remove one boon.
  • 6-8: Miss the next game.
  • 8+: This model may be used in the next game.

Experience

Each unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

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

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

Character Unit

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

Vehicle Units

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

Infantry Units

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

Mounted or Monster Units

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

40K Narrative Event Rules

LEAGUES OF VOTANN UPDATE:

13 September 2023

The Leagues of Votann

As one of the Hernkyn of your clan you have travelled to the Priam Sub Sector to prospect for mining resources and trade partners.

Who knows what you might find out here.

Playing as Votann

Your Fleet has arrived in the Priam Sector, broiling in war and full of riches. You must prospect and make trade and earn your pay from the warring factions present. Beware their greed and protect your holdings.

Gaining Strategic Points

You may gain Strategic Points in the following ways.

  1. Trade, you may trade with other players to gain Strategic Points.
  2. Prospecting and Mining various resources.
  3. Strip Mining.
  4. Mercenary Work

Master Unit List

You must have a master unit list of 3,000pts. Your master unit list may have no more than 25% of its models from an Index other than Codex Leagues of Votann.

You may not include any named characters. Your list must conform to the rule of 3.

Your Fleet

You have a prospecting fleet that moves throughout the sector. Your fleet may perform 5 actions per event day. The actions are as follows:

  • Prospect – You may prospect a planet.
  • Strip Mine – You may harvest the resources of a planet.
  • Build – You may build a Hold which will mine resources from a planet.
  • Upgrade – You may upgrade an existing Hold to gather more resources per day.

Moving your fleet does not take an action and you may move as many times as you wish, paying the Strategic Points described in the Spending Strategic Points section.

The starting location of your fleet is Istar under Imperial control, Istar cannot be Strip Mined for any reason. Istar has the following resources;

1 Rigan GasHighly valuable to Chaos forces.
1 AdamantineHighly valuable to Imperial forces.
1 MonveniteHighly valuable to Xenos forces.

Prospecting

Your fleet may prospect any system it is currently in. To prospect you need to draw a number of Prospecting cards.

The number of prospecting cards you draw depends on the planet type from the following list;

Barren World4 Prospecting Cards
Death World3 Prospecting Cards
Agri World2 Prospecting Cards
Civilised World2 Prospecting Cards
Shrine World2 Prospecting Cards
Knight World2 Prospecting Cards
Hive World1 Prospecting Cards
Tomb World4 Prospecting Cards
Forge World1 Prospecting Cards
Fortress World1 Prospecting Cards

Each prospecting card will have a resource type on it and a quantity. The following are the resources;

Rigan GasHighly valuable to Chaos forces.
AdamantineHighly valuable to Imperial forces.
MonveniteHighly valuable to Xenos forces.

This represents the resources that can be mined. A prospecting fleet can strip mine the resources from the system. You gain 1 Strategic Point for each quantity of a resource strip mined from the system. The system then is unable to be mined.

Istar has the following resources; 1 Rigan Gas, 1 Adamantine and 1 Monvenite.

Building/Upgrading Holds and Mining

You can build a Hold in the current system you are in, once it has been prospected. To do so you must spend 20 Strategic Points and will take 1 event day. The system will be marked so that all players know there is a Hold present. No more than 1 Hold may be in a system at any time.

Every event day a Hold will generate you a number of resources equal to the level of the Hold in the system from the available resources. e.g. A System with 2 Rigan Gas and 1 Adamantine has a level 1 Hold in the system, each event day you may receive 1 Rigan Gas or 1 Adamantine where a Level 2 Hold will allow you to take 2 Resources per day.

You may Upgrade a Hold for 20 Strategic Points multiplied by the new level. e.g. To upgrade a Hold from level 1 to level 2 will cost 40 Strategic Points (20 x 2). This will take 1 event day to complete.

Strip Mining

Strip Mining is an intense mining operation which will leave the system empty of resources quickly, however the damage done makes the system unable to be mined again and may even have long term effects within the system.

Once a system has been prospected you may opt to Strip Mine the system. If you wish to Strip Mine a system the GM must be informed and the Owner of the planet may choose to oppose you as this may damage the system. If you are opposed this may result in a planetary invasion, you will need to decide whether you cancel the operation or go through with the strip mining. If you choose to cancel the operation it will still count as one of your actions but nothing further happens. If you choose to go ahead with the operation you must pay for the invasion as described below:

Barren World1 Strategic Point
Death World2 Strategic Points
Agri World3 Strategic Points
Civilised World4 Strategic Points
Shrine World10 Strategic Points
Knight World12 Strategic Points
Hive World20 Strategic Points
Tomb World21 Strategic Points
Forge World25 Strategic Points
Fortress World50 Strategic Points

Once the invasion is finished, unlike normal where a system is claimed upon a successful invasion, if you fail nothing further happens or if you are successful your operation goes forwards. When you strip mine the system you take all resources available within the system and then it is marked as being Strip Mined. e.g. a Prospected system has 3 Monvenite within it. If you strip mine you gain the 3 Monvenite immediately. However that system may never be mined again and all resources are removed from the planet. This could be very profitable short term however may not be worth it long term.

Resources

Resources mined via Holds are stored within the Hold, a Hold may store 10 Resources per Level of the Hold. These resources can be traded with other players. Be wary, the GM may

All resources are worth 5 Strategic Points to any player. If the resource is of benefit to their player type (eg. Rigan Gas being traded to a Chaos player) then they are worth 10 Strategic Points. All resources are worth 15 Strategic Points to Mechanicum Players if their side controls a Forge World.

Being Attacked

Once a Hold is made, all other players will know. Any player whose side controls the system you are in (Chaos, Imperial or Specific Xenos) or an adjacent system or Drukhari, Aeldari, and Genestealer Cults may choose to attack them.

The opponent has to pay 30 Strategic Points to attack a Hold (2 Victory Cards + 1 Victory Card per Level of the Hold). This is played out like a planetary invasion. Other players may defend these for you. Additionally you may play these as Battlefleet Gothic games (Cruiser Clash).

If the invading player wins the invasion, they may choose one of two options:

  • Raid: Gain 30 Strategic Points per level of the Hold
  • Sabotage: Gain 10 Strategic Points per level of the Hold and downgrade the Hold by 1 Level. If the Hold is Level 1 when sabotaged the Hold is destroyed.

Trade

You may trade to any player that is in System that your fleet is in or in an adjacent system. You may also trade with any Drukhari and Aeldari players at any time.

The main thing you will trade is resources, you can choose to sell these for any price.

You may not trade with the following factions; Tyranids, Genestealer Cults, Deathwatch and Puritan Ordos Xenos Inquisitors.

Mercenaries for Hire

You may choose to fight for any other player that you could trade with. You can choose to charge for this, they can choose if to pay you.

Spending Strategic Points

You may use Strategic Points for the following additional effects;

  • 1 Strategic Point: Move your fleet to an adjacent system via a warp route.
  • 2 Strategic Points: Move your fleet to an adjacent system via an unstable warp route.
  • 4 Strategic Points: Reinforcements, you may gain up to 200pts of extra models to your master unit list. These points may be used to replace destroyed models.
  • 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. *You must own a Hold to be able to field Named Characters.

Injury Rolls

For each model removed as a casualty during the game roll 2D6 on a 5+ the model is injured or damaged but is available for the next game. On a 2-4 the model is destroyed and is removed from your master list. If the model is a Ironkin model add +2 to the dice roll.

If the model is a character and they were not destroyed 2D6 roll additionally on the table below;

  • 2-5: Miss the next D3 games and remove one boon.
  • 6-8: Miss the next game.
  • 8+: This model may be used in the next game.

Experience

Each unit that took part in the game gains +1 Experience, for each enemy unit destroyed gain +1 Experience. Attached models gain experience as part of the unit.

At the following levels the unit gains a boon;

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

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

Character Unit

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

Vehicle Units

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

Infantry Units

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

Mounted or Monster Units

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