by Peter Ramos
Many Epic gamers have expressed their desire to have an experience system that cover all troop types, not just Titans. The system provided below may be used as part of an ongoing campaign or one shot battles.
Experience Points
Units* obtain 1 Experience Point (XP) for every battle
they survive UNBROKEN. In addition they receive an extra XP for every 10VP they
destroy/break along the course of their battles. Objectives held at the end of a battle
confer 5VP that may accrue towards obtaining experience points.
Units*- may refer to detachments or companies,
this is specified under each upgrade.
Gaining Upgrades
Once the unit has acquired a prerequisite amount of
XPs the player may select from the appropriate list an upgrade equal to the amount
of XPs he is trading for it. From that moment on that unit enjoys whatever benefits
the upgrade conveys. The player may withhold extra XPs for as long as he desires
(usually in order to obtain upgrades worth a high amount of XPs).
Breaking in Battle
Units that break during a battle do NOT receive the 1 XP
for surviving the battle unbroken and only accrue the total amount of VPs they have
gained during THAT battle.
Upgraded units lose all accumulated experience points,
but do NOT lose upgrades already obtained. This represents the influx of "raw
recruits to an experience unit.
Destroyed Units
Units that are completely destroyed lose all experience
and upgrades, in effect they must start from zero experience.
Cost of Experience
Fielding experienced units costs more than fielding
regular units. There is an associated VP and cost increase with each upgrade the unit
possesses. When the opponent breaks such a unit he receives bonus VPs that are
listed under each upgrade.
Although the system is intended for campaign play you may
purchase them for one shot battles. Cost and VP increase is applied to the unit for a one
shot game.
These upgrades may be acquired for any army or appropriate unit except for Titans and Tyranids. Costs are per detachment. Triple the costs and VP when applied to a company card.
INFANTRY | |||
Targeters | 3 XP | +50 pts | +1 VP |
+1 to hit | |||
Heavy Armour | 3 XP | +50 pts | +1 VP |
+1 to armour save (if the unit had no save it now has save of 6+) | |||
Master Crafted Weapons | 3 XP | +50 pts | +1 VP |
Additional 1 to target save modifier | |||
Close Combat Training | 3 XP | +50 pts | +1 VP |
+2 CAF bonus | |||
Support Weapon | 4 XP | +100 pts | +1 VP |
+1 attack dice to ONE weapon | |||
Marksmanship | 4 XP | +100 pts | +1 VP |
+25cm to ONE weapons range | |||
Elite | 4 XP | +100 pts | +1 VP |
Elite status: independent unit, +2 to CAF and special rules engaging Titans apply | |||
Master Crafted Armour | 4 XP | +100 pts | +1 VP |
+1 armour save, fixed | |||
Heavy Weapons | 4 XP | +100 pts | +1 VP |
Additional 1 to target save modifier and +1 to damage rolls | |||
THRUSTERS | |||
Ace | 4 XP | +100 pts | +1 VP |
Thrusters receive +2 to their CAF | |||
Close Air Support | 4 XP | +100 pts | +1 VP |
Thruster receives +1 to hit to ONE weapon system and all AA fire is at 1 to hit | |||
ARTILLERY | |||
Counter Battery Sensor | 4 XP | +100 pts | +1 VP |
The battery may fire at an opponents artillery battery after it has fired. Consider the attack a direct barrage (no scatter unless the weapon has mandatory scatter). The battery with this skill must be on first fire orders to use this skill and the opponents battery must be in range. |
Costs are per detachment. Triple the costs and VP when applied to a company card.
INFANTRY | |||
Forced March | 2 XP | +50pts | +1 VP |
Infantry may charge at triple rate | |||
Armour Hunter | 2 XP | +50 pts | +1 VP |
Infantry specializes in assaulting armored vehicles, the gain +3 to their CAF when engaged in close combat with any armored vehicle. Armored vehicles are defined as any vehicle with a save. Super heavies, knights, praetorians and Titans are unaffected by this skill. | |||
Rushing | 3 XP | +100 pts | +1 VP |
Infantry have the option of charging an enemy that is within its charge move and engage it in close combat. They may do this regardless of orders and having moved before in the turn. This move may be executed any time during the combat phase. | |||
Line Training | 3 XP | +100 pts | +1 VP |
Infantry may charge into close combat and resolve combat during the movement phase. Surviving troop stands may move up 10cm and engage a second time. | |||
High Morale | 3 XP | +100 pts | +1 VP |
May re-roll any morale checks they fail. | |||
VEHICLES | |||
Overrun | 3 XP | +100 pts | +1 VP |
Vehicles may engage in close combat in the movement phase, if successful they may continue moving and engage other targets. | |||
Deadeye Gunner | 3 XP | +100 pts | +1 VP |
Vehicles may fire without penalty when snap firing. | |||
Trained Crew | 4 XP | +150 pts | +2 VP |
Vehicles act like HQ units (move on charge orders, fire on first fire orders) |
Upgrades may apply to a squadron/detachment or a mob (such as boyz or nobz).
Letz Git 'em! | 2 XP | +50pts | +1 VP |
Infantry gain an extra 5cm to their base move. Vehicles gain an extra 10cm to their base move. | |||
Letz Bonk Sum 'eadz! | 2 XP | +50 pts | +1 VP |
A clan detachment or mob receives +2 to their CAF. | |||
Red Wunz Go Fasta! | 2 XP | +50 pts | +1 VP |
Bike or mekboy vehicles gain an extra 2D6cm of base movement. | |||
Praize Gork n' Mork! | 3 XP | +100 pts | +1 VP |
An Ork detachment or mobs morale value becomes 2. | |||
Bonk Da Gitz! | 3 XP | +100 pts | +1 VP |
After one round of close combats the surviving Orks may move up to 10cm and re-engage in close combat. This round is fought immediately. | |||
Sneaky Gitz! | 3 XP | +100 pts | +1 VP |
Treat mob/detachment as infiltrators, all units may move 20cm after deployment (As space marine scouts). | |||
Taktiks! | 4 XP | +150 pts | +2 VP |
The mob/detachment may act as an independent unit and need not be within 10cm of a nob to receive orders. | |||
Rogue Mekaniak | 3 XP | +100 pts | +1 VP |
The mob/detachment is now grants mekboy cards to the Ork player as if it were a mekboy support card. If it already grants cards it receives an additional card to those it already grants. |
Upgrades apply to detachments. Triple the costs for company cards such as Chaos Marine companies. Upgrades may not be purchased for Greater Daemons.
Bloodlust | 2 XP | +50pts | +1 VP |
Surviving units after close combat may move up to 10cm and fight another round of close combat. | |||
Blessing of Khorne | 3 XP | +100 pts | +1 VP |
Unit is immune to non-physical psychic powers. In the case of a flesh hound unit with this upgrade they reflect the power back to the caster on a 4+ if a power is used within 15cm or targeted on them. Khorne detachments only. | |||
Regeneration | 4 XP | +150 pts | +2 VP |
The detachment regenerates as if they were Bloodletters. | |||
Berserker Charge | 3 XP | +100 pts | +1 VP |
Units killed with first fire complete their charge and fight one round of close combat before they are eliminated. | |||
Favour of the Gods | 3 XP | +100 pts | +1 VP |
Detachment receives two bonus chaos cards that may only be used on them. | |||
Warp Gate | 4 XP | +150 pts | +2 VP |
Detachment may open a gate anywhere within LOS and 50cm. They may charge and engage in close combat as they come out of the gate. No defensive first fire is allowed on these units. |
Costs are per detachment. Triple costs for companies.
INFANTRY | |||
Fleet of Foot | 2 XP | +50pts | +1 VP |
Troop stands add +5cm to their base move. | |||
Infiltrators | 3 XP | +100 pts | +1 VP |
Units act as scouts. May move up to their charge rate after deployment. | |||
Flight Packs | 3 XP | +100 pts | +1 VP |
Units now move as Swooping Hawks. If already have flight packs they gain an extra +5cm to movement. | |||
Weapon Mastery | 3 XP | +100 pts | +1 VP |
Trained to maximize enemy casualties in close combat. Rolls extra D6 in close combat. | |||
Spirit Stone | 4 XP | +150 pts | +2 VP |
Warlock may cast TWO spells per turn. Warlocks only. | |||
VEHICLES | |||
Master Crafted | 2 XP | +50 pts | +1 VP |
Units add +10cm to their base move. | |||
Holofield | 3 XP | +100 pts | +1 VP |
Units firing upon those with this upgrade do so at -1 to hit. |
Costs are per detachments. Triple costs for companies.
INFANTRY | |||
Determined Defence | 3 XP | +100 pts | +1 VP |
Infantry re-rolls all 1 and 2s in close combat. Against Orks they Re-roll 1, 2 and 3s! | |||
Ancestral Blessing | 3 XP | +100 pts | +1 VP |
Unit NEVER checks for morale regardless of the source. | |||
Last Stand | 4 XP | +150 pts | +2 VP |
This upgrade ONLY applies when the unit is holding an objective. The unit will always fire at opponents engaging them in close combat as if they were on first fire orders. Additionally they can not be outnumbered in close combat (no D6s for extra attackers). | |||
BIKE COMPANIES | |||
Hit and Run | 3 XP | +100 pts | +1 VP |
Units may execute a free attack during any point of their movement. This is done at 1 to hit. |
Tyranids do not acquire experience in the normal sense. There
are no individuals in a hive mind. The hive mind does learn from its experience on the
battlefield however. In response to what it learns it creates better creatures to make war
with.
Tyranids gain experience for winning battles. They gain 1
XP for every battle won and an extra experience point for every 10 VPs they win the
battle by (if they win a battle 60-40 they gain an additional 2 XPs).
Unlike other armies it doesnt matter who generates
these VPs. Skills obtained effect a WHOLE type of brood/creatures. This signifies
the evolutionary leap made by the Tyranids in producing better creatures.
Brood Classes
Creature types (for simplicity sake) fall into four
categories, the same as their instinctive orders:
Each type has three levels of increasing skill and power. Once the Tyranid player has reached the predetermined amount for that level ALL broods of that type gain the benefits.
Cost of Upgrades
Note there is not increase in the COST of the broods, but
there is an associated VP increase when the enemy breaks it. The amount of XPs
needed to "ascend" a level are:
Level 1 - 10 XP
Level 2 - 20 XP
Level 3 - 30 XP
The level powers are specific to what type of brood you wish to advance. All powers of different levels are cumulative.
UPGRADE EFFECTS | |
Hunter Broods | |
Level 1 | broods gain +5cm to base movement, +1 to hit |
Level 2 | broods gain +1 to armor save, 1 extra attack dice |
Level 3 | broods gain regeneration ability (or extra wound if already possess this ability) |
Rampage Broods | |
Level 1 | broods gain an additional 15cm movement when charging (and ONLY charging), +1 to armor save |
Level 2 | broods gain +3 to CAF, they cause horror (may not be fired upon by units on first fire when assaulting in close combat) |
Level 3 | broods gain regeneration ability (or extra wound if already possess this ability) |
Nesting Broods | |
Level 1 | broods gain +1 to hit and may snap fire with no penalty |
Level 2 | broods gain 1 extra attack dice and an additional -1 to their armor save modifier on all weapons |
Level 3 | weapons become AA fire capable (if already capable they receive a +1 to hit air units), receive 1 extra attack dice. |
Independent Broods | |
Level 1 | broods gain a +10 bonus to their radius of control for slave broods. A unit that was previously not a swarm master now may control ONE slave brood at a range of 10cm. |
Level 2 | broods can control 2 additional slave broods beyond their maximum limit, they now have a fixed save of 5+. Units with better saves do not modify beyond 5. |
Level 3 | broods gain one wound or regeneration if it had no wounds. |
Note: This system makes Tyranids very powerful in a campaign. This is to offset the fact that Tyranids usually dont ally themselves with anyone and have to face all others alone. If desired they may be used in one shot battles. The cost for level one improvements is 50 points per brood, 100 points per brood for level 2 and 150 points per brood for level 3 improvements. The VPs are recalculated according the final cost of the brood at 100 points per VP.
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