Exp For The Win!

  • December 2019
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Hey Guys, just giving u ideas for the war bands, and the info on experience and stuffs  Here’s the stuff on experience as says my 3rd edition rule book

First off, there are unit roster cards, which help hold unit info and experience, ill try to scan for you sometime soon =D Next there’s the earning table (note: ill edit any parts that wont make sense in 5th edition):

EARING EXPERIENCE AWARD (EXP):

DESCRIPTION:

EXP EARNED:

Fought in battle

For every battle the unit takes part in (death or not)

+100

On winning side

If the units on the side that won the battle (note: I dunno about making it half points for tie or not, ur discretion…) If the unit captures an objective at the end of the battle. (Note: I don’t know if this should be all troop choices within 3” or all units within 3”, the only problem is that only troops can contest now) If the unit forces an enemy unit to fall back, or wipes the unit out (through sheer combat or initiative test for falling back) and no u cant gain 200 points for making them fall back then wiping them out form initiative XD

+100

Achieve Objective

Broke/Destroy enemy in assault

+(Variable points, im thinking like 100 for the unit that originally captured the point, or 50 for every unit within 3” etc.. but im not sure, what do u think?) +100

Reduced to half strength/ vehicle damaged

Wiped out/vehicle destroyed

Acting beyond the call of duty XD I love this one

If the unit is reduced to 50% or less of its original numbers, or is a vehicle that suffers lasting damage (ie: is immobilized or has a weapon destroyed) however this loss of exp cant bring the unit or vehicle down to less then it had at the start of the battle. If the unit is killed off or falls back off the table, then it gains no exp form the battle at all and the unit loses the exp. At the end of the battle, each player can nominate one unit in his army that he thinks has performed particularly admirably. This unit receives the exp and a nice shiny medal/squig/gemstone or whatever =D

-d3x100 (seems kinda steep but seeing as it cant loose less then what it did at the start of the battle I guess its not too bad…)

-100 from total

+D3X5 I think it should be times 10 but I don’t know.

And that’s all the fat lady sang… Onto something else:

INDEPENDENT CHARACTERS: Some characters do not have to be with a particular squad, such as Eldar Phoenix lords and Imperial Guard Commissars. These characters earn exp points in the same way as other units, and if they are fighting as part of a squad they will receive any exp points the squad earned while they were a part of it. However they make rolls for battle honors separately from any squads they joined and so may gain a different skill. Negative modifiers are applied as well, so for example if your space marine chapter master fought in a unit and won, and also achieved the mission by capturing a point, but lost half the squad he was with fighting with them he would roll the D3 (lets say he rolled a 2) he

would gain +100 for fighting, +100 for winning, +100 for capturing an objective, and –200 for losing half strength, winning him a total of 100 exp (yay!)

EFFECTS OF EXP: As a unit gains or loses exp and its status changes, it will gain certain benefits or suffer penalties. For every 1000 points a unit earns, it gains a battle honor. Each battle honor is represented by a particular skill or ability, depending upon the type of unit. For every battle honor gained make a roll of d6 (2d6 in the case below) on the appropriate table. If you roll a battle honor a unit already has you must reroll and may modify the test by +2 or –2. If a unit loses a battle honor (form losing exp), randomly remove a ability.

POINTS COST: As a units experience changes, the point value it is worth will also change to reflect their expertise and availability. For every 1000 exp the unit has its points cost increases by 10% (I think this is brilliant, as to keep pt cost of the army lower) so a unit with 10001999 exp has its pts increased by 10%, a unit with 2000-2999 is increased by 20% ect…

BECOMING ELITE: I don’t know what you’ll think of this but its here so it must be somewhat balanced XD : Units from the troops, heavy support, or fast attack sections of the army list with 3000 or more exp become an elite choice for the army. These specialized troops are often called upon to fight in other battles and their availability is limited.

CHANGING A UNIT: A unit gains exp by working together as a team and growing more familiar with its weapons. If the new recruits are brought in, the unit’s exp will deteriorate as the overall skill level is brought down. This is represented by losing exp when the unit is reduced to half strength or wiped out. However if a unit is issued with new equipment or otherwise has its role altered it may have to spend some time regaining its exp, although it is possible for a unit to be changed and the fighters to take to their new role without any loss of exp. For every change made to the unit (each new member, different leader etc…) make a standard leadership test. If the test is passed, the changes have no effect on the unit, if the test is failed however, the unit will lose exp as per the table below. Vehicles have a LD value as per the table below:

CHANGES MADE Changes in numbers Weapons/equipment change Transport change Change of leader VEHICLE LEADERSHIP VALUES CHAOS SPACE MARINES DARK ELDAR ELDAR IMPERIAL GUARD SISTERS OF BATTLE SPACE MARINES ORKS

EXP LOST IF LD TEST IS FAILED -100 exp for each squad member added or taken away. (one test per member) -100 exp for each weapon/piece of equipment changed, taken away or added. -100 exp for a transport vehicle added or taken away. -d3x100 exp for changing the squad leader (adding or taking away) 8 8 8 7 8 8 7

Whooo almost done here.. last table THE BATTLE HONORS!!!!!!!!!!!

ANY SORT OF INFANTRY OR BIKES ECT… 2D6 Roll

Skill Attained

(1)

STREET FIGHTERS- If the unit is in cover, then its saving throw for cover is increased by 1 point! HARDENED FIGHTERS- The unit gains the stubborn universal special rule! STEADFAST- The unit may attempt to Reroll to regroup even if below 50% strength! Space marines and Tyranids re-roll this skill. GUERRILLAS- The unit gains the move through cover universal special rule. If the unit already has that special rule, then they re-roll this skill. TANK HUNTERS- The unit always passes any tests for tank shock, in addition they receive a +1 to armor penetration rolls. COUNTER ATTACK- IF a close combat involving this unit is a draw, the side that has this skill wins automatically, If two units have the skill, then the result is a tie. OVERLAND EXPERTISE- The unit may Reroll 1 dice while checking for difficult terrain or dangerous terrain. RAPID DEPLOYMENT- The unit gains the Scout universal special rule, this may not be used however to outflank. If the unit starts in reserve, then you may add +1 to rolls to see if they come in. RESOLUTE- The unit may Reroll any failed morale checks. LIGHTNIG CHARGE- If the unit makes an assault into the enemy and wins, the enemy suffers –1 to their initiative test for falling back. FOCUS- During the shooting phase the unit may elect to add +1 to their ranged weapons ballistic skill. However the unit gets –1 BS in the next turn, alternately they may elect to add +1 to their weapon skill, but strike at initiative 1 in their next close combat turn.

(2) (3)

(4)

(5) (6)

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(11)

(12)

PARAGON- All friendly units within 6” of

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