All the Unit Progression Rules in One Place
If your taking part in the Balecaster Campaign then this section should be useful when it comes to keeping track of the experience, skills and enhancements etc that your forces gain during the course of the campaign.
Click on the section below to jump to it.
Gaining Experience
Battle Experience – 1XP
Each unit selected from your roster to take part in a battle gains 1XP.
Dealers of Death – 1XP
Your own units will gain 1Xp for every 3 enemy units they have destroyed, make sure to keep a tally of kills for each unit during a game.
Marked for Greatness – 3XP
At the end of the battle, select one of your units to be marked for Greatness, it gains 3XP.
Other Ways of Gaining XP
Some scenarios will provide additional ways of gaining XP. You also have the option to pick 2 Agendas in a Crusade game which can result in additional XP.
Battle Ranks
As your units gain experience throughout the campaign they will start to level up and become better skilled.
Experience Points | Rank |
---|---|
0-5 | Battle-ready |
6-15 | Blooded |
16-30 | Battle-hardened |
31-50 | Heroic* |
51+ | Legendary* |
Each time a unit gains enough XP to earn a promotion and increase in Battle Rank it will earn a Battle Honour, of which there are 3 categories; Battle Traits, Weapon Modifications and Crusade Relics.
*Only Characters can gain the Heroic or Legendary ranks.
Agendas
Before any battle you can select 2 Agendas to be active for your army. This is a way for your units to gain extra experience.
Battlefield Survivors
At the start of the battle, you can select up to three units from your Crusade army that are on the battlefield. For each of those units, at the end of the battle:
If that unit has not been destroyed, it gains 2XP.
If that unit is not Below Half-strength, it gains 1 additional Experience point.
Swarm the Planet
At the end of the battle, for each table quarter, if there are more units from your Crusade army wholly within that table quarter than there are units from your opponent’s Crusade army wholly within it, you can select one of those units from your Crusade army.
Each of those selected units gains 2XP.
Monstrous Targets
Each time a model from your Crusade army destroys an enemy MONSTER or VEHICLE unit (excluding DEDICATED TRANSPORTS), that model’s unit gains 2XP.
If the destroyed unit was TITANIC, that model’s unit gains 4XP instead.
Eradicate the Swarm
Each time a unit from your Crusade army is selected to shoot or fight, if while resolving those attacks six or more enemy models are destroyed, that unit gains 1XP.
Headhunters
Each time a model from your Crusade army destroys an enemy CHARACTER unit, that model’s unit gains 2XP. If the destroyed unit contained your opponent’s WARLORD, that model’s unit gains 4XP instead.
Critical Objectives
At the start of the battle, your opponent must select two different objective markers. At the end of the battle, select one of those objective markers.
If you control that objective marker, you can select up to three units from your Crusade army that are within range of that objective marker. Each of those units gains 2XP.
Cleanse Infestation
At the start of the battle, all objective markers on the battlefield are infested and will remain so until cleansed.
At the start of your Shooting phase, you can select one unit from your Crusade army that is not Battle-shocked and is eligible to shoot. That unit is tasked to cleanse an objective marker and until the end of your turn is not eligible to shoot or declare a charge.
At the end of that turn, if that unit is in range of an infested objective marker that you control, that objective marker is cleansed and that unit gains 2XP
Forward Observers
At the start of your Shooting phase, you can select one unit from your army that is not Battle-shocked, that Remained Stationary this turn, and is eligible to shoot. That unit is tasked to perform reconnaissance and until the end of your turn is not eligible to shoot or declare a charge.
At the end of your opponent’s next turn, or at the end of the battle (whichever comes first) if that unit is wholly within your opponent’s deployment zone, that unit gains 2XP and you gain 1CP.
Recover Mission Archives
At the start of your Shooting phase, you can select one INFANTRY or MOUNTED unit from your army that is not Battle-shocked and is eligible to shoot.
That unit is tasked to recover mission archives and until the end of your turn is not eligible to shoot or declare a charge.
At the end of your turn, if that unit is within range of an objective marker that you control that is not in your deployment zone, roll one D6: on a 4-5, that unit gains IXP; on a 6, that unit gains 2XP and you gain 1CP
Malefic Hunter
Each time a model from your Crusade army destroys an enemy PSYKER or SYNAPSE unit, that model’s unit gains 1XP. If the destroyed unit is a CHARACTER unit, that models unit gains I additional Experience Point.
Drive Home the Blade
At the end of the battle, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within 6″ of your opponent’s battlefield edge. If your opponent does not have a battlefield edge in the mission being played, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within your opponent’s deployment zone instead.
Each of those units gains 3XP.
Battle Honours
When a unit gains enough XP to acquire a Battle Rank promotion, you can choose an upgrade table to roll on from Battle Traits, Weapon Modifications or a Crusade Relic. Each time a unit gains a Battle Honour, increase it’s Crusade points by 1 (or by 2 if Titanic)
Battle Traits
Character Units | D6 |
---|---|
Born Hunter The unit has the Scout 9″ ability | 1 |
Bio-Acid Burns Character models in the unit have Feel No Pain 5+ ability | 2 |
Natural Leader This unit may re-roll Battleshock tests | 3 |
Deadly Combatant Melee weapons equipped by Character models have the Sustained Hits 1 ability | 4 |
Shadow Stalker The unit has the Stealth ability | 5 |
Death Incarnate Enemy units within 6″ of this unit worsen their Leadership characteristic by 1 | 6 |
Infantry Units | D6 |
---|---|
Battle-Scarred Resistance Models in this unit have the Feel No Pain 6+ ability | 1 |
Vanguard Espionage The unit has the Scout 9″ ability | 2 |
Obdurate Obedience Add 1 to the Objective Control of all models in this unit | 3 |
Resolute Veterans Each time you take a Battle-shock, Leadership or Desperate Escape test for this unit, add 1 to that test. | 4 |
Only the Swift Survive Add 1 to Advance and Charge rolls made for this unit | 5 |
Head-hunters At the start of a battle select one enemy unit. Until the end of the battle, each time a model in this unit makes an attack against that enemy unit, re-roll a Hit of a 1 and re-roll a Wound roll of a 1. | 6 |
Striding Behemoth Units | D6 |
---|---|
Destructive Impulse Each time a model in this unit destroys an enemy unit, add twice as many kills to their campaign kill tally. | 1-3 |
Rapid Adaptation Select any one of the Battle Honours from the Monster Hunters upgrade path for this unit to gain (pg 94 of the Leviathan Core Rule Book) | 3-6 |
Vehicle Units | D6 |
---|---|
Blessed Hull Models in this unit have a 5+ Invulnerable save | 1 |
Focused Gunners Models in this unit don’t suffer the penalty for to Hit rolls when firing ranged weapons within Engagement Range. | 2 |
Reinforced Superstructure Each time an attack with Strength 7 or lower is allocated to this model, worsen the AP of that attack by 1. | 3 |
Elite Crew Each time a model in this unit makes an attack, re-roll a Hit roll of 1. | 4 |
Archeotech Power Cell Add 2″ to the movement of models in this unit. | 5 |
Auto-Repair Nodes At the start of your Command Phase, one model in this unit regains 1 lost wound. | 6 |
Mounted Units | D6 |
---|---|
Hunter’s Celerity Add 2″ to the movement characteristic of models in this unit. | 1 |
High Speed Gunnery Each time this unit Advances, until the end of the turn all ranged weapons equipped by models in this unit have the Assault ability. | 2 |
Predatory Urge You can re-roll Charge rolls made for this unit. | 3 |
Mounted Guerrillas This unit is eligible to declare a Charge in a turn in which it Fell Back. | 4 |
Encircling Raptors If this unit is in Strategic Reserves, it counts the battle round as one higher than the current round for the purposes of determining when and where it is set up. | 5 |
Tireless Raiders Models in this unit can make attacks with ranged weapons even when the unit is within Engagement Range of enemy units, but can only make such attacks against enemy units they are within Engagement Range of. | 6 |
Weapon Modifications
Each time you choose to add a weapon modification to a unit, select a single weapon equipped by that unit. Then roll 2D6 and apply both of the upgrades that you rolled from the table adjacent.
Weapon Modifications | D6 |
---|---|
Finely Balanced Improve this weapon’s Ballistic Skill or Weapon Skill by 1 | 1 |
Brutal Add 1 to this weapon’s Strength characteristic. | 2 |
Armour Piercing Improve this weapon’s Armour Penetration characteristic by 1. | 3 |
Master-Worked Add 1 to this weapon’s Damage characteristic. | 4 |
Heirloom Add 1 to this weapon’s Attacks characteristic. | 5 |
Precise Each time a Critical Wound is scored for an attack with this weapon, that attack has the Precision ability. | 6 |
Crusade Relics
As mentioned previously, we will be using our own Home brewed relics for the Balecaster Crusade, which your heroes and characters may be able to uncover if they are lucky!
Level 1 – Artificer Relics
Artificer Weapon
Select one weapon that the model is equipped with (excluding a Relic or a weapon that has been enhanced by the Weapon Enhancement Battle Honour). That weapon now has SUSTAINED HITS 1. This is now a Relic Weapon and cannot be further modified.
Artisan Bionics
INFANTRY or MOUNTED only. Add 1 to the model’s Strength characteristic for Melee Attacks. In addition, the model has a 5+ Feel No Pain.
Bio-weave cloak
INFANTRY CHARACTER only. The bearer gains the Stealth keyword and always counts as having the Benefit of Cover.
Blackstone Ankh
Models in the bearer’s unit gain a 5+ Feel No Pain against Mortal Wounds.
Conversion Field
The bearer gains a 5+ invulnerable save. In addition, each time a successful saving throw is made against a melee attack, roll a D6. On the roll of a 6, a Mortal Wound is inflicted on the attacking unit.
Frenzon Injector
INFANTRY, MOUNTED or MONSTER only. You can re-roll Advance and Charge rolls made for this model’s unit. In addition, add 1 to this model’s melee weapon Attacks characteristic during any turn in which its unit made a charge move (including using the Heroic Intervention stratagem) or was charged.
Master-crafted Armour
Add 1 to the bearer’s Armour Saving throws (but not invulnerable saves). In addition, the model gains a 6+ Feel No Pain against Mortal Wounds. Their armour is now Relic Armour – it cannot be further modified.
Obsidian Edge
Close combat weapon only – weapon becomes a Relic Weapon. This weapon now has LETHAL HITS.
Solar Shift Core
You can re-roll Advance and Charge rolls made for the bearer’s unit. Additionally, the target unit of a charge may not use the overwatch the stratagem.
Level 2 – Antiquity Relics
Advanced Honeycomb Blade
Select one of the model’s melee weapons, it now has Anti-Infantry 2+. This is now a Relic Weapon and cannot be further modified.
Archeotech Nano-med
INFANTRY only. The first time this model is destroyed, keep it to one side; at the end of the current phase, roll one D6. On a 2+, set this model back up again, as close as possible to its previous position, with D3 wounds remaining.
Dark Age Displacer Belt
INFANTRY only. Instead of making a Normal Move or Falling Back in your Movement phase, this model’s unit can be removed from the battlefield and then set back up on the battlefield, anywhere that is more than 9″ from any enemy models. This ability can only be used once use per battle.
Experimental Combat Drugs
INFANTRY CHARACTER model only. At any point in the battle the character can choose to administer these drugs. When it does so it gains +1 Strength, +1 Toughness, +1 Attack and +1 Damage to its melee weapons for the rest of the battle. However in EVERY future Command Phase (for both players) the model must make a Leadership check and if it fails suffers D3 Mortal Wounds.
Graviton Hardened Armour
Incoming damage is reduced by 1 against this model to a minimum of 1. Their armour is now Relic Armour – it cannot be further modified.
Hieroptek Staff
The bearer has the following ability: ‘Hieroptek Staff (Aura): Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models while they are within Engagement Range of the bearer.’
Neural Indentured Communication
The model’s attached unit has +1 to both BS and WS on all weapons. But the model itself is -1 to both its BS and WS on all weapons.
Sniper Sights
Single ranged weapon only. That weapon gains the PRECISION key word. This is now a Relic Weapon and cannot be further modified.
Level 3 – Legendary Relics
Amulet of Perception
The bearer has the FIGHTS FIRST ability – only the bearer has this ability, not any unit they are attached to.
Deja Vu Device
INFANTRY CHARACTER only. After deployment ends but before the game begins mark the location of this character on the board. At any point in the mission or if the character is reduced to 0 wounds then this relic may be activated. On a 2+ the device is successful, the character is reset to his starting position with the number of wounds they started the battle with. Any progress made towards Agendas by this character is lost and the character is considered slain for all rules purposes. If the dice roll fails the character is slain immediately. Only one use per battle.
Determination Dog Tags
INFANTRY CHARACTER model only. If this character is reduced to 0 wounds it is not removed from the board but counts as having one wound remaining until the end of the battle round. It can act normally until then at which point it is slain.
Neuro Disruption Poison
Pick one of the character’s melee weapons. They now have +1 to wound with this weapon. This is now a Relic Weapon and cannot be further modified.
Null-field Disruptor
Invulnerable saves cannot be made against attacks made with this model’s melee weapons.
Phase-Shift Armour
INFANTRY CHARACTER only. This model now has the LONE OPERATIVE special ability. Their armour is now Relic Armour – it cannot be further modified.
Void Armour
Incoming damage against this model is halved (rounding up). The model also has a 6+ Feel No pain. Their armour is now Relic Armour – it cannot be further modified.
Battle Scars
In a Crusade, you will need to take an Out of Action test for each destroyed unit at the end of a game. To do this, roll a D6, on the roll of a 1, the test has been failed and the owning player must decide which of the following they wish to apply:
The unit can lose a single Battle Honour, assuming it has previously gained one.
The unit gains a Battle Scar, randomly determined by rolling on the table adjacent.
Removing Battle Scars
A Battle Scar can be removed from a unit by spending 2 RP per Battle Scar between battles.
Note: This was updated from 1 RP in Phase 2 to make it more difficult