Unit Progression

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 PointsRank
0-5Battle-ready
6-15Blooded
16-30Battle-hardened
31-50Heroic*
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 UnitsD6
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 UnitsD6
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 UnitsD6
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 UnitsD6
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 UnitsD6
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 ModificationsD6
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

INFANTRYMOUNTED 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

Battle ScarD6
Crippling Damage
This unit cannot Advance and you must subtract 1″ from its Move characteristic.
1
Battle-Weary
Each time the unit takes a Battle Shock, Leadership, Desperate Escape or Out of Action test, subtract 1 from the result.
2
Fatigued
Subtract 1 from the Objective Control characteristic of models in this unit. Additionally, the unit never receives a Charge bonus.
3
Disgraced
You cannot use any Stratagems to affect this unit and this unit cannot be Marked for Greatness.
4
Mark of Shame
This unit cannot form an Attached unit , it is also unaffected by Aura abilities of friendly units, and it cannot be Marked for Greatness.
5
Deep Scars
Each time a Critical Hit is scored against this unit, that attack automatically wounds this unit
6