Unit Progression

All the Unit Progression Rules in One Place

If your taking part in the Certus 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.

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 or Weapon Modifications. Each time a unit gains a Battle Honour, increase it’s Crusade points by 1 (or by 2 if Titanic).

If your faction has a Codex or additional rules available you can use those battle traits instead.

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
Monsters & Walker UnitsD6
Monstrous Presence (Aura)
While an enemy unit is within Engagement Range of this unit: Subtract 1 from the Leadership characteristic of models in that enemy unit. Each time that unit takes a Battle-shock test, the Insane Bravery Stratagem cannot be used.
1
Giant Slayers
Each time a model in this unit makes an attack against a MONSTER or VEHICLE unit, re-roll a Hit roll of 1.
2
Nimble Defence
Each time a MONSTER or VEHICLE unit makes an attack against this unit, models in this unit have the Feel No Pain 5+ ability against that attack.
3
Unstoppable Advance
Each time this unit makes a Normal, Advance or Fall Back move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model or its base). If doing so when making a Fall Back move, models in this unit do not need to take a Desperate Escape test
4
Painful Lessons
Each time a MONSTER or VEHICLE model makes an attack against this unit, worsen the Armour Penetration characteristic of that attack by 1.
5
Massive Stomp
Each time this unit is selected to fight in the Fight phase, before making any attacks, it can stomp. If it does so, select one enemy unit (excluding MONSTER and VEHICLE units) within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds..
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

Campaign Relics

For the Certus Crusade we have created a series of bespoke relics which your heroes may uncover from the depth of the tombs of the cemetery world!

Players will need to delve into the dark labyrinthine passages of the Necroplex and survive it’s dangers to pillage it’s treasures. These relics are obtained through winning Boarding Actions missions and you can choose any relic from the level obtained or below – this can be for any model in your force as long as long as it meets the criteria, it does not have to be one of the units that completed the boarding actions mission.

Level 1 – Artificer Relics

Electro Shock Battery

“This unstable device charges any weapon it is attached to with an additional electrical discharge.”

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.

Pugh’s Gauntlet

“Like his Gene-sire before him Chapter Master Pugh turned to this modified pain glove for penance.”

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.

Watcher’s Cloak

“This black cloak shimmers ever on the edge of sight.”

INFANTRY CHARACTER only. The bearer gains the Stealth keyword and always counts as having the Benefit of Cover.

Spirit Probe

“This xenos device is a construction of agony, designed to ensure that no scrap of pain is wasted.”

Models in the bearer’s unit gain a 5+ Feel No Pain against Mortal Wounds.

Nazgob’z Choppa

“Looking like nothing more than a crude blade this Orkish weapons is deceptively killy.”

Close combat weapon only – weapon becomes a Relic Weapon. This weapon now has LETHAL HITS.

Malstrain Carapace

“Twisted by radiation and the warp these armour plates provide both defence and offence to any brave enough to wear them.”

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.

Skchalick’s Brand

“This sigil of Khorne emanates with an overpowering lust for blood.”

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.

Indomitable Courage

“Despite countless centuries of combat this shield bears but a single scratch.”

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.

Syll’s Finesse

“This elixor is said to gift those who drink from it movement of inhuman grace.”

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

Doom’s Talon

“This organic blade appears to have an insatiable hunger for flesh.”

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.

Tok’s Iron Blood

“This mysterious Votann device once belonged to Tok the Lucky who was said to be able to walk of any wound.”

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.

Kogguttz’ Sneaky Surprise

“The infamous Mek-Lord Kogguttz Wurldkrumpa was known for his “kunnin” teleporter strike attacks”

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.

The Entropox Strain

“One of the grandfather’s many blessings this strain grants many gifts to those who embrace it, but at a potentially deadly cost.”

INFANTRY CHARACTER model only. At any point in the battle the character can choose to embrace this blessing. When it does so it gains the model gains +1 Toughness and it chooses one melee weapon to receive +1 Strength,  +1 Attack and +1 Damage 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.

Kovac’s Defensive Systems

“Ripped from T’au battle suit this device automatically co ordinates drones to provide a series of countermeasures to protect it’s wearer.”

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.

Cegorach’s Dance

“The Laughing God smiles at those who dance their dance.”

The bearer has the following ability: ‘Cegorach’s Dance (Aura): Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models while they are within Engagement Range of the bearer’s unit.’

Fi’rios Sacrifice

“During the Third Sphere Expansion the pilots of the Air Caste learned the hard way that sometimes one must sacrifice their own advantage for The Greater Good.”

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.

Skyknife’s End

“This rifle was said to shoot it’s projectiles at such speed it’s targets appear dead before the trigger is even fully pulled .”

NON VEHICLE CHARACTER ONLY. 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

The Wrath of Khaine

“Blood Runs… Anger Rises….Death Wakes…. War Calls!”

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.

Mysaria’s Gift

“Laced with cruelty and cunning this gemstone is said to speed the cutting wit of any who carries it.”

The bearer has the FIGHTS FIRST ability – only the bearer has this ability, not any unit they are attached to.

The Ceremonial Blade of Jin ‘Rak

“This blade is said to be so sharp it can cut through the very veil to the warp.”

Invulnerable saves cannot be made against attacks made with this model’s melee weapons.



Nekksnappa’z Purple Cloak

“Grodd Necksnappa often claimed to have snapped as many necks as the infamous Boss Snikrot. Only no one ever saw him do it.”

INFANTRY CHARACTER only. This model now has the LONE OPERATIVE special ability. Their armour is now Relic Armour – it cannot be further modified.

Eversor’s Will

“Unflinching in it’s determination to complete it’s mission death serves as only a minor inconvenience.”

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.

Ajan’s Chronometer

“Once a prized relic of the Nebra’tek Dynasty this device is said to rewind time for the user.”

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.

Vek’tan’s Battle Plate

“This Terminator armour was once worn by the Salamanders Master of Relics.”

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 1RP per Battle Scar between battles.

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