Forging a Campaign: Experience

In the previous posts of the “Forging a Campaign” series, I proposed some home rules to integrate Heroes and the Serious Injuries that they can suffer in battle. Today, as promised in these occasions, I will try to give some guidelines about how Heroes can gain Experience from the battles they have fought in and how they can become stronger.

After each battle, determine the experience gained by each Hero using the following rules:

  • Survived: The Hero gains 1 Experience point if it survived the battle. If you are using the rules for Serious Injuries, “if he survived the battle” means “if you did not roll the Dead result for him on the Serious Injuries table”.
  • Slayer of Champions: The Hero gains 1 Experience point for each enemy Character it personally dealt the last Wound to. If the Hero has the Independent Character special rule or is a single-model unit, it does not gains these points for killing team-leader Characters, but only other Independent Characters or Characters which are single-model units. These Experience points are not cumulative with those granted by Reliable
  • Great Strategist: The Hero gains 1 Experience point if it was the Warlord of the winning army.
  • Reliable: The Hero gains 1 Experience point for each Primary or Secondary Objective achieved by the unit it were in. These Experience points are not cumulative with those granted by Slayer of Champions.
  • Against All Odds: If the point value of the enemy army was greater than that of your army by 500 or more points, each one of your surviving Heroes gains 1 additional Experience point.
  • Heroism: At the end of the game, your opponent choses one of your Heroes that he thinks performed a particularly heroic deed during the battle. That Hero gains 1 additional Experience point.

For each 5 Experience points gained, the Hero can roll 2D6 on the appropriate Experience table. It is best to roll just after the end of the battle or before the beginning of the next game, when another player can see your results.


Experience table
(Independent Characters and single-model units)

2-4 New Skill: The Hero gains a special rule from one of the skill lists at the end of this post. If the Hero is a Psyker, it can choose to increase its Mastery Level instead (up to a maximum of 4).

5 Strength From Experience: Choose another Warlord Trait to add to your Hero. If your Hero has more than two Warlord Traits and is the Warlord of your army, it can use only two of those: choose which one before the beginning of the game.

6 Personal Development: Roll Again. 1-3 = increase the Strength value of the Hero’s profile by 1. 4-6 = increase the Attacks value of the Hero’s profile by 1.

7 Personal Development: Choose one of the following: increase the Weapons Skill value of the Hero’s profile by 1 OR increase the Ballistic Skill value of the Hero’s profile by 1.

8 Personal Development: Roll Again. 1-3 = increase the Discipline value of the Hero’s profile by 1. 4-6 = increase the Leadership value of the Hero’s profile by 1.

9 Personal Development: Roll Again. 1-3 = increase the Wounds value of the Hero’s profile by 1. 4-6 = increase the Toughness value of the Hero’s profile by 1.

10 Strength From Experience: Choose another Warlord Trait to add to your Hero. If your Hero has more than two Warlord Traits and is the Warlord of your army, it can use only two of those: choose which one before the beginning of the game.

11-12 New Skill: The Hero gains a special rule from one of the Skill tables available to it. If the Hero is a Psyker, it can choose to increase its Mastery Level instead (up to a maximum of 4).


Experience table (Team Leaders)

2-4 Personal Development: Increase the Initiative value of the Hero’s profile by 1.

5 Personal Development: Increase the Strength value of the Hero’s profile by 1.

6-7 Personal Development: Choose one of the following: increase the Weapons Skill value of the Hero’s profile by 1 OR increase the Ballistic Skill value of the Hero’s profile by 1.

8 Personal Development: Increase the Attacks value of the Hero’s profile by 1.

9 Personal Development: Increase the Leadership value of the Hero’s profile by 1.

10-11 New Skill: The Hero gains one special rule from the Warriors’, Marksmen’s or Specialist Skills list.

12 Paragon: The Hero gains the Independent Character special rule. From now on, when you add it to your army, he is a single-model unit that does not take a slot in the Force Organization Chart. To determine the Hero’s base point value (to which you will add the modifier for its equipment and options), remove from the base point value of its unit the point value of the other models composing it, when this is indicated (like, for example, when there is the option to add other models to the unit). If this is not possible, then split the base point value of the unit for the number of models in it.


A Hero cannot add more than 1 to each one of its characteristics. If a Personal Development result would raise a characteristic for the second time, apply the other option, if possible. If the other option too would raise a characteristic for the second time, roll again until you get an applicable result. If a Team Leader became an Independent Character thanks to the Paragon result, then it can further raise a characteristic he had already raised, but only once.

When a Hero rolls a New Skill result, pick one of the following lists and chose a special rule from it:

  • Warriors’ Skills: Counterattack; Frenzy; Furious Charge; Hate; Precision Hit; Rage.
  • Markmen’s Skills: Precision Shot; Relentless; Split fire.
  • Personal Skills: Fear; Fearless; Feel No Pain; Stubborn.
  • Stealth Skills: Acute Senses; Infiltrators; Outflank; Scout; Shrouded; Stealth.
  • Specialist Skills: Favorite Enemy; Monster Hunter; Night Sight; Tank Hunter.
  • Movement Skills: Fleet; Hit and Run; Move Through Cover.
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