Veteranen-Einheit-Erfahrungssystem:

Die Veteranen-Einheit kann in Schlachten Erfahrungspunkte (EP) erlangen, die dem Spieler die Möglichkeit bieten auf eine der fünf Tabellen zu würfeln. Jede Tabelle verbessert eure Veteranen-Einheit für die laufende Kampagne.

Besondere Regeln:

Die Veteranen-Einheit…

·        kann keinem UC angeschlossen werden

 

 

 

 

Der erste Wurf auf eine Tabelle kostet dem Spieler 5 EP jeder weitere Wurf steigt um +1 EP.

Wurf 1 ( Freiwurf)

Wurf 2

Wurf 3 /usw.

5 EP

6 EP

7 EP

Die Bewaffnung der Einheit kann ebenfalls verändert werden für 5 EP, darf jedoch nicht die 150 Pkt. übersteigen

 Bereits vorhandene Fertigkeiten oder gewürfelte Ergebnisse führen zu einem Re-Roll auf der gewählten Tabelle.

Spieler der vorangegangenen  Kampagne erhalten einen Freiwurf auf eine der Tabellen, wobei die Tabelle zufällig ermittelt wird mit Hilfe einem w6.

Bei dem Wurf von 1 misslingt der Freiwurf.

Alle anderen Ergebnisse werden vorher den jeweiligen Tabelle zugeteilt.

Erfahrungspunkte erhält die Einheit für folgende Taten:

Taten: Die Veteranen-Einheit…

EP

hat an einer Schlacht teilgenommen

1

hat einen Siegespunkt durch ein Missionsziel erlangt

3

hat die feindliche Veteranen-Einheit getötet

2

hat die Schlacht überlebt

1

hat den feindlichen Kriegsherrn getötet

2

hat den Durchbruch geschafft

1

hat eine Story vor dem Spieltag geschrieben

2

 

Die Taten werden auf der Rückseite festgehalten damit EPs besser nachgehalten werden können.

Der Spieler kann entscheiden vor oder nach einer Schlacht auf einer der Tabellen zu würfeln im Beisammensein anderer Spieler.

Das Ergebnis des Wurfes wird in das Profil eurer Veteranen-Einheit eingetragen. Das Profil wird mithilfe einer Tabelle dargestellt. Die Spieler sollten sich die Tabelle ausdrucken um ein entsprechenden Nachweis zu führen. (Tabelle wurde per Email verschickt)

Tabellen:

Sergeant Profil Advances Table:

W6

Ergebnis

1-3

Roll again ->

1-2->

KG +1

Roll again ->

3-4->

BF +1

Roll again ->

5-6->

1 A

4-5

Roll again ->

1-2->

MW +1

Roll again ->

3-4->

I +1

Roll again ->

5-6->

LP +1

6

Roll again ->

1-3->

W +1

Roll again ->

4-6->

S +1

 

Command Advances Table:

W6

Result

1

Flank March: So long as a the character is on the table at the start of the controlling player’s player turn, all units in the same detachment may re-roll the dice roll to determine which table edge they enter from when using the Outflank special rule

2

Rapid Assault: The controlling player may re-roll Seize the Initiative rolls in games in which this is relevant

3

Coordinated Reserves: All units in the character’s detachment entering play from Reserves add +1 to their Reserves rolls

4

Night-stalker: If the Night Fighting rule is in effect in game turn one, roll a D6 at the beginning of turn two. One a 5+, Night Fighting continues in game turn two. If it is in effect in game turn two, roll again at the beginning of game turn three. On a 6+, it continues for one more game turn.

5

Ever Onwards: Having made a Difficult Terrain test or a Run roll for the character, should the controlling player wish then all subsequent Difficult Terrain tests or Run rolls made by units in the character’s detachment in that player turn may use the same result. If used, all eligible units must use the result and it may not be modified in any way

6

Coordinated Strike: So long as the character is on the table at the start of the controlling player’s player turn, Deep Striking units which are in the character detachment may re-roll the Scatter dice.

 

Morale Advances Table

D6

Result

1

Rallying Cry: Once per game, at the start of any turn in which the character is on the table, all units in the character’s detachment that are falling back automatically regroup. Instead of making the normal 3 Regroup move, they may move , shoot, charge , etc. , normally

2

Overrun: The character and their unit add +1 to their Initiative characteristic when rolling of in a Sweeping Advance having won a close combat

3

Leap back: The character and their unit add +1 to their Initiative characteristic when rolling of in a Sweeping Advance having lost a close combat

4

Hungry for Victory: The character and their unit roll 2D6 to determine how far they move when Consolidating

5

Here I Stand: The character and their unit add +1 to the result of any Leadership test taken in their own deployment zone

6

Enemy Ground: The character and their unit add +1 to the result of any Leadership test taken in the opposing player’s result

 

Melee Advances Table

D6

Result

1

Ferocious Escalade: The character and their unit cause Fear when charging enemies that are occupying battlements and defence lines. If they already cause Fear, the enemy must take their Leadership test on 3d6, discarding the lowest dice

2

Master of Blades: The character and their unit add +1 to their Weapon Skill characteristic in the phase they charge

3

Unseen Strike: The character and their unit add +1 to their Initiative characteristic in the phase they charge

4

Headsman: Once per game, declared at the start of the Fight sub-phase, all of the character’s melee attacks cause Instant Death for that phase only.

5

Heroic Scarifice: When fighting in a challenge that the character themselves issued, excess wounds inflicted by the enemy character are not carried over to the character’s unit and are not counted towards combat results

6

Preternatural Reactions: When firing using the Overwatch rule, the character may make an Initiative test. If the test is passed, the character’s Overwatch fire, as well as that if their unit, is resolved at their normal Ballistic Skill. If the test is failed, the Overwatch fire is conducted as Snap Shots as normal.

 

Movement Advances Table

D6

Result

1

Ruin-strider: The character and their unit do not have to take a Difficult Terrain tests when moving through ruins of any type

2

Ruin-shield: The character and their unit add +1 to their cover save when inside ruins of any type

3

Glade-strider: : The character and their unit do not have to take a Difficult Terrain test when moving through woods, jungles or any similar terrain type

4

Glade-shield: The character and their unit add +1 to their cover save when they are inside woods, jungles or any similar terrain type

5

War-shield: The character and their unit add +1 to any save derived from battlefield Debris

6

Field-sense: The character and all models in their unit cannot failed dangerous terrain test

 

Änderungen der Regeln sind den Kampagnenleitern vorbehalten.