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Warhammer Fantasy Battles Veteran units and characters in campaigns A fan-made addition to Warhammer by Petrus “Rune” Makkonen There are always players who want to see their wargames turn even more alive - there is just that much a standard pitched battle can do! When we are ready to bring along our whole forces to the battlefield, to really see who is the best general, and for once take an eyeview on our heroes’ level, there is no better way to hold a Warhammer campaign. Campaigns might consist of either a story, or just battles followed by one another. They might use a map to keep track of each players’ conquest, or it might be a pre- rendered scenario tree, in which the players advance depending on the outcome of battles. You could use a game master if you want; allied forces, random events, scenarios tailored for just the occasion, players joining forces and turning against each other again - everything’s possible. Whatever you decide your campaign will include, it might be interesting to see your army actually grow in strength, and in skill. This is where advancements come in. With these rules, and army roster sheets provided, you can easily keep track of your forces, how they survive through battles and learn new skills - if they are skilled and lucky enough to survive in the first place, that is! This document explores advancements of both your characters, and your units, both entries covered fully before moving to the next. In both cases you are explained how to gain experience, how to keep track of it, and how to gain new skills and abilities. At the end of the document there are empty army roster sheets ready for printing.

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Page 1: Warhammer-Campaigns-FanMade-Leveling

Warhammer Fantasy Battles

Veteran units and characters in campaigns

A fan-made addition to Warhammer by Petrus “Rune” Makkonen

There are always players who want to see

their wargames turn even more alive -

there is just that much a standard pitched

battle can do! When we are ready to bring

along our whole forces to the battlefield, to

really see who is the best general, and for

once take an eyeview on our heroes’ level,

there is no better way to hold a

Warhammer campaign.

Campaigns might consist of either a story,

or just battles followed by one another.

They might use a map to keep track of each

players’ conquest, or it might be a pre-

rendered scenario tree, in which the players

advance depending on the outcome of

battles. You could use a game master if

you want; allied forces, random events,

scenarios tailored for just the occasion,

players joining forces and turning against

each other again - everything’s possible.

Whatever you decide your campaign will

include, it might be interesting to see your

army actually grow in strength, and in skill.

This is where advancements come in. With

these rules, and army roster sheets

provided, you can easily keep track of your

forces, how they survive through battles

and learn new skills - if they are skilled

and lucky enough to survive in the first

place, that is!

This document explores advancements of

both your characters, and your units, both

entries covered fully before moving to the

next. In both cases you are explained how

to gain experience, how to keep track of it,

and how to gain new skills and abilities. At

the end of the document there are empty

army roster sheets ready for printing.

Page 2: Warhammer-Campaigns-FanMade-Leveling

Advancements

Character advancements

During a campaign your heroes and lords

have a chance of gaining new skills and

honing their abilities by doing extraordinary

feats, as well as just gaining experience in

leadership and fighting skills. Just surviving

the battle is usually enough to shake a man

so that he has learnt something new, but

considering leaders are already veterans of

many battles, they have a keen sight for

changes, and are able to learn very swiftly -

sometimes even temporarily, before starting

their daily training after a campaign; a

shaken mind is eager to forget a trauma, and

any lesson learnt of one.

So, if your character learns new skills or

advances in characteristics, it does not mean

that after the campaign he would surely

retain his new skills - these skills apply only

for the time the campaign will last. Don’t

try to tel l your opponent in the next

tournament, that your general suddenly has

a Devastating Charge rule because he learnt

it in the last battle of your home campaign!

In your army sheet there are empty spaces in

the entry of every character. Some of these

spaces are marked. Whenever a character

accomplishes a feat, tick one space in the

sheet. When you tick a marked space, your

character has gained an advancement. If the

character is slain, remove 2d6 ticked spaces,

or until you reach a marked space already

ticked - we assume your hero did not die,

but suffered a near-fatal injury. Already

learnt advancements are retained.

Advancements are usually 15 ticks apart.

Whenever a character manages a feat, tick a

space:

1 space When the character survives a battle

without being slain.

1 space When the character during one phase

of a turn slays 15 points worth of

non-character models. (Cumulative)

1 space For each 30 points an enemy

character killed by the character was

woth in points. (Cumulative)

1 space When the wizard succesfully casts a

hex or an augement spell.

1 space Whenever the wizard suffers a

miscast and is not slain.

1 space Whenever the wizard succesfully

dispels (using dispel dice) a spell

cast by an enemy wizard of higher

level.

1 space Whenever the wizard succesfully

channels dispel or power dice.

1 space When the character’s unit passes a

leadership test with the character’s

leadership, and the unit’s unmodified

leadership would not have been

enough to pass the test

1 space When the character succeeds a

characteristics test your opponent

forced him to make (for example due

to a special ability or a spell).

2 spaces When the character is the army

general, and you win the battle.

2 spaces When the character is the army

general, and at least 3 units within

his Inspiring Presence radius pass a

leadership test during one phase.

2 spaces When the character succesfully kills

an enemy character (not a unit

champion) in a challenge.

Page 3: Warhammer-Campaigns-FanMade-Leveling

For example, there are four units of Empire state

troops within 18" of an Empire General (also the

Army General) mounted on a majestic Griffon, who

all were unfortunate enough to be caught under a

Purple Sun of Xereus as it wandered through the

battlefield. All of them suffered casualties enough

to take a panic test: the spearmen roll 4 (pass),

swordsmen roll 11 ( failed), halberdiers roll 8

(pass), and the handgunners roll 10 (failed).

Luckily the handgunners were within 12" of the

battle standard bearer, and their rerolled dice pass

them nicely with a 5. The General ticks two spaces

in his sheet for being an inspiring leader, and

commanding his troops effectively in the heat of

battle.

Furthermore, the halberdiers were joined by a

warrior priest (Leadership 8). Had he not joined

them, the halberdiers would have had a Leadership

of only 7, and in this case we assume it was also the

warrior priests chants that drove the halberdiers on

- also the warrior priest gains a tick, even though

the general was in close proximity.

Our General is also in combat, with Chaos Warriors

nontheless. These warriors cost a whopping 16 points

a model. Our general slays two of them on his charge,

and ticks two spaces in his sheet (2x16=32; just

enough for two ticks). The Griffon, however tears

apart one more, and its might thunderstomp finds two

more victims. These are, however, not wounds made

by the character, so they do not add to his total

experience.

Next round a Grand Master with his knightly

bodyguard joins the frey, in attempt to break the

chaos defenses for good. The Grand Master ends up

in base contact with a Chaos Sorcerer, and ready to

slay the evil mage allocates all his attack at him,

maybe detecting a Crown of Command making the

warriors Stubborn. The Sorcerer costs 140 points,

and slaying him awards the Grand Master 4 ticks on

his advancement table - he was left 10 points short

from 5 ticks this time.

Unique Improvements skill list:

Devastating Charge

Cause Fear (Cause Terror if already causes Fear)

Hatred

Immune to Panic

Multiple Shots (+1 shot, is cumulative with

magical ranged weapons)

Poisoned Attacks

Quick to Fire

Sniper

Strider

Vanguard (Scout is already Vanguard)

Loremaster

Page 4: Warhammer-Campaigns-FanMade-Leveling

After the battle is fought, see your army sheet - if there are characters whose

advancement tables have reached one or more marked spaces, they gain

advancements. For each marked space ticked, roll 2D6 and consult the charts below:

2D6

2-3

4

5-6

7

Warriors (those who cannot channel)

Loyal: When creating the army list, this

character’s base point cost is ‘free’ -

you do not have to pay for the points the

army book asks you to. All additional

equipment, mounts or additions have to

be paid for as normal. Characters with

Stomp or Thunderstomp roll again;

monsters are ‘nigh impossible to turn

loyal to any cause but their own.

Unique improvements: You may choose

one special rule from the list above.

This character now has that special rule.

Inspirer: The character increases his

Leadership and Iniative characteristics

by 1. If this would take the character’s

Leadership above 10, roll again.

Combat Expertise: The character

increases his Weapon Skill, Ballistic

Skill and Iniative charasteristics by 1. If

this would take any of those above 10,

roll again.

Wizards (those who can channel)

Loyal: When creating the army list, this

character’s base point cost is ‘free’ - you

do not have to pay for the points the army

book asks you to . Al l addi t i ona l

equipment, mounts or additions have to

be paid for as normal. Characters with

Stomp or Thunderstomp roll again;

monsters are ‘nigh impossible to turn

loyal to any cause but their own.

Unique improvements: You may choose

one special rule from the list above. This

character now has that special rule.

Windrider: The wizard can add a lore

normally available to him in his character

entry. Decide at the start of the battle

which lore you will be using.

Channeler: The wizard succeeds in

channeling attempts at 4+. If rolled twice,

the wizard is called a Bound Gateway,

and succeeds in channeling attempts at

2+. However, his mental state is shaken

on a roll of 1, and deamons trying to get

into his mind force an immediate Miscast.

Reroll if rolled a third time.

8-9

10-11

12

Flu r ry o f Blows : The charac t e r

increases his Attack and Iniative

charasteristics by 1. If this would take

the Attack charasteristics above 10, roll

again.

Personal Spoils: The character has his

max ium mag i c i t em a l l owance

increased by 25 points.

Toughness: The character increases his

Wounds charasteristic by 1. If this

would take it above 10, roll again.

Expanded Awarness: The wizard knows

an extra spell from the lore he chose, ie. a

level 2 wizard would roll 3 spells he

knows from his lore.

Arcane Aura: The wizard gains +1 to all

casting and dispel attempts.

Trinket Affinity: The wizard is no longer

restricted to only one magical item per

category.

Page 5: Warhammer-Campaigns-FanMade-Leveling

Unit advancements

Not only characters gain experience and

grow stronger, but even whole units and

regiments just might survive against all

odds through battles to tell the tale of their

feats. Rank and file troops fight as a unit,

many as one, rather than challenging

enemies in single combat, as characters do.

They gain experience when holding the

battleline, surviving against odds and

stricking down the foe - few regiments learn

such a unity, that each soldier is able to trust

his life with the man next to him, and

actually prevail not because of sheer luck,

which is a governing force in the chaos of

violence, but training and skill.

Units (which you should name appropriately

in your army sheet to keep track of their

advancement tables, and to be able to tell

which unit is which in game) also have an

advancement table, but much shorter and

simpler. Tick a space when the unit

manages any of the feats below. If a unit is

wiped out (not fled the battlefield), deduct

2D6 spaces from their advancements. This

might take their advancements beyond

already achieved levels! This represents

newcomers refilling the ranks of the unit.

Remove an advancement if necessary.

1 space At the end of the battle if the unit

survived the battle with more than

50% left of its starting number.

1 space Whenever the unit passes a Break

test.

1 space Whenever the unit rolls an Insane

Courage (in addition to passing the

test).

1 space Whenever the unit wins a combat

round.

1 space Whenever the unit pursuits and

catches the fleeing unit.

1 space Whenever the (non-monster) unit

slays or runs down a monster.

1 space At the end of the battle for each

enemy banner carried by the unit.

1 space Whenever the unit runs down a

fleeing unit which it did not pursue.

1 space Whenever a rank and file model (or

c h amp i o n ) k i l l s a n e n emy

character.

1 space If the unit dealt casualties to a unit

forced to take a panic test due to

Heavy Casualties this shooting

phase. (even if the test was never

actually taken, or was passed

automatically.)

1 space If the unit destroyed a unit by

shooting.

After the battle, if the last model in a unit

was slain during battle (not fleeing), roll

2D6 and deduct the amount shown from the

units advancement table. For every marked

space ticked after the deduction you may

choose an advancement for the now veteran

unit. Already chosen advancement may not

be removed, but if the heavy losses roll

takes the unit below a treshold that would

mean removing of an advancement, that

advancement is lost. Later on, if the new

r e c r u i t s o f t h e u n i t a d v a n c e , t h e

advancement can be chosen again, or you

may choose another advancement.

Each advancement may be taken only once.

For each advancement taken the models in

the unit increase their pointscost by one. For

example, a unit of Empire Handgunners

choose Battle Hardened, and increase their

Ballistic Skill by 1: the unit now costs 9

points per model.

Advancements for units are usually 10 ticks

apart.

Page 6: Warhammer-Campaigns-FanMade-Leveling

General Advancements

Battle Hardened: All models in the unit

increase their Weapon- or Ballistic Skill

charasteristic by 1.

Armory Contract: If the unit has no armour,

they now have light armour. If the unit

already has light armour (even if bought as

an option) they must pay 1 point per model

to wear heavy armour.

Heraldry Enchantments: The unit can take a

magical standard worth 25 points, or choose

a magical standard worth +25 points if the

unit could normally choose a magical

standard.

Steel Wits: The unit is now immune to

panic tests.

Strategy Training: All models in the unit

increase their Leadership charasteristic by 1.

Freshmen Baptism: A unit of Infantry or

Warbeasts gain +5 ‘free’ models. A unit of

Cavalry gain +2 ‘free models’. A unit of

Monsterous Infantry or Cavalry gain +1

‘free’ models. No points are paid for the

extra models or their options.

Infanty Advancements

Drill Mastery: The unit can re-roll the

Leadership test taken after a swift reform.

Warbeast Advancements

Devastating Charge: The unit gains the

Devastating Charge special rule.

Cavalry Advancements

Trample: The unit can re-roll the distance

rolled when charging.

Monster Advancements

Stompfest: The unit/monster can re-roll any

roll of 1 when rolling to wound with stomp

attacks.

Page 7: Warhammer-Campaigns-FanMade-Leveling

For example, a herd of Beastmen, led by a murderous

beastlord, is confronted by warriors of the North

while sacking a border village in the Empire. A unit

of gors are assaulted by frenzied warriors of Chaos,

dedicated to the bloodthirsty god Khorne. The gors

vastly outnumber the Khornites, but the battle is yet

to be fought.

During the fight round, the chaos warriors cut down

10 unlucky gor! The beastmen, still confident in their

numbers, retaliate, but their blades pierce only one

chaos armour. The round goes, without a doubt, to

the chaos warriors.

The beastmen still outnumber the warriors, however,

and hold after taking the break test. The warriors

won a round of battle, and the gors passed a break

test: both units tick a space in their advancement

sheet.

Next turn a Jabberslythe swoops down from the skies

to charge the warriors’ flank, much for the relief of

the gors. The battle rages on, and it is once again

time for close combat.

The warriors have, once again, a higher iniative, and

finish off 8 of the gors, reducing their number to 12.

This will not, most likely, be enough to make them

steadfast anymore. The Jabberslythe suffers also 3

wounds, and the joined effort of the Beastmen is not

enough to turn the tide: the warriors, once again, win

the combat.

Both the gors, and the jabberslythe fail their tests,

and flee. The warriors see their chance, and pursuit

the lone monster. The pitiful creature is run down,

and the warriors gain 3 ticks (winning the combat,

running down a unit, running down a monster).

Would the gors have had a standard, it would’ve

been a safer bet to pursue them, for holding enemy

banners as trophies also gain units ticks.

At the end of the battle, the warriors find their

numbers almost unaltered, and for surviving the

battle in good health they gain a tick.

The veteran Jabberslythe was injured while being

trampled down, and loses 2d6 ticks from its

advancement sheet. Even though it had gained ticks

in the battle, which compensate for the loss of ticks,

a bad roll takes it down one marked space, and it has

to give up its Stompfest skill it had mastered in the

previous battle. Maybe it is a lesson for the beastman

player to be careful with his veteran units, for not

even advancements make anyone invoulnerable!

On the next two pages you can find blank

Army Roster Sheets for printing, and ready

to be used in your games. They are not ideal

for forming army lists, as one can see, but

rather for note taking and keeping track of

the progress of your troops and heroes.

Have fun experimenting with Army Roster

Sheets, and your campaigns!

Page 8: Warhammer-Campaigns-FanMade-Leveling
Page 9: Warhammer-Campaigns-FanMade-Leveling
Page 10: Warhammer-Campaigns-FanMade-Leveling

Warhammer is owned by Games Workshop Limited. The author claims ownership of only the

text, and army roster sheets in this publication. The document is designed for free distribution - it

is made by fans, for fans. If you paid money for a print or rights to download this document, you

were ripped off.