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Made in ca
Regular Dakkanaut





Hey All!

I have heard that there are rules that allow a unit in a campaign game to gain experince points and abilities. However I only have the AoBR rulebook, which doesnt seem to have these rules in it. Does the big hardcover version include them? How do they work?

Thanks!

9500 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor





Google 40k campaigns if you dont have the BRB. there are plenty of veteran upgrades/experience points that can be intergrated into campaigns.
   
Made in ca
Regular Dakkanaut





Thats cool, is there an "official" system for it though? I'd rather use the games workshop sanctioned version if possible since it helps eliminate any questions and balance issues.

9500 
   
Made in us
Rough Rider with Boomstick





p. 262 of the BRB has rules for campaigns.

Basically, at the end of a battle you nominate unit(s) (number depends on if you win/loss), then pick from one of four tables (fieldcraft, melee, gunnery, vehicle), and roll a d6, that unit gets that ability.


The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Deadly Dark Eldar Warrior



Bellingham WA

I'm in a campaign right now that uses it. The codexes weren't designed with this in mind and things get really unbalanced pretty quickly. You run into stuff like armor 14 defilers/dreads, TH/SH termies with feel no pain... Yeah.
   
Made in ca
Regular Dakkanaut





So its definitely something I will need to buy the hardcover book for then. Bummer! Thanks for the input!

9500 
   
Made in us
Longtime Dakkanaut





jsullivanlaw wrote:I'm in a campaign right now that uses it. The codexes weren't designed with this in mind and things get really unbalanced pretty quickly. You run into stuff like armor 14 defilers/dreads, TH/SH termies with feel no pain... Yeah.


Unbalanced yes, fun though

Relentless, Tank Hunting Devastators with Lascannons were pretty awesome in my last campaign...

Jack


The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

It should be worth noting that any increases in unit abilities should ONLY BE FOR THE DURATION OF THAT CAMPAIGN. Outside of the campaign (ie, pick up games, tourneys, non-campaign games), the units will use their codex profiles and rules, verbatim.

So if I was playing in a campaign with my SM, and I gained FNP for my Assault termies (with 3++ storm shields), I shouldn't even attempt to use that unit as anything but a regular assault termie unit in another game that someone who wasn't in the campaign challenged me to.


I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in ca
Regular Dakkanaut





Gotcha. I actually went to the shop last night and leafed through the rulebook, but didnt see the rules? Is this from the 5th edition rulebook?

9500 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

p263 of the big rule book has the campaign/gaining skills thing.

Previous versions had more in-depth rules for campaigns and gaining skills.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
 
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