ETERNAL XP

Designed and Written By: Jon Published By: The Eternal Warriors Special Thanks: Sidetrack Nick, the entire Eternal Warriors crew and the forum users who contributed to this project.

Introduction How many battles have your toy soldier's been involved in; 100's, 1000's? Every wonder if they could bring all that experience to the tabletop? Would you like to add some fluff to your army? Do you want to play something other than the same old codex over and over? This is a unit leveling system developed for growing experienced units from standard Games Workshop Warhammer 40K Codex‟s. This system can easily be integrated into campaign systems, tournaments, personal army fluff development, or just every day game play. Background After many years of playing Warhammer 40K my interest in the game began to wane. The same games with the same models became monotonous in their simplicity, yet still challenging in their complexity, if that makes any sense. Yet I am still playing with the same models unchanged, except for some paint, with nothing to show for all the time and effort put into playing the game. I began to think about it more and I realized there is no ongoing reward system for continuing to play. The ongoing reward system I am talking about is in almost every other game that I enjoy, an experience system. RPG‟s, online or not, all have some sort of experience system to keep players “hooked” and coming back for more. Granted there are quite a few systems already out there to „level‟ your units, there are even some basic rules in the Warhammer 40k Rulebook. While good for some, they just did not go far enough for me. So I embarked on this endeavor to take Warhammer 40K and added an element to have it play more akin to an RPG. From this point, the possibilities are endless.

Published by The Eternal Warriors, (www.theeternalwarriors.com), 2011 This document is intended for use with the Warhammer 40,000 5th Edition Rulebook along with an army „Codex‟. To fully utilize this rules supplement, it is recommended you have a copy of the Warhammer 40,000 5th Edition Rulebook. Copyright of Warhammer 40,000 and all intellectual property belongs to Games Workshop. You can find this and other exciting fan-created material at: www.theeternalwarriors.com You can find out more about Warhammer 40,000 at: www.games-workshop.com

ETERNAL XP RULES
BASIC RULES
LEVEL
Every unit that participates in this system begins at level "0" with "0” „Eternal XP‟, hereafter referred to as „EXP‟. This is representative of a unit entry taken directly from any Games Workshop Warhammer 40K Codex. Each unit requires a certain amount of EXP to reach the next level.

This section begins with the basic rules for going beyond what are considered „normal‟ units in the Warhammer 40K universe and turning them into more unique units with battlefield experience and abilities to match. It is not required that every unit in your army list participate. Each unit that you have participate in this endeavor requires some special handling after each battle to keep track of Eternal XP and abilities gained. their current EXP by half. This represents the new recruits being inducted into the unit.
Example: A unit of Tactical Marines begins with 5 marines and accumulates 150 EXP over the course of some battles. If the player wishes to increase the squad to 10 models, then the unit's EXP will be reduced to 75.

UNIT CLASS
There are three different classifications of a unit‟s type; Standard, Independent and Vehicle. These are determined by referencing the unit‟s "Type" or “Special Rules” as noted in the unit‟s codex entry and the lists below: Standard Infantry Jump Infantry Bikes Jetbikes Beasts Cavalry Artillery Retinues Monstrous Creatures Independent Independent Characters Vehicle Tanks Transports Skimmers Walkers Open Topped Fast

„Standard‟ unit EXP may be transferred to another unit entry in the same codex as long as the basic characteristic line of each model are identical. If you choose this path for the unit, decrease the current EXP by half.
Example: A squad of 10 Tactical Marines may change their roll and become a Devastator Squad. However they now have half of the original EXP as they are not as experienced in this role.

It is best to finalize the unit composition as soon as possible to limit the impact this has the units EXP progression.

COST
Once a unit gains enough EXP to attain a new level, the individual model point cost increases due to the new ability it gains. The costs are listed by „Unit Class‟ in the table below and are added to each model's base point cost. These costs are not cumulative level to level, they represent the total cost to operate at that level.
Example: A ten model Space Marine Tactical Squad with a Sergeant reaches level 3 will add 60 points to the base cost of this unit before factoring in any other upgrades or wargear options.

* Special or unique models do not gain EXP. See page 6 for more info.

EXP
EXP is awarded to a Standard unit based on how much of the unit survives each battle played. If less than half of the models in the unit were killed, then the unit receives 30 EXP points. If a majority of the models in the unit were killed, then the unit receives 15 EXP points. If the unit was destroyed entirely, the unit does not receive any EXP points for the battle. With the exception noted in the “Modifying a Unit” section below, no experience is ever lost by a unit. Independent and Vehicle units gain 30 EXP if they survive and do not gain any EXP if killed or destroyed. Vehicle squadrons are calculated as a „Standard‟ unit with each vehicle counting as a separate model.
* Expanded EXP rules are also available in the “Advanced Rules” section on page 5.

LEVEL 0 1 2 3 4 5 6

EXP 0 100 300 600 1000 1500 2100

Standard 0 +1 +3 +6 +10 +15 +21

Indep. & Vehicle 0 +5 +15 +30 +50 +75 +100

ABILITIES
Once a unit acquires enough EXP to reach the next level, adjust the units point cost to take the level into account. Then the unit may select one ability for the appropriate level from the “Unit Ability” list on pages 2-4. All chosen abilities on the unit are cumulative from level to level and should not be changed once selected.
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Modifying a unit Units may modify wargear, equipment and model upgrade options as defined in the units codex entry. Making these modifications does not have any effect on the unit EXP total. If a unit increases size composition, they must decrease-

UNIT ABILITIES
STANDARD
Infantry, Jump Infantry, Bikes, JetBikes, Beasts, Cavalry, Artillery, Retinues, Monstrous Creatures See the “Errata” section on page 6 for specific information on how to handle these situations: - “Special Character” & Unique models - Unit wargear models - Unit‟s and models joining or separating with other units LEVEL 1 “Dedicated Reserves” Move through cover Skilled Rider Skilled Flyer LEVEL 3 “Retreat!” Furious Charge Hit & Run Stealth LEVEL 5 Relentless* “Committed Reserves” “Resilient” “True Counter Attack” LEVEL 2 +1 Weapon Skill +1 Ballistic Skill Slow and Purposeful Counter Attack LEVEL 4 Tank Hunters Fleet Fearless Stubborn LEVEL 6 “Tactical Response” “Improved Hit and Run” “Charge!” “Frenzied Charge”

Some of the abilities listed in this section are “Universal Special Rules” and operate as listed in the Warhammer 40,000 Rulebook. Certain abilities also modify specific skills or characteristics as listed in your particular army codex. The remaining abilities are described in the “Special Ability List” and are “Italicized” for identification. "Committed Reserves” +1 or -1 to unit reserve rolls. Announce +1 or –1 before reserve roll is made. This ability is not applicable on the first game turn. The unit must already have the "Dedicated Reserves" ability. "Resilient" The unit never takes dangerous terrain tests, or any wounds from exploding vehicles. The unit is allowed to take cover saves from any shooting attack in which a cover save is not normally allowed due to the weapon‟s type or description. "True Counter Attack" The unit automatically passes the Leadership check required for launching a counter attack. In addition, the opposing unit that declared the assault must pass a leadership check in order to gain any bonus attack for initiating an assault. (This does not apply if the unit that declared an assault also has "Counter Attack") The unit must already have the "Counter Attack" ability. "Tactical Response" In response to the first declaration of an assault on the unit, but before any measurement is made, the unit may move d6" in any direction. The unit must then "Go to Ground". "Improved Hit and Run" The unit adds +2 to their Initiative test roll for the purpose of "Hit and Run" attempts. The unit must already have the "Hit and Run" ability. "Charge!" While declaring an assault, but before any measurement is made, the unit may add d6" to their assault move. The unit is still effected by terrain as normal. If the assault is successful, the unit hits at Initiative "1" during the first player turn of combat. "Frenzied Charge" The unit adds an additional +1 to their Initiative and Strength to their Furious Charge ability. The unit must already have the "Furious Charge" ability.

* To gain this ability, the unit must already be “Slow and Purposeful”

SPECIAL ABILITY LIST
"Dedicated Reserves” +1 or -1 to unit reserve rolls. Announce +1 or –1 before the reserve roll is made. This ability is not applicable on the first game turn. "Retreat!” If able to move freely, the unit may perform a voluntarily 'Fall Back' move at the beginning of the controlling players movement phase in the same manner as if it has failed a morale test. If able, the retreating unit must also run during the players shooting phase. The unit may attempt to regroup next turn if normally allowed by the rules for "Regrouping"; or continue the “Retreat!”. If the unit reaches a board edge during the same player turn where the "Retreat!" ability was used, then the unit is removed from play but does not count as a 'Kill Point' for mission objectives.

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INDEPENDENT
Independent Characters Models with the “Independent Character” special rule take precedence over the „Standard‟ and „Vehicle‟ unit classes. Independent models can only attain level 5 if they are selected as a "HQ" Force Organization choice. Only one Independent model in a standard army list can be level 6. See the “Errata” section on page 6 for specific information on how to handle these situations: - “Special Character” & Unique models - Unit wargear models - Unit‟s and models joining or separating with other units LEVEL 1 +1 Ballistic Skill +1 Weapon Skill +1 Initiative +1 Leadership LEVEL 3 +1 Attack Feel No Pain "Fear No Death" Fleet LEVEL 5 "Beacon of Leadership" "Inspiring Presence" "Determined Focus" "Rally Point" LEVEL 2 +1 Strength +1 Toughness Preferred Enemy Relentless LEVEL 4 "Shield of the Gods" +1 Wound "Fate of the Gods" Eternal Warrior LEVEL 6 "Shuffle the Deck" "Supreme Commander" "Master Tactician" "Prepared Battlefield"

"Beacon of Leadership" Any friendly units that arrive from reserve via Deep Strike within 12" of the Independent Character do not scatter. In addition, any friendly units that arrive from reserve via Outflank may enter the table from a point on the short table edge within 12" of the Independent Character rather than having to roll to determine which side it will enter. "Inspiring Presence" Any friendly unit entirely within 12" of the Independent Character may choose to use the Independent Character's Leadership for any Leadership and\or Morale tests. "Determined Focus" The Independent Character may cause any friendly unit(s) within line of sight to become "Stubborn" once per game. (This ability may be used at any time and lasts until the end of the current player turn.) "Rally Point" When the Independent Character is on the table, all units will 'fall back' toward the Independent Character rather than the table edge. Any unit that is already falling back and begins it's movement phase within 12" of the Independent Character will automatically regroup regardless of any restrictions. "Shuffle the Deck" The controlling player of the Independent Character may nominate one unit in it's army and count it as any other Force Organization slot they choose. (The player must have a slot available from the chosen force organization slot.) "Supreme Commander” The controlling player of the Independent Character may add one extra Force Organization slot of any type they choose. "Master Tactician" After deployment, but before the game begins, the controlling player of the Independent Character may choose to re-roll the mission objective. Keep the deployment and all models as they are and re-roll on the Standard Mission Chart. (Re-roll and Replace objective markers if applicable.) "Prepared Battlefield" After deployment zones are determined, but before deployment begins, the controlling player of the Independent Character may move d3 terrain features anywhere they want on the table.

SPECIAL ABILITY LIST
"Fear No Death" If reduced to 0 Wounds, or removed from the table, the Independent Character does not count as a casualty for Kill Point, Victory Point or Objective purposes. If using the 'Advanced EXP' allocation method, the Independent Character does not loose EXP due to loosing a battle or being destroyed. "Shield of the Gods" +4 Invulnerable Save (Once this save is failed, it no longer applies for the rest of the current game.) "Fate of the Gods" The Independent Character may re-roll any one failed save per game. (This ability may be used at any time.)

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VEHICLE
Tanks, Transports, Skimmers, Walkers, Open-Topped, Fast Only one Vehicle unit in a standard army list can be level 6. See the “Errata” section on page 6 for specific information on how to handle these situations: - “Special Character” & Unique models - Unit wargear models - Unit‟s and models joining or separating with other units

“Run „em Down” When making a „Tank Shock‟ attack, the vehicle may instead perform a special “Run „em Down!” attack. This causes -2 leadership on all „Tank Shock‟ morale checks made by this vehicle. Any unit that does not „Fall Back‟ from the „Tank Shock‟ automatically take d3 wounds. "Rapid Reload" Vehicle weapon becomes "Twin-Linked" (Any single weapon may be chosen) “Ramming Speed!" When making a „Ramming‟ attack, the vehicle may instead perform a special “Ramming Speed!” attack. The vehicle counts as a „Fast‟ vehicle and gains +2 to it‟s ram damage until the end of the movement phase. Regardless of the result, the vehicle is „Immobilized‟ at the end of the movement phase. "Fearless Crew" The crew of the vehicle ignores all "shaken" results. "Self Destruct" The crew has rigged this vehicle to explode. On any „Vehicle Destroyed‟ result, the vehicle suffers a „Vehicle Explodes‟ result with the following changes. Roll 2 dice and pick the highest for the explosion distance. Any hits are resolved at „Strength‟ 4 for all models in range of the explosion. "Surprise Maneuver" Vehicle gains 5+ Invulnerable Save against all attacks. (This ability may be used once per game and lasts until the end of the current player turn.) “Serpentine” Vehicle gains +1 to it's cover save when moving 'Flat-Out' "Expert Driver" All 'clear terrain' is treated as road for the purposes of the vehicle's movement. "Secret Mission" The vehicle gains „Infiltrate‟. "Practiced Disembark" Any unit that „Disembarks‟ from this vehicle count it as „Open-Topped‟

LEVEL 1 "Hardened Crew" "Skilled Maneuvering" "Skilled Gunner" LEVEL 3 “Expert Gunner” “Run „em Down” Tank Hunters LEVEL 5 “Self Destruct” "Surprise Maneuver" “Serpentine”

LEVEL 2 “Mechanical Technician” “Cram „em In” “Low Profile” LEVEL 4 "Rapid Reload" "Ramming Speed!" "Fearless Crew" LEVEL 6 "Expert Driver" “Secret Mission” “Practiced Disembark”

SPECIAL ABILITY LIST
"Hardened Crew" Vehicle "Stunned" result is "Shaken" instead. "Skilled Maneuvering" Vehicle may re-roll difficult and dangerous terrain checks. "Skilled Gunner" This vehicle fires as a fast vehicle. “Mechanical Technician” Any "immobilized" damage results may be re-rolled at the discretion of the controlling player. "Cram „em In" The capacity of this transport vehicle is increased by “2” “Low Profile” The driver is able to angle the vehicle to mimic the effects of an ‟angled shot‟ while moving. Vehicle gains a 5+ Cover Save from shooting if the vehicle moved at least cruising speed in the previous player turn. "Expert Gunner" Vehicle gains +1 BS (Max: 10)

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ADVANCED RULES
EXPANDED EXP
These Expanded EXP rules replace the „Basic Rules‟ for awarding EXP. EXP is gained or lost based on the outcome of the whole army and the state of the unit at the conclusion of battle. Any EXP from the „Army Award‟ is applied to each unit in your army regardless if the unit survives the battle. The „Unit Award‟ is calculated on a unit by unit basis, based on the state of the unit after the battle. The „Army Award‟ and „Unit Award‟ are then added together for each unit to determine the amount of EXP gained or lost. No unit can ever drop below "0" EXP. If a unit loses enough EXP to decrease in level, then the chosen ability for that level is lost by the unit until it earns enough EXP to regain the level. The same rules of modifying wargear and unit size composition apply from the „Modifying a unit‟ section of the 'Basic EXP' allocation system.

This section expands upon on the Basic Rules to allow for more options and versatility while keeping the core rule mechanics in place.

UNIT AWARD
This EXP award applies to each unit individually: EXP +25 +15 +10 0 -10 SURVIVAL OBJECTIVE (Pick 1) Unit survived without any casualties Unit survived less than half casualties Unit survived with a majority of casualties Unit has reached a table edge using the "Retreat!" ability Unit was destroyed

EXPANDED ABILITIES
Any „Standard‟ unit that gains a new level may gain an ability from a lower level if they choose. The new ability cost is still based on the level attained by the unit.

ARMY AWARD
Add the most relevant EXP award from the „Victory‟ objective table below. Then add all „Mission‟ and „Bonus‟ objectives that apply at the end of the battle. EXP +15 +10 +5 -5 -10 EXP +10 +5 +5 EXP +2 +3 +5 +5 +2 VICTORY OBJECTIVE (Pick 1) Army participated on winning side of a 'Wipeout!' Army participated on the winning side of a battle Army participated in what resulted in a 'Tactical Draw' Army participated on the loosing side of a battle Army participated on loosing side of a 'Wipeout!' MISSION OBJECTIVE (Pick all that apply) Per uncontested objective held Per contested objective held Per 'Kill Point' achieved BONUS OBJECTIVES (Pick all that apply) Per uncontested table quarter held Per opposing unit destroyed Destroyed opponents highest point cost unit Destroyed opponents highest point cost "HQ" unit Per opposing unit destroyed 1 level higher than yours
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ERRATA

There are many intricacies of various units, models and armies in the Warhammer 40,000 universe. While not every aspect of every army is covered in the Basic EXP rules, this section includes information on how to handle many of the different ways units and models interact with each other and how it applies to the EXP system.

PSEUDO UNITS & MODELS
The models described below do not gain levels or abilities and do not incur any additional point cost as the unit advances in level. Wargear that are models and have a profile.
Example: Tau Drones, Fenrisian Wolves

Wargear that are models but do not have a profile.
Example: Ork Tankbusta Bomb-squigs

UNITS Unit's that 'join' (i.e. Imperial Guard „Combined Squad‟ ability) Use the unit with the lowest EXP level for determining which level and abilities to use for the entire unit. After the battle, the units are counted as a single unit for determining casualties for EXP awards. However, each individual squad receives the same EXP independently.
Example: A level 3 Platoon Command Squad combines with a level 2 Infantry Squad and a level 4 Infantry Squad. The entire Combined Squad operates at level 2 during game play, with the EXP abilities of the level 2 Infantry Squad. After the game is complete, if a majority of the ‟Combined Squad” models were casualties then each of the individual squads receives an EXP award for majority casualties.

Unit's or models that are detached or created by another unit during game play.
Example: Necron Scarabs from a Tomb Spider

These models are not counted when determining casualties for EXP purposes. They do not prevent the rest of the unit from using any of the EXP abilities they have gained.

SPECIAL & UNIQUE MODELS
“Special Characters” or “Unique” models / units do not gain EXP, do not advance in levels and do not gain any additional abilities. This includes named characters that may be taken as upgrades for „Standard‟ units such as "Snikrot" and "Sergeant Telion". In these cases, it is assumed that these types of models already have their own experience‟s and have gained their special abilities commensurate with that experience. This system is not intended to advance the storyline or power of Games Workshop created characters, but rather to create your own unique models and units.

Unit‟s that 'separate' (i.e. Space Marine „Combat Squad‟ ability) Each separated model counts as having the same abilities as the original unit. After the battle, the models that separated are joined back together to form their original unit for determining casualties for EXP awards. It is important to keep track of which separated units belong to their original units in order to accurately calculate EXP for these units at the end of the game.
Example: A 10 model level 2 Tactical Squad separates into two „Combat Squads‟. Each „Combat Squad‟ operates at level 2 during game play, with the same EXP abilities. After the game is complete, if some of the models in one of the separated „Combat Squads‟ are destroyed and the other squad is untouched, then the whole unit receives an EXP award for less than half casualties .

JOINING & SEPERATING UNITS
Some models have innate abilities that effect the composition of a unit prior the beginning, or during, the game. Models that „join‟ and\or „separate‟ „Standard‟ unit models that join other units (Wolf Guard Pack, Tyranid Hive Tyrant) do not confer their abilities gained through EXP leveling onto the unit they join. They also do not gain any abilities from the unit they join. When calculating EXP, they are treated as a unit that „separates‟ Independent Character models that join other units do not confer their abilities gained through EXP leveling onto the unit they join. They also do not gain any abilities from the unit they join. When calculating EXP, they are treated as a unit that „separates‟ If a model becomes 'transformed' in any way during game play (EX:Zogwart's Curse, Gift of Chaos) it immediately looses all it's XP abilities for the duration of the game and is considered destroyed for purposes of calculating EXP.

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FAQ

Version: 1.1 FAQ Release Date: 1-16-2011 Next Release Date: 2-21-2011

The intent of this section is not to change the basic rules of the EXP system, but rather clarify questions as they arise. This section has a version number, release date and next release date in the upper right corner. This way you can easily know if you are working with the most current FAQ.

SEND ME YOUR QUESTIONS!
Being that this is the initial release of the EXP system, I currently do not have any FAQ‟s. But fear not! If you have any questions, concerns or confusion please email me at: jon@theeternalwarriors.com In the mean time, I have included some sections below about different ways to use this system!

CUSTOM SCENERIO‟S
Create your own scenario‟s using EXP system! The example below is a great way to get familiar with Eternal XP:
Name: Two Goliath‟s As an apocalyptic battle raises all around them, the pinnacle of the two battling forces meet each other in the middle, unopposed. Force Org: 1 Level 6 „Standard‟ and „Independent„ unit. 0-1 Optional Level 6 „Vehicle‟ Unit. Points: Minimum 750 Deployment: Pitched Battle Mission: Control 1 objective in the center of the table. Award: “EXP Battle Veteran” Winning player may add 100 EXP to any unit they choose. Loosing player may add 50 EXP to any unit the choose. Draw‟s are considered a loss for both players.

COMMON ADVANCEMENT PATHS
These are some advancement paths for standard units based on some common roles within an army. Standard
LEVEL 1 2 3 4 5 6 Fast Assault Move Through Cover Counter Attack Hit & Run Fleet “True Counter Attack” “Charge!” Power Assault Move Through Cover +1 Weapon Skill Furious Charge Stubborn “Resilient” “Frenzied Charge” Mobile Shooting Move Through Cover Slow and Purposeful Hit & Run Fearless Relentless “Tactical Response” Power Shooting Move Through Cover +1 Ballistic Skill Stealth Tank Hunters “Resilient” “Tactical Response” Reserve Assault “Dedicated Reserves” Counter Attack Hit & Run Fearless “Committed Reserves” “Improved Hit & Run” Reserve Shooting “Dedicated Reserves” +1 Weapon Skill Stealth Fearless “Committed Reserves” “Tactical Response”

Independent
LEVEL 1 2 3 4 5 6 Offensive Assaulter +1 Weapon Skill +1 Strength +1 Attack “Fate of the Gods” “Rally Point” “Shuffle the Deck” Defensive Survivalist +1 Leadership +1 Toughness Feel No Pain Eternal Warrior “Determined Focus” “Prepared Battlefield” True Leader +1 Leadership Relentless “Fear No Death” “Fate of the Gods” “Determined Focus” “Supreme Commander” Army Assist +1 Ballistic Skill Relentless Fleet “Shield of the Gods” “Inspiring Presence” “Prepared Battlefield”

Vehicle
LEVEL 1 2 3 4 5 6 Transport "Skilled Maneuvering" “Cram „em In” “Run „em Down” "Fearless Crew" "Surprise Maneuver" “Practiced Disembark” Shooting "Skilled Gunner" “Low Profile” “Expert Gunner” "Rapid Reload" "Surprise Maneuver" "Expert Driver" Walker "Hardened Crew" “Mechanical Technician” Tank Hunters "Fearless Crew" "Surprise Maneuver" “Secret Mission” Shocker "Skilled Maneuvering" “Mechanical Technician” “Run „em Down” "Ramming Speed!" “Self Destruct” "Expert Driver" Page 7