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Warrior Progression Chart

Once a warrior has gained 5 experience points the model must roll on the following Warrior
Progression Chart.

D6 Result
1-3 No Effect – The warrior does not progress.
4-5 Promoted – The warrior has been granted a promotion. Exchange all basic wargear
for the wargear associated with their new profile. If the warrior is not eligible for a
promotion, treat the results as No Effect instead.
6 A Hero in the Making – From this point onwards, the Warrior is treated as a Hero
and immediately gains 1 Fate point. They retain the Experience Points gained so far
and will advance like a Hero from the next game on.

Hero Progression Charts


The first time a hero gains 5 experience points they must choose from one of the following
paths to embark on (if they meet the criteria). The hero may only roll on their chosen
Progression chart, unless an advancement, special rule of scenario bonus allows to do
otherwise. If a hero rolls a result that they cannot take (either because they cannot improve
a characteristic any further or they already have the special rule) then they must roll again.
In some of the charts below there are certain special rules that can be improved. For these
special rules if you roll the result a second time then you do not reroll on the chart but
receive the improved result for that special rule.
As a hero embarks on their chosen path they will acquire improved stats and special rules,
hence increasing their rating. A hero gains points to their rating as listed below:

 For each point of Might, Will or Fate that a hero gains, add 5 points.
 For each increase to the hero model’s Fight, Strength, Defence or Courage, add 5 points.
 For each increase to the hero model’s Attacks or Wounds, add 10 points.
 For each special rule that a hero has gained, add 5 points unless it is stated in brackets.
For example on the Path of the Warrior, result 2 is Parry (10), this is worth 10 rating
points.
 Do not add rating points for hero models who gain a magical power, unless stated in
brackets next to the power.
The Path of the Warrior
Any Hero may embark on the Path of the Warrior.

Result Fight – The hero may increase their


2D6 7 Fight value by 1 (to a maximum of 6).

Parry (10) – The hero may force their Strength/Defence - The hero may
opponent to re-roll a single D6 when increase either their Strength or
2 8
making a duel roll against this hero. Defence by 1. This can only be done
once for each.
Hero Slayer – This hero gains a bonus Blade Master – The hero may re-roll a
3 of +1 when rolling to wound against 9 single D6 when making a duel roll.
hero models.
Deadly Strength – This hero gains the Might/Will – The hero may either gain
4 Burly special rule and can now 10 +1 Might (to a maximum of 3) or +1
purchase two-handed weapons. Will (to a maximum of 1).
Courage – The hero increases their Heroic Strike – The hero may now use
5 Courage by 1 (to a maximum of 6). 11 the Heroic Strike action.

Attack/Wound – The hero may Heroic Presence (15) – The Hero may
6 increase either their Attacks or 12 declare a Heroic Combat each turn
Wounds by 1 (to a maximum of 3). without expending Might.
The Path of the Ranger
Only Hero models that possess a missile weapon (not throwing weapons) may embark on
the Path of the Ranger.

Result Shoot – The hero may increase their


2D6 7 shoot value by 1 (to a maximum of 3+)

Master Archer (10) – The hero may Pinpoint Shot - The hero may reroll To
2 declare a Heroic Shoot each turn 8 Wound rolls of 1 when shooting.
without expending Might.
Expert Shot (10) – The hero may Defence – The hero may increase their
3 shoot twice in the shoot phase rather 9 defence value by 1. This may only be
than once. increased once.
Seasoned Archer – The hero may still Might/Will – The hero may either gain
fire their bow even if they have +1 Might (to a maximum of 3) or +1
4 10
moved their full move allowance, or Will (to a maximum of 1).
their crossbow if they’ve moved half.
Attack/Wound – The hero may Heroic Accuracy – The hero may now
5 increase either their Attacks or 11 use the Heroic Accuracy action.
Wounds by 1 (to a maximum of 2).
Steady Aim – The hero does not Lethal Aim (10) – The Hero may spend
suffer the -1 penalty To Hit if they a single ‘free’ point of Might during
6 have moved during the Move phase. 12 each shoot phase. This can be used to
either improve a To Hit, To Wound or
an In The Way roll.
The Path of the Healer
Any Hero may embark on the Path of the Healer. However a Battle Company may only ever
have one hero who has embarked upon this path at any one time.

Result Fight – The hero may increase their


2D6 7 fight value by 1 (to a maximum of 5).

Protection of Valar (15) – Any hero Fate - The hero may gain +1 Fate (to a
model within 6” of this hero gains +1 maximum of 3).
2 8
‘free’ Fate each turn (success on a
5+).
Refreshing Song (5) – The hero gains Defence – The hero may increase their
3 the Refreshing Song magical power, 9 defence value by 1. This may only be
cast on a 3+. increased once.
The Art of Healing Potions – Before Might/Will – The hero may either gain
4 rolling for injuries, nominate a single 10 +1 Might (to a maximum of 3) or +1
model, that model is fully recovered. Will (to a maximum of 1).
Courage – The hero increases their Heroic Defence – The hero may now
5 Courage by 1 (to a maximum of 5). 11 use the Heroic Defence action.

Attack/Wound – The hero may Master Healer – Any future rolls on


increase either their Attacks (to a the injury chart for models in your
6 12
maximum of 2) or Wounds by 1 (to a Battle Company gain +1.*
maximum of 3).

*If the hero on the Path of the Healer is taken as a casualty after a scenario then you do not receive
the +1 for any other models apart from the hero them self. The hero is too preoccupied attempting
to heal them self, never mind anyone else!
The Path of the General
Any Hero may embark on the Path of the General.

Result Courage – The hero increases their


2D6 7 Courage by 1 (to a maximum of 6).

Battle Veteran – At the end of each Attack/Wound – The hero may


battle that the hero participates in, increase either their Attacks or
2 8
their Battle Company receives +1 Wounds by 1 (to a maximum of 3).
Influence point. → Improve +2
Inspiring Presence (10) – Friendly Strength/Defence - The hero may
models within 6” of the hero count increase either their Strength or
3 9
as being in range of a banner. → Defence by 1. This can only be done
Improve 9” once for each.
Lead by Example – Friendly models Might/Will – The hero may either gain
4 within 6” of the hero gain a +1 to 10 +1 Might (to a maximum of 3) or +1
their Courage value. → Improve 12” Will (to a maximum of 3).
Rally to Me! – The hero increases the Heroic Resolve/March – The hero
5 range of their Stand Fast! by 3” (to a 11 may now use the Heroic Resolve and
maximum of 12”). Heroic March actions.
Fight – The hero may increase their Master of Battle (15) – The hero gains
6 Fight value by 1 (to a maximum of 6). 12 the Master of Battle special rule.
The Path of the Knight
Only Cavalry Hero models may embark on the Path of the Knight. If an infantry model
wishes to embark on the Path of the Knight, they must immediately purchase a mount from
the Armoury.

Result Fight – The hero may increase their


2D6 7 Fight value by 1 (to a maximum of 6).

Faster than the Wind (10) – Whilst Attack/Wound – The hero may increase
2 mounted, the model adds 2” to 8 either their Attacks or Wounds by 1 (to
their movement. a maximum of 3).
Fearsome Charge – Whilst Strength/Defence - The hero may
mounted, when this hero charges, increase either their Strength or
3 9
they gain the Terror special rule Defence by 1. This can only be done
until the end of the turn. once for each.
Horse Lord – The hero gains the Might/Will – The hero may either gain
4 Horse Lord special rule. 10 +1 Might (to a maximum of 3) or +1 Will
(to a maximum of 1).
Courage – The hero increases their Skilful Rider – Whilst mounted, the
5 Courage by 1 (to a maximum of 5). 11 hero treats difficult terrain as open
ground.
Expert Rider – The hero gains the Devastating Charge (10) – Whilst
Expert Rider special rule. mounted, when the hero charges into
combat against one or more man-sized
6 12
(or smaller) models, roll a D6 for each.
On a 5+, that model is immediately
knocked prone. → Improve 4+
The Path of the Scout
Any Hero model not wearing heavy armour may embark on the Path of the Scout. Hero
models embark on the Path of the Scout may not gain heavy armour. Only infantry hero
models may embark on the Path of the Scout, and they may not gain a mount later.

Result Fight/Shoot – The hero may increase


2D6 7 their Fight value or Shoot value by 1
(to a maximum of 6 or 3+)
Merge into Shadow (10) – If the hero Attack/Wound – The hero may
is obscured from view, they cannot increase either their Attacks or
2 8
be seen or targeted from distance Wounds by 1 (to a maximum of 2).
greater than 6”.
Fell Sight – The hero gains the Fell Strength/Defence - The hero may
Sight special rule. increase either their Strength or
3 9
Defence by 1. This can only be done
once for each.
Courage – The hero increases their Might/Will – The hero may either gain
4 Courage by 1 (to a maximum of 5). 10 +1 Might (to a maximum of 3) or +1
Will (to a maximum of 2).
Throwing Daggers – The hero gains a Master of Terrain – The hero is not
5 set of throwing daggers. 11 slowed by difficult terrain.

Poisoned Blades – The hero gains the Invisible (15) – The hero may expend
6 Poisoned Weapons special rule for all 12 1 Will to become invisible, follow the
of their weapons. rules for an invisible ring bearer.
The Path of the Adventurer
Any Hero may embark on the Path of the Adventurer.

Result Attack/Wound – The hero may


increase either their Attacks or
2D6 7
Wounds by 1 (to a maximum of 2 and
3, respectively).
Wilderness Experience (10) – The Courage – The hero increases their
hero acts as if they had rolled a 6 Courage by 1 (to a maximum of 6).
2 8
when doing jump, climb, leap or
swim test.
Adventurer’s Luck – During the Strength/Defence - The hero may
adventure phase, draw and keep one increase either their Strength or
3 9
extra card from the adventure deck. Defence by 1. This can only be done
once for each.
Fearless – The hero gains the Might/Will – The hero may either gain
4 Fearless special rule. 10 +1 Might (to a maximum of 3) or +1
Will (to a maximum of 1).
Fight – The hero may increase their Master of Terrain – The hero is not
5 Fight value by 1 (to a maximum of 5). 11 slowed by difficult terrain.

Stalk Unseen – The hero gains the Hardy Warrior (10) – The hero may
6 Stalk Unseen special rule. 12 reroll failed Fate rolls.
The Path of the Sorcerer
Any Hero may embark on the Path of the Sorcerer. However a Battle Company may only
ever have one hero who has embarked upon this path at any one time. Additionally, the
hero gains +1 Will point as well as the Immobilise/Transfix magical power, cast on a 5+.

Result Immobilise/Transfix –
2D6 7 → Improve 4+ → Improve 3+

Sorcerous Blast (5) - The hero gains Might/Will – The hero may either gain
2 the Sorcerous Blast magical power, 8 +1 Might (to a maximum of 1) or +1
cast on a 5+ → Improve 4+ Will (to a maximum of 4).
Instil Fear – The hero gains the Instil Command/Compel – The hero gains
3 Fear Magical Power, this is cast on a 9 the Command/Compel magical power,
5+.→ Improve 4+ cast on a 5+ → Improve 4+
Wound – The hero may increase Courage – The hero increases their
4 their Wounds value by 1 (to a 10 Courage by 1 (to a maximum of 5).
maximum of 3).
Resistance to Magic – The hero gains Master of Magic – The hero may re-
5 the resistant to magic special rule. 11 roll 1s when making Casting or Resist
tests.
Heroic Channelling – The hero may Staff of Power (10) – The hero may
6 now use the Heroic Channelling 12 add a Staff of Power to their wargear.
action.
The Path of the Beast
Only Warg, Bat and Spider models may embark on the Path of the Beast.

Result Attack/Wound – The hero may


2D6 7 increase either their Attacks or
Wounds by 1 (to a maximum of 3).
Harbinger of Evil – The hero gains Strength/Defence - The hero may
the harbinger of Evil special rule. → increase either their Strength or
2 8
Improve -2 courage. Defence by 1. This can only be done
once for each.
Fell Sight – The hero gains the Fell Bestial Charge – The hero gains the
3 Sight special rule. 9 Knock to the Ground and Extra Attack
bonus when it charges.
Courage – The hero increases their Might/Will – The hero may either gain
4 Courage by 1 (to a maximum of 5). 10 +1 Might (to a maximum of 3) or +1
Will (to a maximum of 1).
Fight – The hero may increase their Heroic Strength – The hero may now
5 Fight value by 1 (to a maximum of 5). 11 use the Heroic Strength action.

Terror – The hero gains the Terror Mighty Blow (10) – The hero gains the
6 special rule. 12 Mighty Blow special rule.

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