Deepwars Character Advancement
Deepwars Character Advancement
Survival Table
Successes
3
Survival Result
Model survives with only minor
injuries and fights in the next
Scenario. (Model on losing side
miraculously survives)
Reinforcements
Both the winning and losing sides recover all of their
warband points lost from dying or deserting models. The
winning side can use its recovered points to replace any lost
model with reinforcements, including Personalities. The
losing side can also get reinforcements, but it cannot replace
its Personalities until it wins a battle. This rule enables a
100
Warband Advances
Victory Points can be spent to purchase Warband
Advances, abilities that apply to all models, even if they
are reinforcements for the rest of a campaign. The idea is
that a warband gains confidence as a team, and even new
members of the team adopt the swagger of being part of a
legendary group. Each advance costs 10 Victory Points and
can be bought only once. Warband Advances can only be
used once per Scenario.
Personal Advancement
The Experience and Training table shows the different
personal advances that can be purchased with Experience
Points. Models cannot increase their base statistics but can
purchase enhancements to their existing abilities, like new
training, one shot talents and other useful tricks. Personal
advances that work once per battle can be taken multiple
times. Personal advances do not affect the cost of a model in
a Campaign but should not be used in single-battle games.
Personal Advance
Buying Mercenaries
Warbands may add new models during a Campaign,
without increasing the warband point value, by spending
Victory Points. Each VP spent adds 5 points of new models
from the main force of the warband, or the Scaly Horde,
notorious mercenaries that only seem to care for gold. The
caveat for the Scaly Horde mercenaries is that the VP must
be from Treasure Artifacts only (page 103). New models
that die are replaced as per the Reinforcements rules.
101
Technology Upgrades
A warband with a Scientist may upgrade ether
technology weapons and devices by using Victory Points.
The cost in VP for a tech item varies with Complexity Level
and the Scientist can only upgrade items with a Complexity
Level equal to his or her training level. Upgrades can be
bought once per device.
102
VP cost
Upgrade Type
10
10
10
15
Technology Development
A warband with a Scientist may build new ether-tech
devices from the Technology section (page 93) using
Victory Points. The cost is five VP per point of Complexity
Level (5 VP per CL) and requires one Ether-Tech Treasure
Artifact to salvage parts from, typically an inoperable artifact.
The Scientist can only build items with a Complexity Level
equal to or lower than his or her training level.
Upgrading Constructs
Artificial constructs that are part of a warband can
have tech items upgraded like regular models. The only
requirement is that the Scientist works with the creator of
the construct type, an Animist (mech construct), Biomancer
(biomech construct) or Re-animator (living constructs). The
models in the science team must be in the warband for the
next battle.
Hijacked mech constructs can also be refitted to work
for the hijackers warband by spending an extra 10 VP. They
are treated as reinforcements.