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Deepwars Character Advancement

At the end of battles in a campaign, warbands can gather reinforcements and survivors. Models make survival rolls, with winning models more likely to survive than losing models. Both sides recover points for replacements. The winning side can replace personalities, while the losing side cannot until their next win. All sides can replace up to 300 points with different models. Winning models gain experience points and the warband gains victory points for advances like bonuses to combat. Experience allows personal advances like focus bonuses. Victory points can be spent on warband advances, reinforcements, upgrades, and new technology.

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0% found this document useful (0 votes)
104 views3 pages

Deepwars Character Advancement

At the end of battles in a campaign, warbands can gather reinforcements and survivors. Models make survival rolls, with winning models more likely to survive than losing models. Both sides recover points for replacements. The winning side can replace personalities, while the losing side cannot until their next win. All sides can replace up to 300 points with different models. Winning models gain experience points and the warband gains victory points for advances like bonuses to combat. Experience allows personal advances like focus bonuses. Victory points can be spent on warband advances, reinforcements, upgrades, and new technology.

Uploaded by

silenceindigo
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Battle Aftermath

At the end of a battle the losing side gets to suffer pain of


treasures slipping through their grasp the while the winners
bask in glory. Warbands can then get reinforcements and
prepare for their next encounter.

Surviving the Battle


Warbands are able to gather reinforcements before the
next Scenario of a Campaign. It is assumed that all models
that fled from the battle survived and can fight again. The
ones that were eliminated and not victims of a gruesome
kill may be revived when back on dry land, safely aboard a
submersible or hiding in a underwater cavern. Roll a Quality
Check for each eliminated model and use the number of
successes to determine the results on the Survival Table.
Models on the winning side use the table normally, but
those on the losing warband cannot survive if badly injured
or disabled, and must roll three successes in order to survive.
These models may have lost the battle but managed to swim
or float back to the sea surface or some watery sanctuary. A
surviving Healer in the warband gives a bonus of +2 to the
survival roll.

Survival Table
Successes
3

Survival Result
Model survives with only minor
injuries and fights in the next
Scenario. (Model on losing side
miraculously survives)

Model injured and at -1 to all Quality


rolls for the next Scenario.

Model disabled and must heal during


the next Scenario. Roll again before
the following Scenario and get 2
successes to fight.

Model is dead. Sing a remorseful song


and find a replacement.

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

losing warband to get a chance to replace a lost Personality


if they win the next battle.
Part of the reinforcement process also includes replacing
models with entirely new ones in order to field a different
warband as the Campaign progresses. The warbands can
change out up to 300 points of their Campaign point total
(800 points) with different models from their primary
force list, even if no models had died. The winning side can
replace Personalities but the losing side cannot.

Experience and Victory Points


When a warband wins the Scenario, surviving models
each receive one Experience Point (Exp) for personal
advancement, and the warband as a whole gains Victory
Points (VP) based on its performance in the Scenario.
Recovering treasures and artifacts adds to the VP total.

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.

Efficient Warriors The warband works as a well-oiled


machine, figuratively speaking, and get a +2 bonus to any
one Combat die roll.

Courageous: The warband can re-roll one Morale Check


roll. The player must re-roll all three dice and the result of
the re-roll is final, even if it is worse.
Dirty Tricks: The warband can negate the effects of one
Special Ability of an enemy one time per battle.

Ethereal Reflection: A member of the warband can


reflect a magic spells or energy weapon attack back at the
caster or shooter. The attacker roll firsts as normal. When
the defender uses the ability, the attacker must make another
roll to defend against the reflected attack.
Retaining the Initiative: When a model in the
warband rolls two failures while activating, play does not
pass to the opponent. Player decides when to use this ability.

Mechanical Experts: This advance allows any member


of the warband to repair a disabled tech device.

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.

Experience and Training


Exp

Personal Advance

Initiator - once per battle, gain +1 to activation


roll.

Shot Focus - once per battle gain +2 to ranged


attack.

Attack Focus - once per battle gain +2 to handto-hand combat.

on the initial dice roll to determine which player is the


defender and which is the attacker.

Resistant - once per battle gain +2 to Resistance


Check

Mental Fortitude - once per battle gain +2 to


Will Check

Theme Music: The warband has theme music that can be

Buff - once per battle gain +2 to Strength


Check

Wizened - once per battle gain +2 to Quality


Check

Tough as Nails: Once per game the player can ignore

First Aid - gain the ability to help injured


allies. Fallen or dazed models are revived with
two actions.

Volley: The shooters in the warband get a bonus of +2 to

Technician - model with Ether Tech ability can


repair other models devices and gains +1 to
rolls to learn to operate new tech devices.

Lucky: A model can re-roll one Check roll. The new

Ether Infused - gain +1 to Spellcasting Rolls


for the entire battle.

Veteran - gain +1 to all Check rolls for the


entire battle

Battle Master - gain +1 to all combat rolls for


the entire battle or Critical Hit or Deadeye
once per battle.

Magic Scholar - a spellcaster gains the ability


to cast from one additional magical discipline.

Doctor of Science - a Scientist gains an


additional level (i.e. Scientist (2) goes to 3).
Or learn one point of Bio-Weapon ability.

Experienced Divers: Warband can ignore the penalty


of Difficult Terrain or Tactical Cover when moving through
(reduced movement rate or penalty to Combat Score).
Strategic Bonus: This advance gives the warband +1

played once per battle (play on a stereo at desired volume).


During the song, activation of up to three models is rolled
at +1. Songs should be less than 10 minutes long.

a kill result rolled against a member of the warband. The


model ignores a kill or a gruesome kill and is fallen instead.

a concentrated fire attack on one enemy.

result is final, even if it is worse.

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.

Tech Item Upgrades

102

VP cost

Upgrade Type

Amplifier - hand-to-hand tech weapon


(CL 1 or higher) gains +1 to combat rolls.

Armor Piercing - projectile or energy


weapon with Armor Break increased by 1.

Auto Reloader - weapons reload actions


reduced by one.

Enhanced Targeting - ranged projectile


or energy weapon gains a bonus of +1 to
attack.

Range Extender - projectile or energy


weapons range penalty is reduced by one
to -1 for double range and -3 for triple
range.

Reliable - tech weapon malfunctions less


frequently. After rolling a 1, roll two dice
and if both are 1s, the item malfunctions.

Ruggedize - tech item is made tougher and


is not damaged when a model is killed by
energy or blast attacks and only damaged
with a gruesome kill.

10

Reinforce Armor - armor is reinforced


by 1 point in all sections for one model.
Going to 4 or more points in any section
gives the Sluggish effect.

10

Powerful Blast - explosives used in


weapons with Blast effects get +1 to Armor
Break and Breach and +1 to combat rolls.

10

Simplify - these items have their CL level


reduced by 1 when used by a model with
Ether Tech, Scientist, Engineer or other
tech-focused abilities.

15

Instruction Manual - Any model with


Ether Tech (1) can use this item. The
manual allows a warband to equip a model
with low-tech training with hi-tech items
during a Campaign (between battles only).

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.

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