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Experience

So far we have only touched on what happens when the models in your Battle Company gain Experience, but we have not actually presented you with the various rules, charts, and anything else that they will require in order to progress and improve.

As stated previously, every time a model gains 5 Experience Points, they may roll on the relevant Progression chart (more on these later). These Experience Points are cumulative, so whenever a model in your Battle Company reaches a multiple of 5 Experience Points (5, 10, 15, etc.), they may roll on their Progression chart — even if they gained less than 5 in their previous game.

Warrior and Hero models work very differently when they progress. Warrior models roll on the chart below, whilst the progression for Hero models is explained over the next few pages.

Whenever a Warrior model gains enough Experience Points, they will roll on the Warrior Progression chart. This roll is not optional, and will happen whenever a Warrior has gained enough Experience. It represents the leaders of your company, or perhaps the lords they serve, rewarding the members of your company for their deeds on the battlefield and it would be considered bad form to refuse.

WARRIOR PROGRESSION CHART

D6 Result
1‑3 No Effect — Whilst the warrior's efforts have been valiant and noteworthy, they have not quite been enough to earn them a promotion in the eyes of their masters. The Warrior does not gain a promotion.
4‑5 Promoted — The warrior's actions over the company's adventures have been exceptional, and have not gone unnoticed. The Warrior has been granted a promotion by the leader of the company, or the lord they serve, should they be able to receive one. Check the Advancements table on your Battle Company's page to see if they are eligible for a promotion, and if so, promote them to the new profile exchanging all wargear for the wargear of the new profile (any Equipment that was purchased can be carried over). If the Warrior is not eligible for a promotion, treat the result as No Effect instead.
6 A Hero in the Making — The warrior's valorous deeds have resulted in the Warrior becoming a Hero in their own right. 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 models, on the other hand, progress in a very different and much more varied way. This allows you to shape your Heroes into what you want them to be, and provides endless combinations and styles for you.

When a Hero progresses, they choose a certain path to follow, honing their skills in their chosen path to become an expert in their field. There are a total of eight different paths for a Hero to choose from, although some of them may only be chosen by Hero models that meet a certain criteria.

The first time a Hero gains 5 Experience Points, they may choose which path they will embark on, and then roll on the corresponding Progression chart. From this point forwards, the Hero may only roll on their chosen Progression chart, unless an Advancement, special rule or Scenario bonus allows them to do otherwise.

If a Hero rolls a result that they cannot take, either because they cannot improve their characteristics any further or they already have a special rule awarded, they may roll again on the same chart. Additionally, if a Hero rolls a special rule on their chosen path, they may choose to swap it for their Army Specific Hero Upgrade if they wish and don't already have it.

In the unlikely event that a Hero earns enough Experience Points to roll on their path, and they cannot select any of the options (either due to the fact that all of their characteristics cannot be improved further, and they have every special rule listed), they may choose to embark on a second path.

PATH OF THE WARRIOR

The Hero excels in hand-to-hand combat, and they are intent on honing their skills with a blade in order to lead their followers to victory.

Any Hero may embark on the Path of the Warrior.

2D6 Result
2 Parry — The Hero may force their opponent to re-roll a single D6 when making a Duel roll against this Hero.
3 Hero Slayer — This Hero gains a bonus of +1 when rolling To Wound against Hero models.
4 Deadly Strength — This Hero gains the Burly special rule. Additionally, the Hero may now purchase a two-handed weapon from the Armoury even if they could not previously.
5 Courage — The Hero increases their Courage value by 1 to a maximum of 5.
6 Attack/Wound — The Hero may increase either their Attacks or Wounds value by 1. Neither their Attacks nor Wounds value may exceed 3.
7 Fight — The Hero may increase their Fight value by 1, up to a maximum value of 6.
8 Strength/Defence — The Hero may increase their Strength or Defence value by 1. Each one can only be improved once.
9 Blade Master — The Hero may re-roll a single D6 when making a Duel roll.
10 Might/Will — The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 1).
11 Heroic Strike — The Hero may now use the Heroic Strike Heroic Action in addition to any others they have access to.
12 Heroic Presence — The Hero may declare a Heroic Combat each turn without expending Might to do so.

PATH OF THE RANGER

Having discovered an apparent knack for using a bow upon the battlefield, the Hero decides to focus their efforts upon raining down death from afar.

Only Hero models that possess a missile weapon (but not a throwing weapon) may embark on the Path of the Ranger.

2D6 Result
2 Master Archer – The Hero may declare a Heroic Shoot each turn without expending Might to do so.
3 Seasoned Archer – The Hero may still fire their bow even if they have moved their full Move allowance, or their crossbow if they have moved up to half of their Move allowance.
4 Expert Shot – The Hero may shoot twice in the Shoot phase rather than once.
5 Attack/Wound – The Hero may increase either their Attacks or Wounds value by 1. Neither their Attacks nor Wounds value may exceed 2.
6 Steady Aim – The Hero does not suffer the -1 penalty To Hit if they moved during the Move phase.
7 Shoot – The Hero may increase their Shoot value by 1, up to a maximum value of 3+.
8 Pinpoint Shot – The Hero may re-roll To Wound rolls of 1 when making shooting attacks.
9 Defence – The Hero may increase their Defence value by 1. This may only be increased once.
10 Might/Will – The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 1).
11 Heroic Accuracy – The Hero may now use the Heroic Accuracy Heroic Action in addition to any others they have access to.
12 Lethal Aim – The Hero may spend a single ‘free’ point of Might during each Shoot phase. This can either be to improve a To Hit, To Wound or an In The Way roll.

PATH OF THE GENERAL

The Hero is a natural leader, one capable of great deeds worthy of songs, and can inspire those around them to do the same.

Any Hero may embark on the Path of the General.

2D6 Result
2 Battle Veteran – At the end of each game the Hero participates in, their Battle Company receives an additional 1 Influence Point.
3 Inspiring Presence – Friendly models within 6" of the Hero count as being in range of a banner.
4 Lead by Example – Friendly models within 6" of the Hero gain a bonus of +1 to their Courage value.
5 ‘Rally to me!’ – The Hero increases the range of their Stand Fast! by 3" to a maximum of 12".
6 Fight – The Hero may increase their Fight value by 1, up to a maximum value of 6.
7 Courage – The Hero increases their Courage value by 1 to a maximum of 6.
8 Attack/Wound – The Hero may increase either their Attacks or Wounds value by 1. Neither their Attacks nor Wounds value may exceed 3.
9 Strength/Defence – The Hero may increase their Strength or Defence value by 1. Each one can only be improved once.
10 Might/Will – The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 3).
11 Heroic Resolve/March – The Hero may now use the Heroic Resolve and Heroic March Heroic Actions in addition to any others they have access to.
12 Master of Battle – The Hero gains the Master of Battle (2+) special rule.

PATH OF THE KNIGHT

The Hero has proven to be far more effective whilst mounted than on foot, and so trains to fight harder from atop their steed to crush their foes.

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. If they cannot for whatever reason, they cannot choose this path.

2D6 Result
2 Effortless Leap – Whilst mounted, the Hero may add 2 to any Jump tests they make.
3 Fearsome Charge – Whilst mounted, when this Hero charges into combat, they gain the Terror special rule until the end of the turn.
4 Horse Lord – The Hero gains the Horse Lord special rule.
5 Courage – The Hero increases their Courage value by 1 to a maximum of 5.
6 Expert Rider – The Hero gains the Expert Rider special rule.
7 Fight – The Hero may increase their Fight value by 1, up to a maximum value of 6.
8 Attack/Wound – The Hero may increase either their Attacks or Wounds value by 1. Neither their Attacks nor Wounds value may exceed 3.
9 Strength/Defence – The Hero may increase their Strength or Defence value by 1. Each one can only be improved once.
10 Might/Will – The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 1).
11 Devastating Charge – Whilst mounted, when the Hero charges into combat against one or more Man-sized (or smaller) models, roll a D6 for each. On a 5+, that model is immediately knocked Prone.
12 Skillful Rider – Whilst mounted, the Hero treats difficult terrain as open ground.

PATH OF THE SCOUT

The Hero prefers to use stealth and the terrain around them to fell their foes, rather than facing them head on in open combat.

Hero models that are wearing heavy armour may not embark on the Path of the Scout. Hero models that 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 if they do so.

2D6 Result
2 Merge into Shadow – If the Hero is obscured from view, they cannot be seen or targeted from distances greater than 6".
3 Fell Sight – The Hero gains the Fell Sight special rule.
4 Courage – The Hero increases their Courage value by 1 to a maximum of 5.
5 Throwing Daggers – The Hero gains a set of Throwing Daggers, even if they could not normally have them.
6 Poisoned Blades – The Hero gains the Poisoned Weapons special rule for all of their weapons.
7 Fight/Shoot – The Hero may improve their Fight value or Shoot value by 1, up to a maximum value of 6 or 3+ respectively.
8 Attack/Wound – The Hero may increase either their Attacks or Wounds value by 1. Neither their Attacks nor Wounds value may exceed 2.
9 Strength/Defence – The Hero may increase their Strength or Defence value by 1. Each one can only be improved once.
10 Might/Will – The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 1).
11 Heroic Defence – The Hero may now use the Heroic Defence Heroic Action in addition to any others they have access to.
12 Master of Terrain – The Hero is not slowed by difficult terrain of any type.

PATH OF THE ADVENTURER

Having spent years in the wilderness honing their skills, the Hero is a master of the wild lands and knows better than most how to survive.

Any Hero may embark on the Path of the Adventurer.

2D6 Result
2 Wilderness Experience – The Hero may re-roll any Jump, Climb, Leap or Swim tests.
3 Master of Ambush – In Scenarios where you roll for additional forces to arrive (such as those that use the Reinforcement rule), you receive a bonus of +1 to the dice roll for this Hero model’s warband. If this Hero is already on the board then all warbands in your army receive a +1 bonus to the dice roll. In Scenarios where you roll to see which part of the board your warbands deploy in, you may modify the dice roll by +1 or -1.
4 Fearless – The Hero gains the Fearless special rule.
5 Fight – The Hero may increase their Fight value by 1, up to a maximum value of 5.
6 Stalk Unseen – The Hero gains the Stalk Unseen special rule.
7 Attack/Wound – The Hero may increase either their Attacks or Wounds value by 1. Their Attacks value may not exceed 2, and their Wounds value may not exceed 3.
8 Courage – The Hero increases their Courage value by 1 to a maximum of 6.
9 Strength/Defence – The Hero may increase their Strength or Defence value by 1. Each one can only be improved once.
10 Might/Will – The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 1).
11 Master of Terrain – The Hero is not slowed by difficult terrain of any type.
12 Hardy Warrior – The Hero may re-roll failed Fate rolls.

PATH OF THE SORCERER

The Hero has become attuned to the ways of magic, either through a blessing from the Valar or some other, darker, power.

Any Hero may embark on the Path of the Sorcerer. However, a Battle Company may only ever have one Hero that has embarked upon this path at any one time. Additionally, the Hero gains +1 Will point as well as the Immobilise/Transfix Magical Power, which can be cast on a 5+.

2D6 Result
2 Master of Magic – The Hero may re-roll 1s when making Casting or Resist tests.
3 Instill Fear – The Hero gains the Instill Fear Magical Power; this is cast on a 5+. If this result is rolled for a second time, improve its Casting value to 4+.
4 Wound – The Hero may increase their Wounds value by 1 to a maximum of 3.
5 Resistant to Magic – The Hero gains the Resistant to Magic special rule.
6 Heroic Channelling – The Hero may now use the Heroic Channelling Heroic Action in addition to any others they have access to.
7 Immobilise/Transfix – The Hero improves their Immobilise/Transfix Magical Power; this is now cast on a 4+. If this result is rolled for a second time, improve its Casting value to 3+.
8 Might/Will – The Hero may either gain +1 Might point (to a maximum of 1), or +1 Will point (to a maximum of 4).
9 Command/Compel – The Hero gains the Command/Compel Magical Power; this is cast on a 5+. If this result is rolled for a second time, improve its Casting value to 4+.
10 Courage – The Hero increases their Courage value by 1 to a maximum of 5.
11 Wise Advice – Once per turn, the Hero may allow one friendly model within 6" to re-roll a single D6 during a Duel roll.
12 Staff of Power – The Hero may add a Staff of Power to their wargear.

PATH OF THE BEAST

Not so much a Hero, this bestial creature has become all the more vicious as it has fought against its foes and feasted upon their remains.

Warg, Bat and Spider models may only ever embark on the Path of the Beast. Only Hero models that are a Warg, Bat or Spider may embark on the Path of the Beast.

2D6 Result
2 Harbinger of Evil – The Hero gains the Harbinger of Evil special rule.
3 Fell Sight – The Hero gains the Fell Sight special rule.
4 Courage – The Hero increases their Courage value by 1 to a maximum of 5.
5 Fight – The Hero may increase their Fight value by 1, up to a maximum value of 5.
6 Terror – The Hero gains the Terror special rule.
7 Attack/Wound – The Hero may increase either their Attacks or Wounds value by 1. Neither their Attacks nor Wounds value may exceed 3.
8 Strength/Defence – The Hero may increase their Strength or Defence value by 1. Each one can only be improved once.
9 Bestial Charge – The Hero gains the Knock to the Ground and Extra Attack bonuses when it charges, exactly as if it was a Cavalry model.
10 Might/Will – The Hero may either gain +1 Might point (to a maximum of 3), or +1 Will point (to a maximum of 1).
11 Heroic Strength – The Hero may now use the Heroic Strength Heroic Action in addition to any others they have access to.
12 Master of Terrain – The Hero is not slowed by difficult terrain of any type.