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    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 table

    top? 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 Codexs. Thissystem can easily be integrated into campaign systems, tournaments, personal army fluff development, or just every day game play.

    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 mod

    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 mor

    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. RPGs, online or not, all have some sort of experience system to keep playershooked an

    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 Warhamm er 40k Rule-

    book. 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 a

    element to have it play more akin to an RPG. From this point, the possibilities are endless.

    Background

    ETERNAL XPDesigned 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.

    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

    http://www.theeternalwarriors.com/http://www.theeternalwarriors.com/http://www.theeternalwarriors.com/http://www.theeternalwarriors.com/http://www.games-workshop.com/http://www.games-workshop.com/http://www.games-workshop.com/http://www.theeternalwarriors.com/http://www.theeternalwarriors.com/
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    LEVEL

    Every unit that participates in this system begins at level "0"with "0 Eternal XP, hereafter referred to as EXP. This isrepresentative of a unit entry taken directly from any GamesWorkshop Warhammer 40K Codex. Each unit requires acertain amount of EXP to reach the next level.

    LEVEL EXP Standard Indep. & Vehic

    0 0 0 0

    1 100 +1 +5

    2 300 +3 +15

    3 600 +6 +30

    41000 +10 +50

    5 1500 +15 +75

    6 2100 +21 +100

    EXP is awarded to a Standard unit based on how much ofthe unit survives each battle played. If less than half of themodels in the unit were killed, then the unit receives 30 EXPpoints. If a majority of the models in the unit were killed, thenthe unit receives 15 EXP points. If the unit was destroyedentirely, the unit does not receive any EXP points for thebattle. With the exception noted in the Modifying a Unitsection below, no experience is ever lost by a unit.

    Independent and Vehicle units gain 30 EXP if they surviveand do not gain any EXP if killed or destroyed. Vehiclesquadrons are calculated as a Standard unit with each vehi-cle counting as a separate model.

    Once a unit gains enough EXP to attain a new level, theindividual model point cost increases due to the new abilityit gains. The costs are listed by Unit Class in the tablebelow and are added to each model's base point cost. Thecosts are not cumulative level to level, they represent the

    total cost to operate at that level.

    There are three different classifications of a units type;

    Standard, Independent and Vehicle. These are determinedby referencing the units "Type" or Special Rules as notedin the units codex entry and the lists below:

    BASIC RULES

    COST

    EXP

    UNIT CLASS

    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 levefrom the Unit Ability list on pages 2-4.

    All chosen abilities on the unit are cumulative from level tolevel and should not be changed once selected.

    StandardInfantry

    Jump InfantryBikes

    JetbikesBeastsCavalryArtilleryRetinues

    Monstrous Creatures

    IndependentIndependent Characters

    VehicleTanks

    TransportsSkimmersWalkers

    Open ToppedFast

    ABILITIES

    ETERNAL XP RULESThis section begins with the basic rules for going beyond what are considered normal units in the Warhammer40K universe and turning them into more unique units with battlefield experience and abilities to match. It is notrequired that every unit in your army list participate. Each unit that you have participate in this endeavor requiressome special handling after each battle to keep track of Eternal XP and abilities gained.

    Units may modify wargear, equipment and model upgradeoptions as defined in the units codex entry. Making thesemodifications does not have any effect on the unit EXP total.

    If a unit increases size composition, they must decrease-

    Example: A ten model Space Marine Tactical Squad with a Sergeant reaches level 3 will add 60 points to the base cost of thisunit before factoring in any other upgrades or wargear options.

    Modifying a unit

    their current EXP by half. This represents the new recruitsbeing inducted into the unit.

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

    * Expanded EXP rules are also available in the Advanced Rulessection on page 5.

    Example: A unit of Tactical Marines begins with 5 marines andaccumulates 150 EXP over the course of some battles. If theplayer wishes to increase the squad to 10 models, then the

    unit's EXP will be reduced to 75.

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

    Standard unit EXP may be transferred to another unit en-try in the same codex as long as the basic characteristicline of each model are identical. If you choose this path fothe unit, decrease the current EXP by half.

    Example: A squad of 10 Tactical Marines may change their rolland become a Devastator Squad. However they now have halfof the original EXP as they are not as experienced in this role.

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    Infantry, Jump Infantry, Bikes, JetBikes, Beasts, Cavalry,Artillery, Retinues, Monstrous Creatures

    See the Errata section on page 6 for specific informationon how to handle these situations:- Special Character & Unique models- Unit wargear models- Units and models joining or separating with other units

    "Dedicated Reserves+1 or -1 to unit reserve rolls. Announce +1 or1 before thereserve roll is made. This ability is not applicable on the firstgame turn.

    "Retreat!If able to move freely, the unit may perform a voluntarily 'FallBack' move at the beginning of the controlling playersmovement phase in the same manner as if it has failed amorale test. If able, the retreating unit must also run duringthe players shooting phase. The unit may attempt to regroupnext turn if normally allowed by the rules for "Regrouping";or continue the Retreat!. If the unit reaches a board edgeduring the same player turn where the "Retreat!" ability wasused, then the unit is removed from play but does not countas a 'Kill Point' for mission objectives.

    STANDARD

    UNIT ABILITIESSome of the abilities listed in this section are Universal Special Rules and operate as listed in the Warhammer40,000 Rulebook. Certain abilities also modify specific skills or characteristics as listed in your particular armycodex. The remaining abilities are described in the Special Ability List and are Italicizedfor identification.

    SPECIAL ABILITY LIST

    LEVEL 1 LEVEL 2

    Dedicated Reserves +1 Weapon Skill

    Move through cover +1 Ballistic Skill

    Skilled Rider Slow and Purposeful

    Skilled Flyer Counter Attack

    LEVEL 3 LEVEL 4

    Retreat! Tank Hunters

    Furious Charge Fleet

    Hit & Run Fearless

    Stealth Stubborn

    LEVEL 5 LEVEL 6

    Relentless* Tactical Response

    Committed Reserves Improved Hit and Run

    Resilient Charge!

    True Counter Attack Frenzied Charge

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

    "Committed Reserves+1 or -1 to unit reserve rolls. Announce +1 or1 beforereserve roll is made. This ability is not applicable on the firgame turn. The unit must already have the "DedicatedReserves" ability.

    "Resilient"The unit never takes dangerous terrain tests, or anywounds from exploding vehicles. The unit is allowed to takcover saves from any shooting attack in which a cover savis not normally allowed due to the weapons type ordescription.

    "True Counter Attack"The unit automatically passes the Leadership checkrequired for launching a counter attack. In addition, theopposing unit that declared the assault must pass aleadership check in order to gain any bonus attack for initi-ating an assault. (This does not apply if the unit that de-clared an assault also has "Counter Attack") The unit musalready have the "Counter Attack" ability.

    "Tactical Response"In response to the first declaration of an assault on the unibut before any measurement is made, the unit may moved6" 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 "Hit and Run" attempts. The unit must already have the "Hand Run" ability.

    "Charge!"While declaring an assault, but before any measurement imade, the unit may add d6" to their assault move. The uniis still effected by terrain as normal. If the assault issuccessful, the unit hits at Initiative "1" during the firstplayer turn of combat.

    "Frenzied Charge"The unit adds an additional +1 to their Initiative andStrength to their Furious Charge ability. The unit mustalready have the "Furious Charge" ability.

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    Independent Characters

    Models with the Independent Character special rule takeprecedence over the Standard and Vehicle unit classes.

    Independent models can only attain level 5 if they areselected as a "HQ" Force Organization choice.

    Only one Independent model in a standard army list can belevel 6.

    See the Errata section on page 6 for specific informationon how to handle these situations:- Special Character & Unique models- Unit wargear models- Units and models joining or separating with other units

    "Fear No Death"If reduced to 0 Wounds, or removed from the table, theIndependent Character does not count as a casualty for Kill

    Point, Victory Point or Objective purposes. If using the'Advanced EXP' allocation method, the IndependentCharacter does not loose EXP due to loosing a battle orbeing destroyed.

    "Shield of the Gods"+4 Invulnerable Save (Once this save is failed, it no longerapplies for the rest of the current game.)

    "Fate of the Gods"The Independent Character may re-roll any one failed saveper game. (This ability may be used at any time.)

    "Beacon of Leadership"Any friendly units that arrive from reserve via Deep Strikewithin 12" of the Independent Character do not scatter. Inaddition, any friendly units that arrive from reserve viaOutflank may enter the table from a point on the short tabledge within 12" of the Independent Character rather thanhaving to roll to determine which side it will enter.

    "Inspiring Presence"Any friendly unit entirely within 12" of the IndependentCharacter may choose to use the Independent Character'sLeadership for any Leadership and\or Morale tests.

    "Determined Focus"The Independent Character may cause any friendly unit(swithin line of sight to become "Stubborn" once per game.(This ability may be used at any time and lasts until the enof the current player turn.)

    "Rally Point"

    When the Independent Character is on the table, all unitswill 'fall back' toward the Independent Character rather thathe table edge. Any unit that is already falling back andbegins it's movement phase within 12" of the IndependentCharacter will automatically regroup regardless of anyrestrictions.

    "Shuffle the Deck"The controlling player of the Independent Character maynominate one unit in it's army and count it as any otherForce Organization slot they choose. (The player musthave a slot available from the chosen force organizationslot.)

    "Supreme CommanderThe controlling player of the Independent Character mayadd one extra Force Organization slot of any type theychoose.

    "Master Tactician"After deployment, but before the game begins, the controlling player of the Independent Character may choose tore-roll the mission objective. Keep the deployment and allmodels as they are and re-roll on the Standard MissionChart. (Re-roll and Replace objective markers if applica-ble.)

    "Prepared Battlefield"After deployment zones are determined, but before deployment begins, the controlling player of the IndependentCharacter may move d3 terrain features anywhere theywant on the table.

    INDEPENDENT

    LEVEL 1 LEVEL 2

    +1 Ballistic Skill +1 Strength

    +1 Weapon Skill +1 Toughness

    +1 Initiative Preferred Enemy

    +1 Leadership Relentless

    LEVEL 3 LEVEL 4

    +1 Attack "Shield of the Gods"

    Feel No Pain +1 Wound

    "Fear No Death" "Fate of the Gods"

    Fleet Eternal Warrior

    LEVEL 5 LEVEL 6

    "Beacon of Leadership" "Shuffle the Deck"

    "Inspiring Presence" "Supreme Commander"

    "Determined Focus" "Master Tactician"

    "Rally Point" "Prepared Battlefield"

    SPECIAL ABILITY LIST

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    "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 TechnicianAny "immobilized" damage results may be re-rolled at thediscretion of the controlling player.

    "Cram em In"The capacity of this transport vehicle is increased by 2

    Low ProfileThe driver is able to angle the vehicle to mimic the effectsof an angled shot while moving. Vehicle gains a 5+ CoverSave from shooting if the vehicle moved at least cruisingspeed in the previous player turn.

    "Expert Gunner"Vehicle gains +1 BS (Max: 10)

    Run em DownWhen making a Tank Shock attack, the vehicle mayinstead perform a special Run em Down! attack. Thiscauses -2 leadership on all Tank Shock morale checksmade by this vehicle. Any unit that does not Fall Backfrom the Tank Shock automatically take d3 wounds.

    "Rapid Reload"Vehicle weapon becomes "Twin-Linked" (Any singleweapon may be chosen)

    Ramming Speed!"When making a Ramming attack, the vehicle may insteadperform a special Ramming Speed! attack. The vehiclecounts as a Fast vehicle and gains +2 to its ram damageuntil the end of the movement phase. Regardless of theresult, the vehicle is Immobilized at the end of themovement phase.

    "Fearless Crew"

    The crew of the vehicle ignores all "shaken" results.

    "Self Destruct"The crew has rigged this vehicle to explode. On anyVehicle Destroyed result, the vehicle suffers a VehicleExplodes result with the following changes. Roll 2 diceand pick the highest for the explosion distance. Any hitsare resolved at Strength 4 for all models in range of theexplosion.

    "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.)

    SerpentineVehicle gains +1 to it's cover save when moving 'Flat-Out'

    "Expert Driver"All 'clear terrain' is treated as road for the purposes of thevehicle's movement.

    "Secret Mission"The vehicle gains Infiltrate.

    "Practiced Disembark"Any unit that Disembarks from this vehicle count it asOpen-Topped

    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 informationon how to handle these situations:- Special Character & Unique models- Unit wargear models- Units and models joining or separating with other units

    VEHICLE

    LEVEL 1 LEVEL 2

    "Hardened Crew" Mechanical Technician

    "Skilled Maneuvering" Cram em In

    "Skilled Gunner" Low Profile

    LEVEL 3 LEVEL 4

    Expert Gunner "Rapid Reload"

    Run em Down "Ramming Speed!"

    Tank Hunters "Fearless Crew"

    LEVEL 5 LEVEL 6

    Self Destruct "Expert Driver"

    "Surprise Maneuver" Secret Mission

    Serpentine Practiced Disembark

    SPECIAL ABILITY LIST

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    These Expanded EXP rules replace the Basic Rules forawarding EXP.

    EXP is gained or lost based on the outcome of the wholearmy and the state of the unit at the conclusion of battle.

    Any EXP from the Army Award is applied to each unit inyour army regardless if the unit survives the battle. TheUnit Award is calculated on a unit by unit basis, based onthe state of the unit after the battle. The Army Award andUnit Award are then added together for each unit todetermine the amount of EXP gained or lost.

    No unit can ever drop below "0" EXP. If a unit loses enoughEXP to decrease in level, then the chosen ability for thatlevel is lost by the unit until it earns enough EXP to regainthe level.

    The same rules of modifying wargear and unit size compo-sition apply from the Modifying a unit section of the 'BasicEXP' allocation system.

    EXPANDED EXP

    ADVANCED RULES

    ARMY AWARD

    EXP VICTORY OBJECTIVE (Pick 1)

    +15 Army participated on winning side of a 'Wipeout!'

    +10 Army participated on the winning side of a battle

    +5 Army participated in what resulted in a 'Tactical Draw'

    -5 Army participated on the loosing side of a battle

    -10 Army participated on loosing side of a 'Wipeout!'

    Add the most relevant EXP award from the Victoryobjective table below. Then add all Mission and Bonus

    objectives that apply at the end of the battle.

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

    UNIT AWARD

    EXP SURVIVAL OBJECTIVE (Pick 1)

    +25 Unit survived without any casualties

    +15 Unit survived less than half casualties

    +10 Unit survived with a majority of casualties

    0 Unit has reached a table edge using the "Retreat!" ability

    -10 Unit was destroyed

    This EXP award applies to each unit individually:

    EXP MISSION OBJECTIVE (Pick all that apply)

    +10 Per uncontested objective held

    +5 Per contested objective held

    +5 Per 'Kill Point' achieved

    EXP BONUS OBJECTIVES (Pick all that apply)

    +2 Per uncontested table quarter held

    +3 Per opposing unit destroyed

    +5 Destroyed opponents highest point cost unit

    +5 Destroyed opponents highest point cost "HQ" unit

    +2 Per opposing unit destroyed 1 level higher than yours

    EXPANDED ABILITIESAny Standard unit that gains a new level may gain anability from a lower level if they choose. The new abilitycost is still based on the level attained by the unit.

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    The models described below do not gain levels or abilitiesand do not incur any additional point cost as the unitadvances in level.

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

    Unit's that 'join'(i.e. Imperial Guard Combined Squad ability)Use the unit with the lowest EXP level for determiningwhich level and abilities to use for the entire unit. After thebattle, the units are counted as a single unit for determinincasualties for EXP awards. However, each individual squareceives the same EXP independently.

    Special Characters or Unique models / units do not gainEXP, do not advance in levels and do not gain anyadditional abilities. This includes named characters thatmay be taken as upgrades for Standard units such as"Snikrot" and "Sergeant Telion". In these cases, it isassumed that these types of models already have their ownexperiences and have gained their special abilities

    commensurate with that experience. This system is notintended to advance the storyline or power of GamesWorkshop created characters, but rather to create your ownunique models and units.

    PSEUDO UNITS & MODELS

    JOINING & SEPERATING UNITS

    SPECIAL & UNIQUE MODELS

    UNITS

    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

    Unit's or models that are detached or created byanother unit during game play.

    Example: Necron Scarabs from a Tomb Spider

    These models are not counted when determining casualtiesfor EXP purposes. They do not prevent the rest of the unitfrom using any of the EXP abilities they have gained.

    Units that 'separate'(i.e. Space Marine Combat Squad ability)Each separated model counts as having the same abilitiesas the original unit. After the battle, the models that sepa-rated are joined back together to form their original unit fordetermining casualties for EXP awards.

    It is important to keep track of which separated units belonto their original units in order to accurately calculate EXPfor these units at the end of the game.

    Example: A level 3 Platoon Command Squad combines with alevel 2 Infantry Squad and a level 4 Infantry Squad. The entireCombined 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 Squadmodels were casualties then each of the individual squads

    receives an EXP award for majority casualties.

    Models that join and\or separateStandard unit models that join other units (Wolf GuardPack, Tyranid Hive Tyrant) do not confer their abilitiesgained through EXP leveling onto the unit they join. They

    also do not gain any abilities from the unit they join. Whencalculating EXP, they are treated as a unit that separates

    Independent Character models that join other units do notconfer their abilities gained through EXP leveling onto theunit they join. They also do not gain any abilities from theunit they join. When calculating EXP, they are treated as aunit that separates

    If a model becomes 'transformed' in any way during gameplay (EX:Zogwart's Curse, Gift of Chaos) it immediatelylooses all it's XP abilities for the duration of the game and isconsidered destroyed for purposes of calculating EXP.

    Some models have innate abilities that effect the composi-tion of a unit prior the beginning, or during, the game.

    Example: A 10 model level 2 Tactical Squad separates into twoCombat Squads. Each Combat Squad operates at level 2 du

    ing 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 untouched, then the whole unit receives an EXP award for

    less than half casualties .

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    Being that this is the initial release of the EXP system, Icurrently do not have any FAQs. But fear not! If you haveany questions, concerns or confusion please email me at:

    [email protected]

    In the mean time, I have included some sections belowabout different ways to use this system!

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

    SEND ME YOUR QUESTIONS!

    COMMON ADVANCEMENT PATHS

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

    LEVEL Fast Assault Power Assault Mobile Shooting Power Shooting Reserve Assault Reserve Shooting

    1 Move Through Cover Move Through Cover Move Through Cover Move Through Cover Dedicated Reserves Dedicated Reserves

    2 Counter Attack +1 Weapon Skill Slow and Purposeful +1 Ballistic Skill Counter Attack +1 Weapon Skill

    3 Hit & Run Furious Charge Hit & Run Stealth Hit & Run Stealth

    4 Fleet Stubborn Fearless Tank Hunters Fearless Fearless

    5 True Counter Attack Resilient Relentless Resilient Committed Reserves Committed Reserves

    6 Charge! Frenzied Charge Tactical Response Tactical Response Improved Hit & Run Tactical Response

    Standard

    Independent

    LEVEL Offensive Assaulter Defensive Survivalist True Leader Army Assist

    1 +1 Weapon Skill +1 Leadership +1 Leadership +1 Ballistic Skill

    2 +1 Strength +1 Toughness Relentless Relentless

    3 +1 Attack Feel No Pain Fear No Death Fleet

    4 Fate of the Gods Eternal Warrior Fate of the Gods Shield of the Gods

    5 Rally Point Determined Focus Determined Focus Inspiring Presence

    6 Shuffle the Deck Prepared Battlefield Supreme Commander Prepared Battlefield

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    CUSTOM SCENERIOSCreate your own scenarios using EXP system! The exaple below is a great way to get familiar with Eternal XP:

    Name: TwoGoliathsAs an apocalyptic battle raises all around them, the pinnacle othe two battling forces meet each other in the middle, unopposForce Org: 1 Level 6 Standard and Independent unit.

    0-1 Optional Level 6 Vehicle Unit.Points: Minimum 750Deployment: Pitched BattleMission: Control 1 objective in the center of the tableAward: EXP Battle Veteran

    Winning player may add 100 EXP to any unthey choose. Loosing player may add 50 EXto any unit the choose. Draws are considea loss for both players.

    Vehicle

    LEVEL Transport Shooting Walker Shocker

    1 "Skilled Maneuvering" "Skilled Gunner" "Hardened Crew" "Skilled Maneuvering"

    2 Cram em In Low Profile Mechanical Technician Mechanical Technician

    3 Run em Down Expert Gunner Tank Hunters Run em Down

    4 "Fearless Crew" "Rapid Reload" "Fearless Crew" "Ramming Speed!"

    5 "Surprise Maneuver" "Surprise Maneuver" "Surprise Maneuver" Self Destruct

    6 Practiced Disembark "Expert Driver" Secret Mission "Expert Driver"

    These are some advancement paths for standard units based on some common roles within an army.

    mailto:[email protected]?subject=XP%20System%20Questionmailto:[email protected]?subject=XP%20System%20Questionmailto:[email protected]?subject=XP%20System%20Question