There comes a time for warriors to grow and mature, this can take the form of combat upgrades that affect their Skirmish profile. Follow these rules to advance your character.
The GM will award points to be spent on stat increases. He will outline any restrictions for his players such as whether they can upgrade heroic stats such as Destiny, Faith, or Affinity or if any spells can be learned.
Martial (M): 1 point per increase.
Represents skill in combat. Higher numbers mean better fighters.
Maximum 9 for heroes, 5 for base units.
Perception (P): 1 point per Improvement.
Represents detection and aiming ability. Higher numbers mean better accuracy.
Minimum 1.
Strength (S): 1 point per increase.
Determines attack power. Higher numbers increase chances of wounding enemies.
Maximum 9 for heroes, 5 for base units.
Defense (D): 1 point per increase.
Measures resilience against attacks. Higher numbers make the unit harder to wound.
Maximum 5 for heroes, 4 for base units (without armor).
Aggression (A): 1 point per increase.
Determines the number of attacks per combat round.
Maximum 4 for heroes, 3 for base units.
Wounds (W): 1 point per increase.
Represents how many hits a unit can take before being removed from play.
Maximum 5 for heroes, 2 for base units.
Integrity (I): 1 point per increase.
Provides a bonus to Martial when in formation with allies.
Maximum 3 for both heroes and base units.
Destiny (D): 10 points per increase. Used for rerolling dice.
Often limited to crucial moments.
Maximum 6 for heroes, 1 for base units.
Faith (F): 5 points per increase. Represents resistance to Affinity powers (magical or supernatural effects).
Higher values mean greater resilience to spells and enchantments.
Maximum 6 for heroes, 1 for base units.
Affinity (A): 10 points per increase.
Represents magical ability used for casting spells, enchanting, or manipulating reality.
Maximum 6 for heroes, 2 for base units.