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Creation of a Company

Renown and Starting Resources


Renown: 125 Resources: 50 Experience: 90
Your renown is the maximum amount, in AP, that you are allowed to spend on fighters. For purposes of calculating renown, only take into account the cost of the model as printed on the card and any theme or solo abilities purchased for the model. For example, a Kelt Druid, at 28 AP, would use 28 of your Renown points. If the same Druid was put into the Tribe: Wolves of Avagddu (which costs 2 AP) and given the Solo/Natural Selection (which costs 3 AP), then the total AP of the Druid would be 33 (28 + 2 + 3) and thus would use 33 of your Renown points. Your resources are what you use to purchase Spells, Miracles, Artefacts, etc. What you purchase with spells does not impact your Renown points you have to spend on fighters.

1. Captain, my captain. Select a Captain


The maximum size of your company is a function of the rank of your captain (+2 to this number if the captain has Leadership/X). Irregular: 5 Regular; Veteran: 7 Initiate; Devout; Special; Elite: 9 Adept; Zealot: 11 Living Legend; Master; Dean: 13 Major Ally; Virtuoso; Avatar: 15 Pick a model to be your companys captain. You are free to choose from nearly any model to be your captain, with the following restrictions: Models without a DIS score may not be the captain unless they have Leadership/X, a POW score, or Aspects on their card Musicians and Standard Bearers may not be the captain A war machine with structure points may not be the captain A familiar may not be the captain Immortals and Elementals may not be the captain The value of the captain (modified by any themes or solos chosen) is deducted from the Renown. The remainder of the Renown is spent on the rest of the company. New Title: Champion. Since characters can not be used in a Dogs of War company, a new title, the Champion, has been introduced. This title is acquired by a fighter once it has reached 200 earned EP. The first Captain of a company receives this title for free. A Champion can be targeted and affected by all effects that target characters. He can also bear a number of artifacts like a character can. He gains no other abilities associated with characters, however (he does not gain counter-attack, assault firing, etc.) Note: If you want to have your Company tied to a Theme then this decision must be made at the formation of the company and paid for out of the initial 125 Renown. Solo abilities can also be purchased during the formation of your Company and also are paid for out of the initial Renown. After forming the Company Solo abilities may be purchased by spending EP equal to 10 times its cost in AP.

2: Attenshun! Enlist the Soldiers


Select other warriors to be part of your company. The choice of captain determines the people of your company (so if your captain is a Neuromancer, then the people of your company are the Alchemists of Dirz). Choosing fighters from your companys people costs you a number of renown equal to the value of the fighter (modified by any themes or solos chosen). You may spend as many renown as you had left after selecting your captain, keeping in mind the maximum number of models that can comprise your company based your captains rank. Three types of model may not be chosen to be part of your company: Elementals, Immortals and Characters. The first two may still be summoned by Magicians and Faithful, however. Models that are not of your companys people may be selected as long as they are Allies of your companys people (per the Allies rules in the Confrontation 3 rulebook), Mercenaries, or Stateless fighters, within the following restrictions.

Number of Allies allowed: One out of four soldiers (i.e. your company may be comprised of your captain, two fighters of your companys people, and one Ally). Additional cost to enroll Allies, Mercenaries or Stateless fighters (to be deducted from the Resources): 50% of the fighters cost in A.P.

3. Weve heard of them! Starting Experience


On creating a company you receive 90 Experience Points (EP) that you can assign to the fighters of your company. You may not assign more than 30 EP to any single fighter in your company. Any EP not assigned before going to the next step are lost. Assigned EP do not have to be spent, and are not lost if they are unspent at the end of this step. EP may be spent on increasing Characteristics, gaining/increasing Abilities, or acquiring Secondary Roles (see tables that follow). Certain Secondary Roles may increase the maximum number of models allowed in your company and/or the maximum Renown of your company.

Adjust the Value of the fighters in the company


Any models that have used assigned EP must have their value adjusted to reflect the experience they have gained. Actual Value = Starting value + 10% of the used EP (rounded to the inferior) When the values of all fighters have been updated the total Renown of your company must be recalculated. This value must be equal to or less than the maximum Renown of your company. If it is not, then the expenditure of EP must be redone to ensure that your companys Renown is less then or equal to its maximum Renown.

4. Captain, we need supplies. Acquisition of Attributes


Your company begins with 50 Resource points. These points may be spent on Spells, Miracles, Artefacts, War Machines, Nexuses, Familiars and purchasing Allies. Attributes that are normally assigned to a particular fighter must be assigned to a fighter in your company at the time of purchase. Once an attribute has been assigned it may not be given to any other fighter. Resource points do not have to be spent during company creation; any Resource points not spent are saved for later use. Barring exceptions, only Champions may be equipped with Artefacts. New Artefact! In Dogs of War a new artifact is presented to be used only with Dogs of War companies. This item is the Sceptre of Authority. It gives its bearer the ability Leadership/10 and costs 15 Resource points.

Familiars
Familiars are a special case to the normal Artefact rules. Any magician or warrior-mage (even one who is not a Champion) may purchase a familiar by using Resource points. The purchase of a Familiar does not alter the Companys Renown, however each Familiar purchased must be tied to a particular magician or warrior-mage, and can not be exchanged with another one (just like all Artefacts). The number of Familiars a particular fighter may have is based upon his Rank: Initiate: 1 Adept: 2 Master: 3 Virtuoso: 4 Familiars gain EP just like any other fighter. They may also spend EP in the same way, however by doing so they will not increase the Companys current Renown; they will, however, increase their Resource cost (using the normal rules for Adjusting values) and thus increase the number of AP that they use in a Mission Roster. Familiars may also achieve Champion status, just like any other fighter, and when they do so they may carry Artefacts from their masters inventory just like any other fighter may. Familiars roll on the Recovery table just like all other fighters. If a Familiar is removed from play because its master has been killed it is considered to have suffered a Killed Outright and should roll on the appropriate column of the Recovery table. Sample Free Company Creation: 1. Captain, my captain.

We select a Kelt Hunter to be our Captain. His AP cost is 32, meaning that we have 93 Renown remaining for the next steps, and his rank is Elite, which means that our Companys maximum size is 9. 2. Attenshun!

For the other fighters in our Company we choose a Giant Barbarian with Swords (the Master Strike/0 profile), for 32 AP, a Kelt Fianna, for 12 AP, a Kelt Druid, for 28 AP, and a Sessairs Veteran (with Axe), for 14 AP. This is a total of 86 AP, which means that the total Renown of our company is brought up to 118 (32 + 86). 3. Weve heard of them!

At this point we assign and spend the 90 EP. 30 EP will be assigned to the Captain (the Kelt Hunter), 30 EP will be assigned to the Giant Barbarian, 21 EP to the Kelt Fianna, and the last 9 will be assigned to the Kelt Druid. The Captain will increase his STR from 8 to 9 at a cost of 26 EP (10 + (8 x 2)). The Giant Barbarian will acquire the Secondary Role: Lieutenant for 15 EP, which increases the Companys maximum size to 10 and the Companys maximum Renown to 135. The Kelt Fianna will increase her ATT from 3 to 4 at a cost of 21 (15 + (3 x 2)). The remaining unspent EP will be saved for future use. Adjust the Value of the fighters in the company The Kelt Hunter spent 26 EP, therefore his value is increased by 2 (26/10 = 2.6, then round to the lowest integer) to 34. The Giant Barbarian spent 15 EP, so his value is increased by 1 to 33. The Kelt Fianna spent 21 EP, so her value is increased by 2 to 14. The new Renown of the company is thus 123 (118 + 2 + 1 + 2), which is below the Companys maximum Renown of 135, so we may proceed to the next step. 4. Captain, we need supplies.

We now purchase supplies with our 50 Resource points. The first thing we will purchase is the Spell Primal Fire Attack, for 5 Resources, and assign it to the Kelt Druid. The next thing we will purchase is a Supreme Rune of Healing, for 16 Resources, and we will also assign this to the Kelt Druid. Lastly we will purchase Offering of the Zephyr, for 15 Resources, and assign it to the Captain. We have thus spent 36 Resources, leaving us with 14 Resources which we will keep for future use.

Maximum Free Company Size based on Captains and Lieutenants Rank


Rank Maximum Size for Captain Bonus to size for Lieutenant Creature (*) 5 -Irregular Regular 7 +1 Veteran Initiate Devout 9 +1 Special Elite Adept 11 +2 Zealot Living Legend 13 +4 Master Dean Major Ally 15 +5 Virtuoso Avatar Bonus to maximum size if captain/lieutenant have Leadership/X: Captain: +2 Lieutenant: +1

Rank Values for Purchasing Abilities and Roles Rank Value Rank Name 1 Irregular 2 Regular 3 Veteran; Initiate; Devout 4 Special; Elite; Adept; Zealot; Creature 5 Living Legend; Master; Dean 6 Major Ally; Virtuoso; Avatar

Purchasing New Abilities


Min. Min. Ability Accessible To Cost (EP) Ability Rank Rank Ambidextrous 4 Elite, Warrior-Mage, Warrior-Monk 60 Luck 3 Artefact/1 4 All 18 Martyr/1 1 Assassin 4 Special 48 Master Archer 4 Assault Fire 3 All 36 Master of Arcana 4 Authority 4 All 36 Master Strike/0 3 Born Killer 4 Large Size, Very Large Size 90 Mechanic/6 2 Bravery 2 All 18 Mine Layer 3 Brutal 3 All 18 Negation 3 Brutish Charge 3 All 42 Parade 4 Bulls Eye 4 All 24 Piety/1 3 Consciousness 4 Special, Magician, Faithful 60 Possessed 4 Counter Attack 4 All 36 Precision 3 Cure/6 4 All 24 Rallying Cry 4 Devotion/1 1 All 6 Rapid Reload 4 Disengagement/6 4 All 24 Rapidity 3 Dodge 3 All 24 Recovery/1 4 Exalted 3 Faithful 48 Reflexes 3 Fanaticism 2 All 18 Reorientation 3 Feint 4 All 18 Resolution/1 4 Fencer 3 All 30 Rigour 4 Ferocious 3 All 54 Ruthless 3 Fierce 3 All 36 Sapper 3 Fine Blade 3 All 36 Scout 4 Focus 3 Magician 24 Sequence/1 4 Harassment 3 All 32 Sharpshooter 4 Hard Boiled 3 All 36 Steadfast 2 Hardened 4 Elite, Warrior-Mage, Warrior-Monk 72 Strategist 4 Illuminated 3 Faithful 24 Summoner/1 4 Implacable/1 4 All 32 Target/+1 3 Infiltration/10 3 All 12 Thaumaturgist 3 Insensitive/6 3 All 12 Vivacity 4 Instinctive Firing 4 All 36 War Cry/3 2 Leadership/10 2 All 90 War Fury 3 Leap 1 All 18 War Horse(1) 4 Loyal/1 3 All 32 (1) The Ability War Horse may only be acquired by a fighter who possesses a mount. Centaurs may not acquire this competency. Accessible To All All All Pure Magician All Servant Servants Pure Magician, Pure Faithful All Faithful All All All Champion All Magician All All All All All Servant Special All All All All Magician, Faithful All Faithful All All All All Cost (EP) 60 6 60 48 48 18 18 12 60 18 36 36 24 36 36 24 12 12 12 54 24 12 48 32 36 18 48 18 18 24 24 12 54 60

Increasing Characteristics
Characteristic Cost (EP) Gain Max. Gain Movement(1) 10 + (MOV x 2) 2.5 +2.5 Initiative 15 + (INI x 2) 1 +3 Attack 15 + (ATT x 2) 1 +3 Strength 10 + (STR x 2) 1 +3 Defense 15 + (DEF x 2) 1 +3 Resilience 10 + (RES x 2) 1 +3 Aim 15 + (AIM x 2) 1 +2 Courage/Fear 10 + (COU/FEAR x 2) 1 +3 Discipline(2) 30 + (DIS x 2) 1 +3 Power(3) 50 + (POW x 2) 1 +2(4) Aura of Faith(5) 30 + (AURA x 2) 2.5 +15 Aspects(6) 50 + (ASPECT x 2) 1 +2(7) (1) Increasing MOV affects both ground and air movement (2) Fighters who do not have a DIS score may not increase this characteristic (3) Fighters who do not have a POW score may not increase this characteristic (4) +2 per rank : a magician may only increase his POW by two points without changing rank, but must acquire the next rank before acquiring a third and fourth point. The same holds for subsequent points. (5) Fighters without an Aura of Faith may not increase this characteristic (6) Fighters who do not have values in Aspects may not increase this characteristic (7) +2 per rank : a faithful may only increase the total of his aspects by two points (not each aspect) without changing rank, but must attain the next rank before acquiring the third and fourth point. The same holds for subsequent points.

Improving Existing Abilities


Ability Cost (EP) Gain Max. Gain

Artefact/X Concentration/X Cure/X Devotion/X Disengagement/X Implacable/X Infiltration/X Insensitive/X Leadership/X Loyal/X Martyr/X Master Strike/X Mechanic/X Mutagenic/X Piety/X Recovery/X Resolution/X Sapper/X Sequence/X Summoner/X Target/X War Cry/X

12 32 18 6 12 18 6 6 42 24 6 12 12 24 12 24 12 12 18 12 12 12

1 1 -1 1 -1 1 2 -1 5 1 1 1 -1 1 1 1 1 1 1 1 1 1

1 2 -2 3 -1 2 6 -1 15 1 3 3 -2 1 2 2 2 3 1 2 2 3

Company Positions
Note: The roles Musician and Standard Bearer are considered to be Secondary Positions, and thus a fighter with either of these roles may not be given any of the Company Positions listed below.

Lieutenant (15 EP)


Rank min: 1 Bonus to renown: +10 There can only be one Lieutenant in a company. His presence increases the effective maximum of the company. This bonus varies according to the rank of the lieutenant. In case of death of the captain, the lieutenant takes his place.

Sergeant (10 EP)


Rank min: 1 Bonus to Renown: + 5 Cumulative For every sergeant present in the company its maximum size is increased by +1. A company cannot name more than one sergeant per 5 complete points of current size. If the current size of a company diminishes to fewer than needed for the current number of Sergeants, the current ones retain their role. Example: A companys current effective size is 12 and has 2 sergeants. Until the effective current size is 15 it will be unable to name a third sergeant.

Military counselor (15 EP)


Rank Min: 3 Bonus to Renown: + 5 Cumulative The presence of a military counselor influence the choice of missions (pg 71) In addition, the military counselor can allow his company to shorten or to lengthen the duration of Missions. During a game, before the tactical roll of the last turn, a military counselor can (if it is present on the battle field) attempt to influence the course of the game. The player then rolls 1d6. On a result of 1 to 3, the counselor is not able to impose his tactical direction. On the other hand, on 4, 5 or 6, the player can choose to lengthen the game by a round or end it immediately. In the second case, the game ends immediately. If two opposing military counselors each succeed on their roll, the two players can attempt to come to an agreement on the outcome. If they are unable to reach an agreement, the length of the game is not modified. Regardless of the number of military counselors in a force, a player may only make this roll once.

Steward (20 EP)


Rank Min: 3 Renown Bonus: + 5 Non-cumulative A steward influences the amount of resources earned by the company at the end of a mission. If the company has a steward, the player rolls 1d6 at the end of the mission (at the time of the first phase after the battle). This roll is not made if all the stewards of the company have been Killed during the mission or if the company carried out a retreat. If the company is the victor, the Obtained result is increased by + 1. If they underwent a defeat, the Result is reduced by -1. 1 or 2: the company wins four additional Points of resources. 3 or 4: the company wins seven additional Points of resources. 5 or 6: the company wins ten additional Points of resources.

Medic (25 EP)


Rank min: 3 Renown Bonus: + 5 Non-cumulative A medic is an essential element of practically any company. His presence allows one to minimize the level of the Injuries suffered by the warriors. (See Recuperation)

Explorer (20 EP)


Rank min: 3 Renown Bonus: 0 Cumulative Before every mission, the explorer can to be sent to explore the battleground. If this is done, the explorer can not be added to the Mission list. If the company has several explorers, these all can be sent to explore at the same time.

At the end of the mission, when calculating the resource gains of the company, 1d6 is rolled for every explorer in exploration: 1: the explorer was attacked. He returns with empty hands and a critical wound. A Recuperation roll is then carried out. 2: the explorer made a minor discovery and retrieves 3 resources for company. The explorer gains 4 ep. 3: the explorer made an interesting discovery that retrieves 8 points of resources for the Company. The explorer gains 6 ep. 4: the explorer made an important discovery that retrieves 13 points of resources for the Company. The explorer gains 8 ep. 5: the explorer made a major discovery that retrieves 18 points of resources for the company. The explorer gains 10ep. The company also gains 5 renown points 6: the explorer made an exceptional discovery that retrieves 23 points of Resources for the company. The Explorer gains 12 EP. The company also gains 10 renown points Attention! An explorer cannot be sent in exploration if it is suffering from any Injuries. An explorer sent in exploration cannot profit from EP obtained by formation.

Alchemist (25 ep)


Rank Min: 4 Renown Bonus: 0 When an alchemist is present in a company, the cost to acquire potions of strength, resistance, rapidity and vivacity is reduced by two resource points for all fighters. In addition, the use of these types of potions does not require a roll; they still function on a roll of 1.

Spy (15 ep)


Rank Min: 3 Renown Bonus: 0 If a spy is registered on the mission list, the player benefits from a + 2 to the final result of his Tactical roll for the approach. In addition, he can pass his turn one additional time during this phase, even if he has more cards and more of Fighters than his opponent.

Priest (30 ep)


Rank min: 3 Renown bonus: + 10 Reserved to Faithful The presence of a priest confers to a company a mystical dimension that motivates its troops and believes his notoriety. If at least one priest is registered on the mission list, the company gains five additional renown points at the time of the first phase after the battle. If a priest dies during the recuperation phase, he becomes a martyr: the company immediately gains twenty renown points. This bonus can be obtained several times by a same company. Aptitude of Priest: A priest can obtain the special capacity << Resurrection >>. This costs him 30 additional ep. This special capacity can be used whenever a soldier of the company dies during the recuperation phase. To be revived, the deceased fighter must possess at least 10 unused ep. If this condition is met, 1d6 is rolled. 1 to 3: The gods refuse to grant the request of the priest and the soldier cannot be brought back to life. 4 to 6: The soldier is revived. He loses 10 ep, but these are not considered as used (therefore his value is not increased). These points are not added to the << EP Used >>. This roll must be made at the end of the recuperation phase. If no priest is present in the company at that time (or if the dead combatant does not possess the 10 ep necessary), the deceased cannot be brought back to life. Only 1 roll of resurrection can be attempted by a fighter, regardless of the number of priests in the company. However, the same fighter can be brought back to life several times over the course of his career. A priest cannot use this special capacity on himself. He can, however, use it on another priest. A priest revived in this way does not become a martyr; his death was temporary and does not reward his company with the 25 renown points. On the other hand, when a priest succeeds in bringing a fighter back from the dead, his company immediately gains 10 points of renown.

Recruiter (30 ep)


Rank min: 3 Renown Bonus: + 5 The recruitment of Allies, Mercenaries, and Stateless fighters costs the company only a quarter of their value in resources instead of one half. The price of hiring fighters into a company (Mercenaries, Characters, etc) is also reduced by 10% (round to the superior).

Advancing a Fighters Rank


To advance from one rank to another a fighter must earn a certain number of EP, as listed in the table below. Note that there are two different tables, one for warriors and one for magicians/faithful. For a warrior to advance from one rank to the next he only has to earn the listed number of EP, at which point he attains the new rank. For a magician/faithful to advance to the next rank he must earn the listed number of EP AND spend the number of EP specified as the cost, otherwise he does not attain the new rank. Note: A magician does not automatically gain a new element or path when moving from one rank to the next. To acquire a new element or path a magician must spend the appropriate number of EP. Rank of Warriors Table 1 Rank Earned EP Irregular Regular 30 Veteran 50 Special/Elite 100 Living Legend 200 Rank of Warriors Table 2 Rank Earned EP Creature Living Legend 200 Major Ally 400 Rank of Mystics Earned EP Initiate/Devout Adept/Zealot 100 Master/Dean 200 Virtuoso/Avatar 300 Rank

Cost 50 100 200

Note: When a fighter reaches 200 earned EP he is then considered to be a Champion.

Advancing a Magician/Faithful
Magicians must spend an additional 30 EP to master a new path or element. When a magician attains a new rank he does not automatically gain mastery of new elements or paths; these must be purchased separately, at a cost of 30 EP each. A Magician can only master a number of elements based on his rank: Initiate: 1 Adept: 2 Master: 3 Virtuoso: 4 On the other hand, a Magician may master as many Paths as he wishes to purchase and has access to based on his rank.

Before the Battle


1. Choice of Mission 2. Creation of Attack Groups
Each player creates a mission roster with the models and equipment they wish to use and totals the AP of the roster. initial roster chosen. No new models or equipment may be added.

Compensations for the weakest group


Points of Compensation / PC = difference in value between the groups Event Card: 20 PC Object: 10 PC

Balancing of the Groups

Difference in value greater 50: The group with the higher value MUST rebalance Difference in value between 1 and 50: The group with the higher value MAY rebalance In either case, the new value of the modified group can not be lower than that of the unmodified group. All modifications to the group must be deletions from the

3. Healing
You may spend three resource points to heal a model 1 Wound level before the game. A model may only be healed once by this method.

During the Battle


1. Gaining of Experience

Shooting
Value Used < Difficulty of the Test : 3 EP + difference Value Used > Difficulty of the Test : 3 EP difference (min. 0)

Experience of Combat
First Mission: 10 EP Second Mission: 8 EP Third Mission: 6 EP Fourth Mission: 4 EP Fifth and subsequent Missions: 2 EP

Spells and Miracles


Value Used < Difficulty of the Test : 1 EP + difference Value Used > Difficulty of the Test : 1 EP difference (min. 0)

Wounds inflicted in Hand to Hand


Light Wound: 3 EP Serious Wound: 4 EP Critical Wound: 5 EP Killed Outright: 6 EP

+2 if targets value = 2 x attackers value -2 if attackers value = 2 x targets value

After the Battle


1. Losses and Gains 3. Exclusions
Renown
Refer to the table Gain in Renown. Dismiss any fighters you no longer want as part of your Company.

Resources
Victory : +15 Draw : +10 Defeat : +5

4. Recruitment
Recruit new fighters.

5. Experience Points
Total up EP and spend them.

2. Recovery
Roll on the Wound Recovery Table for each wounded fighter. Read on the column that matches their wound level at the end of the mission and cross reference the roll of 2d6, modifying the result as follows: Medic: Results of tests read a line higher (except <<Dead>>). Convalescence at Camp: Fighters who did not participate in the mission may read results of tests a line higher (cumulative with Medic) Dead: Transformed to <<Critical>> on a 4 or higher if at least one Medic is present

6. Acquisition of Attributes
Spend Resources to buy Spells, Miracles, etc.

Choice of Mission
Each player rolls 1d6. Whoever rolls the highest may choose the mission to be played. If the mission chosen specifies an Attacker and a Defender then each player again rolls 1d6. The player who rolls the highest may choose whether he is the Attacker or Defender. Having a Military Commander gives a +2 bonus on both rolls. This bonus is not cumulative if there is more than one Military Advisor present in a Company.

Creation of Attack Groups


Once the mission is chosen and the Attacker/Defender (if necessary) is set, each player must create his attack group. They are free to choose from whatever fighters they have in their Company, however the normal restrictions on including War Machines still applies when creating the attack group (the usual restriction on Characters does not apply when building your attack group for a Dogs of War Mission).

Wound Recovery Table


2d6 2 to 3 4 to 5 6 to 7 8 to 9 10 to 11 12 Serious Healed Healed Healed Light Light Serious Critical Healed Healed Light Light Serious Critical Killed Outright Healed Light Light Serious Critical Dead

Gain in Renown
Difference -50 -40 to -49 -30 to -39 -20 to -29 -10 to -19 -9 to 0 0 to +9 +10 to +19 +20 to +29 +30 to +39 +40 to +49 +50 Victory 40 36 32 28 24 20 20 16 12 8 4 0 Tie 30 27 24 21 18 15 15 12 9 6 3 0 Defeat 20 18 16 14 12 10 10 8 6 4 2 0

Incantation
Accessible Elements
Magicians People Lions of Alahan Initiate Light Adept Four Elements Light; Earth; Water; Air Water; Fire; Air Water; Fire; Earth Master Initiate Hermetism; Circaeus Theurgy; Redemption; Exorcism Shamanism; Druidism Telluric; Forge Sorcery; Mutation Instinctive Magic Whispers; Lamentations Necromancy; Circaeus

Accessible Paths
Adept Telluric; Theurgy; Chronomancy; Sorcery; Shamanism Hermetism; Circaeus Telluric; Sorcery; Whispers; Howls; Lamentations Shamanism; Sorcery Typhonism; Corruption; Shamanism; Telluric; Malfices Master Solaris; Fayery

Griffins of Akkylannie

Fire Four Elements Earth

Telluric Fayery; Symbiosis Fayery; Chronomancy Fayery; Black Magic; Chthonian

Kelt Sessairs Dwarves of Tir-N-Bor

Light Light; Darkness

Goblins of No-Dan-Kar

Air

Orcs of Bran--Kor Wolfen of Yllia

None Water Air; Fire; Earth -

Living Dead of Achron

Darkness

Air; Fire; Earth

Alchemists of Dirz

Darkness

Fire; Earth

Water

Technomancy; Biopsy Chthonian; Corruption Lamentations; Howls Shamanism; Druidism; Supplices

Dwarves of Mid-Nor Devourers of Vile-Tis

Darkness Water Air; Water; Earth; Fire; Darkness Water

Water; Fire; Earth Darkness; Air; Fire

Light

Howls; Shamanism; Sorcery; Telluric Supplices; Malfices; Cabala; Typhonism; Chthonian; Corruption Corruption; Supplices; Chthonian; Malfices Telluric; Supplices; Malfices; Cabala; Typhonism Sorcery; Supplices; Whispers; Malfices Necromancy; Cabala; Corruption; Sorcery; Telluric; Malfices Shamanism; Druidism; Telluric; Whispers; Lamentations Telluric; Forge; Fayery; Symbiosis Cabala; Chthonian; Corruption; Sorcery; Telluric; Supplices; Howls Sorcery; Malfices; Chthonian; Howls

Sybiosis; Fayery Black Magic; Shamanism; Sorcery

Black Magic; Telluric Black Magic; Shamanism Black Magic; Shamanism Black Magic; Typhonism; Chthonian Solaris; Chronomancy; Sorcery Shamanism; Sorcery Shamanism; Typhonism Black Magic; Cabala

Kelt Drunes

Dakinee Elves

Earth; Air

Light

Fayery; Symbiosis Solaris; Chronomancy Black Magic; Malfices Typhonism; Enskm

Cynwll Elves

Light

Four Elements Water; Air; Earth Water; Air; Earth

Akkyshan Elves

Darkness

Ophidians

Darkness

Fire

Creating a Mage or Faithful


Common Profiles
Initiate/Devout
MOV INI ATT STR DEF RES AIM COU FEAR DIS POW

10 Adept/Zealot
MOV

INI

ATT

STR

DEF

RES

AIM

COU FEAR

DIS

POW

10

Equipment: All of these fighters are equipped with a close combat weapon and armor (or its equivalent). Abilities: Vary based on his people. Attention! These profiles are not champions/characters, therefore they do not benefit from the abilities <<Master of Arcana>> or <<Piety/X>>

Modifications Based on People


The modifications to characteristics and abilities that follow must be applied to all ranks (i.e. Initiate, Adept, Devout or Zealot). Other modifications are specific to the type of fighter (Magician or Faithful) and to his rank. For most magicians, a choice must of Elements or Paths must be made. When of choice is present, the selection must be made from the elements and paths accessible to the magician based on his people and his rank. The number that follows the type of fighter indicates his value.

Lions of Alahan
MOV INI ATT STR DEF RES AIM COU +2 DIS POW +1

Bravery
Initiate/31 Initiate of Light/Hermetism Adept/63 Adept of Light and one Element of choice/Hermetism and one other path of choice Devout/25 Faithful of Arn/10 Aspects: Creation/2; Alteration/1; Destruction/0 Zealot/55 Faithful of Arn/12.5 Aspects: Creation/2; Alteration/2; Destruction/1

Griffins of Akkylannie
MOV INI ATT STR DEF RES +2 AIM COU DIS +2 POW -1

Fanaticism
Initiate/29 Initiate of Fire/Theurgy Adept/57

Adept of Fire and one element of choice/Theurgy and one other path of choice Devout/31 Faithful of Merin/10 Aspects: Creation/0; Alteration/2; Destruction/1 Zealot/59 Faithful of Merin/12.5 Aspects: Creation/1; Alteration/2; Destruction/2

Cynwll Elves
MOV +2.5 INI ATT STR DEF RES +1 AIM COU +2 DIS +1 POW -

Concentration/1 (INI/DEF) for Initiate and Devout Concentration/2 (INI/DEF) for Adept and Zealot The weapons of cynwll magicians and faithful are considered to be helianthic weapons.
Initiate/37 Initiate of Light/Solaris Adept/70 Adept of Light and one element of choice/Solaris and one other path of choice Devout/33 Faithful of Nosis/10 Aspects: Creation/1; Alteration/2; Destruction;0 Zealot/65 Faithful of Nosis/12.5 Aspects: Creation2/; Alteration/2; Destruction/1

Kelt Sessairs
MOV INI +1 ATT STR DEF -1 RES AIM COU DIS -1 POW -

War Fury
Initiate/24 Initiate of the Four Elements/Shamanism Adept/55 Adept of the Four Elements/Shamanism and one other path of choice Devout/21 Faithful of Danu/10 Aspects: Creation/1; Alteration/2; Destruction/0 Zealot/50 Faithful of Danu/12.5 Aspects: Creation/2; Alteration/2; Destruction/1

Dwarves of Tir-N-Bor
MOV -2.5 INI -3 ATT STR +1 DEF +1 RES +1 AIM COU +2 DIS +2 POW -1

Hard Boiled
Initiate/27 Alchemist Initiate of Earth/Telluric Adept/59

Alchemist Adept of Earth and one element of choice/Telluric and one other path of choice Devout/30 Faithful of Odnir/10 Aspects: Creation/0; Alteration/2; Destruction/1 Zealot/60 Faithful of Odnir or Uren/12.5 Aspects: Creation/1; Alteration/2; Destruction/2

Goblins of No-Dan-Kar
MOV INI +1 ATT -1 STR -2 DEF -1 RES -1 AIM COU -1 DIS -1 POW -

Survival Instinct
Initiate/24 Initiate of Air/Sorcery Adept/49 Adept of Air and one element of choice/Sorcery and one other path of choice Devout/20 Faithful of Rat/7.5 Aspects: Creation/1; Alteration/2; Destruction/0 Zealot/44 Faithful of Rat/10 Aspects: Creation/1; Alteration/2; Destruction/2

Orcs of Bran--Kor
MOV INI ATT +1 STR +2 DEF +1 RES +1 AIM COU +1 DIS -1 POW -1

Brutal
Initiate/25 Initiate of Instinctive Magic Adept/55 Adept of Instinctive Magic Devout/28 Faithful of Jackal/10 Aspects: Creation/1; Alteration/2; Destruction/0 Zealot/56 Faithful of Jackal/12.5 Aspects: Creation/2; Alteration/2; Destruction/1

Wolfen of Yllia
MOV +5 INI +1 ATT +1 STR +3 DEF +1 RES +2 AIM FEAR +2 DIS -1 POW -1

Born Killer. Large Size.


Initiate/41 Initiate of Water/Whispers Adept/72 Adept of Water and one element of choice/Whispers and one other path of choice

Devout/39 Faithful of Yllia/15 Aspects: Creation/0; Alteration/2; Destruction/1 Thaumaturgist Zealot/69 Faithful of Yllia/20 Aspects: Creation/1; Alteration/2; Destruction/2 Thaumaturgist

Living-Dead of Achron
MOV INI * ATT STR DEF RES AIM FEAR +2 DIS * POW -

The magicians/faithful of Acheron can be of 2 types: Alive or Living dead. The choice affects the profile in the following way: Living-dead: INI -1; No DIS value; Living-dead ability Alive: DIS -1
Initiate: Living-Dead/24; Alive/33 Initiate of Darkness/Necromancy Adept: Living-Dead/55; Alive/65 Adept of Darkness and one element of choice/Necromancy and one other path of choice Devout: Living-Dead/22; Alive/29 Iconoclast. Faithful of Salael/15 Aspects: Creation/0; Alteration/2; Destruction/1 Zealot: Living-Dead/50; Alive/60 Iconoclast. Faithful of Salael/17.5 Aspects: Creation/1; Alteration/2; Destruction/2

Alchemists of Dirz
MOV INI ATT STR DEF RES AIM FEAR DIS POW -

Mutagenic/1 for Initiate and Devout Mutagenic/2 for Adept and Zealot
Initiate/26 Initiate of Darkness/Technomancy Adept/58 Adept of Darkness and one element of choice/Technomancy and one other path of choice Devout/23 Iconoclast. Faithful of Arh-Tolth/15 Aspects: Creation/0; Alteration/2; Destruction/1 Zealot/53 Iconoclast. Faithful of Arh-Tolth/17.5 Aspects: Creation/1; Alteration/2; Destruction/2

Dwarves of Mid-Nor
MOV -2.5 INI ATT STR DEF RES +2 AIM FEAR +1 DIS -1 POW -

Possessed
Initiate/27

Lictor Initiate of Darkness/Chthonian Adept/57 Lictor Adept of Darkness and one element of choice/Chthonian and one other path of choice Devout/24 Faithful of Mid-Nor/10 Aspects: Creation/1; Alteration/1; Destruction/1 Illuminated Zealot/53 Faithful of Mid-Nor/12.5 Aspects: Creation/2; Alteration/1; Destruction/2 Illuminated

Devourers of Vile-Tis
Wolfen Devourers do not have any pure faithful in their ranks. Only the half elves may have fighters of this type. Wolfen Devourers
MOV +5 INI +1 ATT STR +2 DEF +2 RES +3 AIM FEAR +2 DIS -1 POW -1

Born Killer. Large Size. Half-elf Devourers


MOV +2.5 INI ATT +1 STR DEF +1 RES +2 AIM COU +2 DIS -1 POW -1

Counter-attack
Initiate and Devout Devourers may choose one type of chains from the following list (Adepts and Zealots may choose two). These chains are not considered as attributes: Cruelty Slaughter Torture (Adepts and Zealots only) Calamity (Adepts and Zealots only) Enchantment (Initiates and Adepts only) Witchcraft (Adepts only) Perversity (Devouts and Zealots only) Vice (Zealots only) Initiate: Wolfen Devourer/43; Half-elf Devourer/31 Initiate of Water/Howls Adept: Wolfen Devourer/73; Half-elf Devourer/63 Adept of Water and one element of choice/Howls and one other path of choice Devout: Half-elf Devourer/33 Iconoclast. Faithful of Vile-Tis/15 Aspects: Creation/0; Alteration/1; Destruction/2 Zealot: Half-elf Devourer/64 Iconoclast. Faithful of Vile-Tis/17.5 Aspects: Creation/1; Alteration/2; Destruction/2

Kelt Drunes
Drunes Humans
MOV INI +1 ATT STR DEF RES AIM COU DIS POW -

Fierce Initiates and Adepts are Wyrds

Drunes Formors
MOV +2.5 INI +1 ATT +1 STR +3 DEF RES +2 AIM FEAR +2 DIS -2 POW -

Regeneration/5. Formor weapons and armor. Initiates and Adepts are Puissants
Initiate human/28 Initaite of the Four Elements/Shamanism Initiate formor/41 Initiate of Darkness/Typhonism Adept human/58 Adept of the Four Elements and Darkness/Shamanism and one other path of choice Adept formor/71 Adept of Darkness and Fire/Typhonism and one other path of choice Devout: Human/25; formor/38 Iconoclast. Faithful of Cernunnos/15 Aspects: Creation/0; Alteration/1; Destruction/2 Zealot: Human/53; formor/67 Iconoclast. Faithful of Cernunnos/17.5 Aspects: Creation/1; Alteration/2; Destruction/2

Ophidian
MOV +2.5 INI +1 ATT +1 STR +2 DEF +2 RES +1 AIM FEAR +2 DIS +1 POW +1

Consciousness. Large Size.


Initiate/58 Initiate of Darkness/Typhonism Adept/88 Adept of Darkness and one element of choice/Typhonism and one other path of choice Devout/49 Faithful of Vortiris/10 Aspects: Creation/0; Alteration/1; Destruction/2 Zealot/77 Faithful of Vortiris/12.5 Aspects: Creation/1; Alteration/2; Destruction/2

Dakinee Elves
MOV +2.5 INI +1 ATT STR DEF RES AIM COU DIS -1 POW -

Regeneration/5
Initiate/28 Initiate of Air/Fayery Adept/59 Adept of Air and one element of choice/Fayrery and one other path of choice Devout/25 Faithful of Earh/10

Aspects: Creation/2; Alteration/1; Destruction/0 Zealot/54 Faithful of Earh/12.5 Aspects: Creation/2; Alteration/2; Destruction/1

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