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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.
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.
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
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.
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.
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.
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.
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.
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
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.
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
Goblins of No-Dan-Kar
Air
Darkness
Alchemists of Dirz
Darkness
Fire; Earth
Water
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
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
Cynwll Elves
Light
Akkyshan Elves
Darkness
Ophidians
Darkness
Fire
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>>
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
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
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 -
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
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