DogsOfWar-ExpandedRules

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    Creation of a Company

    Renown and Starting ResourcesRenown: 125Resources: 50Experience: 90

    Your renown is the maximum amount, in AP, that you are allowed to spend on fighters. For purposes of calculating renown, only takinto account the cost of the model as printed on the card and any theme or solo abilities purchased for the model. For example, a KeltDruid, at 28 AP, would use 28 of your Renown points. If the same Druid was put into the Tribe: Wolves of Avagddu (which costs 2AP) 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 woulduse 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 yourRenown points you have to spend on fighters.

    1. Captain, my captain. Select a CaptainThe 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 followingrestrictions:

    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 isspent 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 bya fighter once it has reached 200 earned EP. The first Captain of a company receives this title for free. A Champion can be targetedand affected by all effects that target characters. He can also bear a number of artifacts like a character can. He gains no otherabilities 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 paidfor out of the initial 125 Renown. Solo abilities can also be purchased during the formation of your Company and also are paid for ouof 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 SoldiersSelect other warriors to be part of your company. The choice of captain determines the people of your company (so if your captain isa Neuromancer, then the people of your company are the Alchemists of Dirz). Choosing fighters from your companys people costsyou a number of renown equal to the value of the fighter (modified by any themes or solos chosen). You may spend as many renownas you had left after selecting your captain, keeping in mind the maximum number of models that can comprise your company basedyour 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 bsummoned 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 Alliesrules in the Confrontation 3 rulebook), Mercenaries, or Stateless fighters, within the following restrictions.

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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 yourcompanys people, and one Ally).Additional cost to enroll Allies, Mercenaries or Stateless fighters (to be deducted from the Resources): 50% of the fighters cost inA.P.

    3. Weve heard of them! Starting ExperienceOn creating a company you receive 90 Experience Points (EP) that you can assign to the fighters of your company. You may notassign more than 30 EP to any single fighter in your company. Any EP not assigned before going to the next step are lost. AssignedEP 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 ofyour company.

    Adjust the Value of the fighters in the companyAny 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 equalto or less than the maximum Renown of your company. If it is not, then the expenditure of EP must be redone to ensure that yourcompanys Renown is less then or equal to its maximum Renown.

    4. Captain, we need supplies. Acquisition of AttributesYour 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 yourcompany 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 ofAuthority. It gives its bearer the ability Leadership/10 and costs 15 Resource points.

    FamiliarsFamiliars are a special case to the normal Artefact rules. Any magician or warrior-mage (even one who is not a Champion) maypurchase a familiar by using Resource points. The purchase of a Familiar does not alter the Companys Renown, however eachFamiliar purchased must be tied to a particular magician or warrior-mage, and can not be exchanged with another one (just like allArtefacts). 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 increasethe Companys current Renown; they will, however, increase their Resource cost (using the normal rules for Adjusting values) andthus 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 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, anhis rank is Elite, which means that our Companys maximum size is 9.

    2. Attenshun!

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    For the other fighters in our Company we choose a Giant Barbarian with Swords (the Master Strike/0 profile), for 32 AP, a KeltFianna, 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 meansthat 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 tothe 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 10and 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 companyThe 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 5Resources, and assign it to the Kelt Druid. The next thing we will purchase is a Supreme Rune of Healing, for 16 Resources, andwe will also assign this to the Kelt Druid. Lastly we will purchase Offering of the Zephyr, for 15 Resources, and assign it to theCaptain. We have thus spent 36 Resources, leaving us with 14 Resources which we will keep for future use.

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    Maximum Free Company Size based onCaptains and Lieutenants Rank

    RankMaximum Size for

    CaptainBonus to size for

    LieutenantCreature (*)Irregular

    5 --

    RegularVeteran

    7 +1

    InitiateDevoutSpecialElite

    9 +1

    AdeptZealot

    11 +2

    Living LegendMasterDean

    13 +4

    Major AllyVirtuosoAvatar

    15 +5

    Bonus to maximum size if captain/lieutenant have Leadership/X:

    Captain: +2Lieutenant: +1

    Rank Values for Purchasing Abilities and RolesRank Value Rank Name

    1 Irregular2 Regular3 Veteran; Initiate; Devout4 Special; Elite; Adept; Zealot; Creature5 Living Legend; Master; Dean

    6 Major Ally; Virtuoso; Avatar

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    Purchasing New Abilities

    AbilityMin.

    RankAccessible To Cost (EP) Ability

    Min.

    RankAmbidextrous 4 Elite, Warrior-Mage, Warrior-Monk 60 Luck 3 A

    Artefact/1 4 All 18 Martyr/1 1 A

    Assassin 4 Special 48 Master Archer 4 A

    Assault Fire 3 All 36 Master of Arcana 4 P

    Authority 4 All 36 Master Strike/0 3 A

    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 P

    Brutish Charge 3 All 42 Parade 4 A

    Bulls Eye 4 All 24 Piety/1 3 F

    Consciousness 4 Special, Magician, Faithful 60 Possessed 4 A

    Counter Attack 4 All 36 Precision 3 A

    Cure/6 4 All 24 Rallying Cry 4 A

    Devotion/1 1 All 6 Rapid Reload 4 C

    Disengagement/6 4 All 24 Rapidity 3 A

    Dodge 3 All 24 Recovery/1 4 M

    Exalted 3 Faithful 48 Reflexes 3 A

    Fanaticism 2 All 18 Reorientation 3 A

    Feint 4 All 18 Resolution/1 4 AFencer 3 All 30 Rigour 4 A

    Ferocious 3 All 54 Ruthless 3 A

    Fierce 3 All 36 Sapper 3

    Fine Blade 3 All 36 Scout 4

    Focus 3 Magician 24 Sequence/1 4 A

    Harassment 3 All 32 Sharpshooter 4 A

    Hard Boiled 3 All 36 Steadfast 2 A

    Hardened 4 Elite, Warrior-Mage, Warrior-Monk 72 Strategist 4 A

    Illuminated 3 Faithful 24 Summoner/1 4 M

    Implacable/1 4 All 32 Target/+1 3 A

    Infiltration/10 3 All 12 Thaumaturgist 3 F

    Insensitive/6 3 All 12 Vivacity 4 A

    Instinctive Firing 4 All 36 War Cry/3 2 ALeadership/10 2 All 90 War Fury 3 A

    Leap 1 All 18 War Horse(1)

    4 A

    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.

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    Increasing CharacteristicsCharacteristic Cost (EP) Gain Max. GainMovement(1) 10 + (MOV x 2) 2.5 +2.5Initiative 15 + (INI x 2) 1 +3Attack 15 + (ATT x 2) 1 +3Strength 10 + (STR x 2) 1 +3Defense 15 + (DEF x 2) 1 +3Resilience 10 + (RES x 2) 1 +3Aim 15 + (AIM x 2) 1 +2Courage/Fear 10 + (COU/FEAR x 2) 1 +3Discipline(2) 30 + (DIS x 2) 1 +3Power(3) 50 + (POW x 2) 1 +2(4)Aura of Faith(5) 30 + (AURA x 2) 2.5 +15Aspects(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 holdsfor subsequent points.

    Improving Existing AbilitiesAbility Cost (EP) Gain Max. GainArtefact/X 12 1 1Concentration/X 32 1 2

    Cure/X 18 -1 -2Devotion/X 6 1 3Disengagement/X 12 -1 -1Implacable/X 18 1 2Infiltration/X 6 2 6Insensitive/X 6 -1 -1Leadership/X 42 5 15Loyal/X 24 1 1Martyr/X 6 1 3Master Strike/X 12 1 3Mechanic/X 12 -1 -2Mutagenic/X 24 1 1Piety/X 12 1 2Recovery/X 24 1 2Resolution/X 12 1 2Sapper/X 12 1 3Sequence/X 18 1 1Summoner/X 12 1 2Target/X 12 1 2War Cry/X 12 1 3

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

    Lieutenant (15 EP)Rank min: 1Bonus 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 ofdeath of the captain, the lieutenant takes his place.

    Sergeant (10 EP)Rank min: 1Bonus to Renown: + 5CumulativeFor 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 roleExample: A companys current effective size is 12 and has 2 sergeants. Until the effective current size is 15 it will be unable to name third sergeant.

    Military counselor (15 EP)Rank Min: 3Bonus to Renown: + 5CumulativeThe 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 influencethe 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. Onthe 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, thegame ends immediately. If two opposing military counselors each succeed on their roll, the two players can attempt to come to anagreement 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: 3Renown Bonus: + 5Non-cumulativeA steward influences the amount of resources earned by the company at the end of a mission. If the company has a steward, theplayer 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 thecompany have been Killed during the mission or if the company carried out a retreat. If the company is the victor, the Obtained resultis 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: 3Renown Bonus: + 5Non-cumulativeA medic is an essential element of practically any company. His presence allows one to minimize the level of the Injuries suffered bythe warriors. (See Recuperation)

    Explorer (20 EP)Rank min: 3Renown Bonus: 0CumulativeBefore every mission, the explorer can to be sent to explore the battleground. If this is done, the explorer can not be added to theMission list. If the company has several explorers, these all can be sent to explore at the same time.

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    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. Thecompany also gains 5 renown points6: the explorer made an exceptional discovery that retrieves 23 points of Resources for the company. The Explorer gains 12EP. The company also gains 10 renown pointsAttention! An explorer cannot be sent in exploration if it is suffering from any Injuries. An explorer sent in exploration cannot profitfrom EP obtained by formation.

    Alchemist (25 ep)Rank Min: 4Renown Bonus: 0When an alchemist is present in a company, the cost to acquire potions of strength, resistance, rapidity and vivacity is reduced by tworesource 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: 3Renown Bonus: 0If 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. Inaddition, 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: 3Renown bonus: + 10Reserved to FaithfulThe presence of a priest confers to a company a mystical dimension that motivates its troops and believes his notoriety. If at least onepriest 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 bonucan be obtained several times by a same company.

    Aptitude of Priest: A priest can obtain the special capacity >. This costs him 30 additional ep. This special capacitcan 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 pointare not added to the >.

    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 deadcombatant 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 samefighter 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 notbecome a martyr; his death was temporary and does not reward his company with the 25 renown points. On the other hand, when apriest succeeds in bringing a fighter back from the dead, his company immediately gains 10 points of renown.

    Recruiter (30 ep)Rank min: 3Renown Bonus: + 5The recruitment of Allies, Mercenaries, and Stateless fighters costs the company only a quarter of their value in resources instead ofone half. The price of hiring fighters into a company (Mercenaries, Characters, etc) is also reduced by 10% (round to the superior).

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    Advancing a Fighters RankTo 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 twodifferent tables, one for warriors and one for magicians/faithful. For a warrior to advance from one rank to the next he only has toearn 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 earnthe 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 newelement or path a magician must spend the appropriate number of EP.

    Rank of Warriors Table 1Rank Earned EPIrregular -Regular 30Veteran 50Special/Elite 100Living Legend 200

    Rank of Warriors Table 2Rank Earned EPCreature -Living Legend 200Major Ally 400

    Rank of MysticsRank Earned

    EPCost

    Initiate/Devout - -Adept/Zealot 100 50Master/Dean 200 100Virtuoso/Avatar 300 200

    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 notautomatically gain mastery of new elements or paths; these must be purchased separately, at a cost of 30 EP each. A Magician canonly 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.

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    Incantation

    Accessible Elements Accessible PathsMagicians People Initiate Adept Master Initiate Adept Master

    Lions of Alahan Light Four Elements -Hermetism;

    Circaeus

    Telluric; Theurgy;Chronomancy;

    Sorcery; ShamanismSolaris; Fayery

    Griffins of Akkylannie FireLight; Earth;

    Water; Air

    -Theurgy;

    Redemption;

    Exorcism

    Hermetism; Circaeus Telluric

    Kelt SessairsFour

    Elements- -

    Shamanism;Druidism

    Telluric; Sorcery;Whispers; Howls;

    Lamentations

    Fayery;Symbiosis

    Dwarves of Tir-N-Bor Earth Water; Fire; Air Light Telluric; Forge Shamanism; SorceryFayery;

    Chronomancy

    Goblins of No-Dan-Kar AirWater; Fire;

    EarthLight;

    DarknessSorcery;Mutation

    Typhonism;Corruption;Shamanism;

    Telluric; Malfices

    Fayery; BlackMagic;

    Chthonian

    Orcs of Bran--Kor NoneInstinctive

    Magic

    Wolfen of Yllia Water Air; Fire; Earth -Whispers;

    Lamentations

    Howls; Shamanism;

    Sorcery; Telluric

    Sybiosis; Fayery

    Living Dead of Achron Darkness Air; Fire; Earth -Necromancy;

    Circaeus

    Supplices;Malfices; Cabala;

    Typhonism;Chthonian;Corruption

    Black Magic;Shamanism;

    Sorcery

    Alchemists of Dirz Darkness Fire; Earth WaterTechnomancy;

    Biopsy

    Corruption;Supplices;Chthonian;Malfices

    Black Magic;Telluric

    Dwarves of Mid-Nor DarknessWater; Fire;

    Earth-

    Chthonian;Corruption

    Telluric; Supplices;Malfices; Cabala;

    Typhonism

    Black Magic;Shamanism

    Devourers of Vile-Tis WaterDarkness; Air;

    Fire LightLamentations;

    HowlsSorcery; Supplices;Whispers; Malfices

    Black Magic;Shamanism

    Kelt Drunes

    Air;Water;Earth;Fire;

    Darkness

    - -Shamanism;Druidism;Supplices

    Necromancy;Cabala; Corruption;Sorcery; Telluric;

    Malfices

    Black Magic;Typhonism;Chthonian

    Dakinee Elves Water Earth; Air LightFayery;

    Symbiosis

    Shamanism;Druidism; Telluric;

    Whispers;Lamentations

    Solaris;Chronomancy;

    Sorcery

    Cynwll Elves Light Four Elements -Solaris;

    ChronomancyTelluric; Forge;

    Fayery; SymbiosisShamanism;

    Sorcery

    Akkyshan Elves Darkness Water; Air;Earth

    - Black Magic;Malfices

    Cabala; Chthonian;

    Corruption; Sorcery;Telluric; Supplices;

    Howls

    Shamanism;Typhonism

    Ophidians DarknessWater; Air;

    EarthFire

    Typhonism;Enskm

    Sorcery; Malfices;Chthonian; Howls

    Black Magic;Cabala

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    Creating a Mage or FaithfulCommon ProfilesInitiate/Devout

    MOV INI ATT STR DEF RES AIMCOUFEAR

    DIS POW

    10 3 3 3 3 4 - 4 4 4

    Adept/ZealotMOV INI ATT STR DEF RES AIM COUFEAR

    DIS POW

    10 5 4 4 4 5 - 5 5 6

    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 or

    Modifications Based on PeopleThe 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. Whenof choice is present, the selection must be made fromthe 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 AlahanMOV INI ATT STR DEF RES AIM COU DIS POW

    - - - - - - - +2 - +1Bravery

    Initiate/31Initiate of Light/Hermetism

    Adept/63Adept of Light and one Element of choice/Hermetism and one other path of choice

    Devout/25Faithful of Arn/10Aspects: Creation/2; Alteration/1; Destruction/0

    Zealot/55Faithful of Arn/12.5

    Aspects: Creation/2; Alteration/2; Destruction/1

    Griffins of AkkylannieMOV INI ATT STR DEF RES AIM COU DIS POW

    - - - - - +2 - - +2 -1Fanaticism

    Initiate/29Initiate of Fire/Theurgy

    Adept/57

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    Adept of Fire and one element of choice/Theurgy and one other path of choice

    Devout/31Faithful of Merin/10Aspects: Creation/0; Alteration/2; Destruction/1

    Zealot/59Faithful of Merin/12.5Aspects: Creation/1; Alteration/2; Destruction/2

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

    Concentration/1 (INI/DEF) for Initiate and DevoutConcentration/2 (INI/DEF) for Adept and ZealotThe weapons of cynwll magicians and faithful are considered to be helianthic weapons.

    Initiate/37Initiate of Light/Solaris

    Adept/70Adept of Light and one element of choice/Solaris and one other path of choice

    Devout/33Faithful of Nosis/10Aspects: Creation/1; Alteration/2; Destruction;0

    Zealot/65Faithful of Nosis/12.5Aspects: Creation2/; Alteration/2; Destruction/1

    Kelt SessairsMOV INI ATT STR DEF RES AIM COU DIS POW

    - +1 - - -1 - - - -1 -

    War FuryInitiate/24Initiate of the Four Elements/Shamanism

    Adept/55Adept of the Four Elements/Shamanism and one other path of choice

    Devout/21Faithful of Danu/10Aspects: Creation/1; Alteration/2; Destruction/0

    Zealot/50

    Faithful of Danu/12.5Aspects: Creation/2; Alteration/2; Destruction/1

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

    Hard Boiled

    Initiate/27Alchemist Initiate of Earth/Telluric

    Adept/59

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    Alchemist Adept of Earth and one element of choice/Telluric and one other path of choice

    Devout/30Faithful of Odnir/10Aspects: Creation/0; Alteration/2; Destruction/1

    Zealot/60Faithful of Odnir or Uren/12.5Aspects: Creation/1; Alteration/2; Destruction/2

    Goblins of No-Dan-KarMOV INI ATT STR DEF RES AIM COU DIS POW

    - +1 -1 -2 -1 -1 - -1 -1 -Survival Instinct

    Initiate/24Initiate of Air/Sorcery

    Adept/49Adept of Air and one element of choice/Sorcery and one other path of choice

    Devout/20

    Faithful of Rat/7.5Aspects: Creation/1; Alteration/2; Destruction/0

    Zealot/44Faithful of Rat/10Aspects: Creation/1; Alteration/2; Destruction/2

    Orcs of Bran--KorMOV INI ATT STR DEF RES AIM COU DIS POW

    - - +1 +2 +1 +1 - +1 -1 -1Brutal

    Initiate/25Initiate of Instinctive Magic

    Adept/55Adept of Instinctive Magic

    Devout/28Faithful of Jackal/10Aspects: Creation/1; Alteration/2; Destruction/0

    Zealot/56Faithful of Jackal/12.5Aspects: Creation/2; Alteration/2; Destruction/1

    Wolfen of YlliaMOV INI ATT STR DEF RES AIM FEAR DIS POW

    +5 +1 +1 +3 +1 +2 - +2 -1 -1Born Killer. Large Size.

    Initiate/41Initiate of Water/Whispers

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

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

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

    Living-Dead of AchronMOV INI ATT STR DEF RES AIM FEAR DIS POW

    - * - - - - - +2 * -The magicians/faithful of Acheron can be of 2 types: Alive or Living dead. The choice affects the profile in thefollowing way:

    Living-dead: INI -1; No DIS value; Living-dead ability Alive: DIS -1

    Initiate: Living-Dead/24; Alive/33Initiate of Darkness/Necromancy

    Adept: Living-Dead/55; Alive/65Adept of Darkness and one element of choice/Necromancy and one other path of choice

    Devout: Living-Dead/22; Alive/29Iconoclast. Faithful of Salael/15Aspects: Creation/0; Alteration/2; Destruction/1

    Zealot: Living-Dead/50; Alive/60Iconoclast. Faithful of Salael/17.5Aspects: Creation/1; Alteration/2; Destruction/2

    Alchemists of DirzMOV INI ATT STR DEF RES AIM FEAR DIS POW

    - - - - - - - - - -Mutagenic/1 for Initiate and DevoutMutagenic/2 for Adept and Zealot

    Initiate/26Initiate of Darkness/Technomancy

    Adept/58Adept of Darkness and one element of choice/Technomancy and one other path of choice

    Devout/23Iconoclast. Faithful of Arh-Tolth/15Aspects: Creation/0; Alteration/2; Destruction/1

    Zealot/53Iconoclast. Faithful of Arh-Tolth/17.5Aspects: Creation/1; Alteration/2; Destruction/2

    Dwarves of Mid-NorMOV INI ATT STR DEF RES AIM FEAR DIS POW-2.5 - - - - +2 - +1 -1 -

    Possessed

    Initiate/27

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    Lictor Initiate of Darkness/Chthonian

    Adept/57Lictor Adept of Darkness and one element of choice/Chthonian and one other path of choice

    Devout/24Faithful of Mid-Nor/10Aspects: Creation/1; Alteration/1; Destruction/1Illuminated

    Zealot/53Faithful of Mid-Nor/12.5Aspects: Creation/2; Alteration/1; Destruction/2Illuminated

    Devourers of Vile-TisWolfen Devourers do not have any pure faithful in their ranks. Only the half elves may have fighters of thistype.Wolfen Devourers

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

    Born Killer. Large Size.

    Half-elf DevourersMOV INI ATT STR DEF RES AIM COU DIS POW+2.5 - +1 - +1 +2 - +2 -1 -1

    Counter-attackInitiate and Devout Devourers may choose one type of chains from the following list (Adepts and Zealots may choose two). Thesechains 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/31Initiate of Water/Howls

    Adept: Wolfen Devourer/73; Half-elf Devourer/63Adept of Water and one element of choice/Howls and one other path of choice

    Devout: Half-elf Devourer/33Iconoclast. Faithful of Vile-Tis/15Aspects: Creation/0; Alteration/1; Destruction/2

    Zealot: Half-elf Devourer/64Iconoclast. Faithful of Vile-Tis/17.5Aspects: Creation/1; Alteration/2; Destruction/2

    Kelt DrunesDrunes Humans

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

    FierceInitiates and Adepts are Wyrds

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    Drunes Formors

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

    Regeneration/5. Formorweapons and armor.Initiates and Adepts are Puissants

    Initiate human/28Initaite of the Four Elements/Shamanism

    Initiate formor/41Initiate of Darkness/Typhonism

    Adept human/58Adept of the Four Elements and Darkness/Shamanism and one other path of choice

    Adept formor/71Adept of Darkness and Fire/Typhonism and one other path of choice

    Devout: Human/25; formor/38Iconoclast. Faithful of Cernunnos/15Aspects: Creation/0; Alteration/1; Destruction/2

    Zealot: Human/53; formor/67Iconoclast. Faithful of Cernunnos/17.5Aspects: Creation/1; Alteration/2; Destruction/2

    OphidianMOV INI ATT STR DEF RES AIM FEAR DIS POW+2.5 +1 +1 +2 +2 +1 - +2 +1 +1

    Consciousness. Large Size.

    Initiate/58Initiate of Darkness/Typhonism

    Adept/88Adept of Darkness and one element of choice/Typhonism and one other path of choice

    Devout/49Faithful of Vortiris/10Aspects: Creation/0; Alteration/1; Destruction/2

    Zealot/77Faithful of Vortiris/12.5Aspects: Creation/1; Alteration/2; Destruction/2

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

    Regeneration/5

    Initiate/28Initiate of Air/Fayery

    Adept/59Adept of Air and one element of choice/Fayrery and one other path of choice

    Devout/25Faithful of Earh/10

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    Aspects: Creation/2; Alteration/1; Destruction/0

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

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    Before the Battle1. Choice of Mission2. Creation of Attack GroupsEach player creates a mission roster with the models andequipment they wish to use and totals the AP of the roster.

    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 groupwith the higher value MAY rebalance

    In either case, the new value of the modified group cannot be lower than that of the unmodified group. Allmodifications to the group must be deletions from the

    initial roster chosen. No new models or equipment maybe added.

    Compensations for the weakest groupPoints of Compensation / PC = difference in value

    between the groups Event Card: 20 PC Object: 10 PC3. HealingYou may spend three resource points to heal a model 1

    Wound level before the game. A model may only be healedonce by this method.

    During the Battle1. Gaining of ExperienceExperience of Combat First Mission: 10 EP Second Mission: 8 EP Third Mission: 6 EP Fourth Mission: 4 EP Fifth and subsequent Missions: 2 EPSpells and Miracles Value Used < Difficulty of the Test : 1 EP +

    difference Value Used > Difficulty of the Test : 1 EP

    difference (min. 0)

    Shooting Value Used < Difficulty of the Test : 3 EP +

    difference Value Used > Difficulty of the Test : 3 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 GainsRenownRefer to the table Gain in Renown.

    ResourcesVictory : +15Draw :+10Defeat : +5

    2. RecoveryRoll on the Wound Recovery Table for each woundedfighter. Read on the column that matches their wound

    level at the end of the mission and cross reference the rollof 2d6, modifying the result as follows:

    Medic: Results of tests read a line higher (except).

    Convalescence at Camp: Fighters who did notparticipate in the mission may read results of tests aline higher (cumulative with Medic)

    Dead: Transformed to on a 4 or higherif at least one Medic is present

    3. ExclusionsDismiss any fighters you no longer want as part of yourCompany.

    4. RecruitmentRecruit new fighters.

    5. Experience PointsTotal up EP and spend them.

    6. Acquisition of AttributesSpend Resources to buy Spells, Miracles, etc.

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    Choice of MissionEach player rolls 1d6. Whoever rolls the highest may choose the mission to be played. If the mission chosen specifies anAttacker and a Defender then each player again rolls 1d6. The player who rolls the highest may choose whether he is theAttacker or Defender.

    Having a Military Commander gives a +2 bonus on both rolls. This bonus is not cumulative if there is more than one MilitaryAdvisor present in a Company.

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

    Wound Recovery Table2d6 Serious Critical Killed Outright

    2 to 3 Healed Healed Healed4 to 5 Healed Healed Light6 to 7 Healed Light Light8 to 9 Light Light Serious

    10 to 11 Light Serious Critical12 Serious Critical Dead

    Gain in RenownDifference Victory Tie Defeat

    -50 40 30 20-40 to -49 36 27 18-30 to -39 32 24 16-20 to -29 28 21 14-10 to -19 24 18 12

    -9 to 0 20 15 100 to +9 20 15 10

    +10 to +19 16 12 8

    +20 to +29 12 9 6+30 to +39 8 6 4+40 to +49 4 3 2

    +50 0 0 0