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qwe Creating a Company qwe Initial Renown and Resources Renown: 125 Resources: 50 Selecting the Captain The Creation of a free company always starts with the choice of the non- Character miniature that will be promoted captain. All fighters, with the exception of the ones mentioned below, can take on this role. ~ Fighters without Dis (meaning “Dis -”) unless they have a Pow value, and aura of faith or the “Leadership/X” ability. ~ Musicians and standard bearers. ~ War machines with a weight value (such as the armoured chariot of Tir-Na-Bor). ~ Familiars Maximum strength in numbers depending on the captain’s rank (+2 for “Leadership/X”). Value in brackets following Max. Str. is bonus for Lieutenant’s Rank (+1 for “Leadership/X”). ~ Irregular: 5 (-) ~ Regular, Veteran: 7 (+1) ~ Initiate, Devout, Special, Elite: 9 (+1) ~ Adept, Zealot: 11 (+2) ~ Living Legend, Master, Dean: 13 (+4) ~ Major Ally, Virtuoso, Avatar: 15 (+5) Soldier Recruitment Number of authorized Allies: One for every four soldiers. Recruitment premium for Allies, Mercenaries and Stateless fighters (to be subtracted from the company’s resources): 50% of their cost in AP. Initial Experience 90 EP / max. 30 per soldier. All points that aren’t assigned are lost. The points that have been assigned can either be used immediately or be saved for later use. Adjustment of the Soldiers’ and Company's Values Current value = Initial value +10% of EP used (rounded down to lower integer). Attribute Acquisition Attributes = Spells, miracles, virtues, consecrations, artifacts, immobile machines and nexuses. Apart from exceptions, only champions may be given artefacts. Note: Familiars are not considered to be soldiers, but to be attributes. They are therefore not counted in the company’s value or in its maxi- mum strength. They must be bound to a magician. Familiars can gain experience and use it like any other soldier, with only one exception: a Familiar cannot get a secondary role or become a captain. On the other hand, a Familiar can become a champion and consequently be given attributes. If a magician dies or is expelled from the company, then all of his famil- iars leave the company at the same time as he does. Additional Profiles Because Characters cannot join com- panies, generic profiles (Dogs of War, p.148) allow pure magicians and pure faithful to be recruited by each people. Attention! These alternative profiles can only be used in games played with Free Companies.

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qwe Creating a Company qwe

Initial Renown and Resources

Renown: 125Resources: 50

Selecting the Captain

The Creation of a free company always starts with the choice of the non-Character miniature that will be promoted captain. All fighters, with theexception of the ones mentioned below, can take on this role.

~ Fighters without Dis (meaning “Dis -”) unless they have aPow value, and aura of faith or the “Leadership/X” ability.

~ Musicians and standard bearers.~ War machines with a weight value (such as the armoured

chariot of Tir-Na-Bor).~ Familiars

Maximum strength in numbers depending on the captain’s rank(+2 for “Leadership/X”). Value in brackets following Max. Str. is bonus forLieutenant’s Rank (+1 for “Leadership/X”).

~ Irregular: 5 (-)~ Regular, Veteran: 7 (+1)~ Initiate, Devout, Special, Elite: 9 (+1)~ Adept, Zealot: 11 (+2)~ Living Legend, Master, Dean: 13 (+4)~ Major Ally, Virtuoso, Avatar: 15 (+5)

Soldier Recruitment

Number of authorized Allies: One for every four soldiers. Recruitmentpremium for Allies, Mercenaries and Stateless fighters (to be subtractedfrom the company’s resources): 50% of their cost in AP.

Initial Experience

90 EP / max. 30 per soldier.

All points that aren’t assigned are lost.

The points that have been assigned can either be used immediately orbe saved for later use.

Adjustment of the Soldiers’ and Company's Values

Current value = Initial value +10% of EP used (rounded down to lowerinteger).

Attribute Acquisition

Attributes = Spells, miracles, virtues, consecrations, artifacts, immobilemachines and nexuses.

Apart from exceptions, only champions may be given artefacts.

Note: Familiars are not considered to be soldiers, but to be attributes.They are therefore not counted in the company’s value or in its maxi-mum strength. They must be bound to a magician. Familiars can gainexperience and use it like any other soldier, with only one exception: aFamiliar cannot get a secondary role or become a captain.

On the other hand, a Familiar can become a champion and consequentlybe given attributes.

If a magician dies or is expelled from the company, then all of his famil-iars leave the company at the same time as he does.

Additional Profiles

Because Characters cannot join com-panies, generic profiles (Dogs of

War, p.148) allow puremagicians and purefaithful to be recruitedby each people.

Attention! Thesealternative profiles

can only beused in gamesplayed with

FreeCompanies.

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qwe Before the Battle qwe

Choice of a Mission

To proceed with a choice of mission, each player rolls 1d6. If the com-pany benefits from the services of a military advisor, then the playeradds 2 to his result. The military advisor does not have to be listed onthe mission sheet for the company to benefit from this bonus. A “1” isnot an automatic failure and a “6” may not be rolled again. The playerwith the highest result chooses one of the available missions.

If the mission involves an Attacker and Defender, then the two playersproceed with another roll of the die, to the result of which they add 2 if amilitary advisor is present in their company.

The one who gets the higher result decides who is the attacker.

Forming the Assault Groups

An assault group is mainly made up of soldiers of thecompany, but players can also call on fighters whoseparticipation is limited to one mission. These fighterscan be Mercenaries, Elementals or Immortals, oreven Characters.

The limitation of contingents (see Confrontation3, p.126) also applies to assault groups. Thus agroup cannot include more than 5 fighters for everyeven incomplete 100 AP in it.

Mercenary Support

Fighters with the “Mercenary” ability may be hired for a mission byany company, even if it has already reached its maximum strength. AMercenary’s value is equal to the one indicated on his reference card.

When a mercenary is recruited in this manner, he must be paidbefore the mission. An amount of resource points equal to hisvalue plus the cost of any improvements and attributes isimmediately subtracted from the company’s reserve.

The value of Mercenaries as well as their attributes istaken into account when calculating the assault group’svalue.

Support of an Incarnated Character

Characters cannot join a company as soldiers.They can, however, intervene once in a whileto collaborate with a company, a bit like mer-cenaries do.

A Character’s value is equal to the oneprinted on his reference card plus thecost of any attributes and improvements.This value is taken into account whencalculating the assault group’s value.

~ Characters of the same peo-ple as the company: If theCharacter comes from thesame people as the company,then an amount of resourcepoints equal to half of the sum ofhis value and the cost of any attrib-utes he has (rounded up) must immedi-ately be subtracted from the company’sreserve.

~ Allied Characters: If the character is not of the same peopleas the company but of an Allied people, then the amount ofresource points to spend is equal to the sum of his value andof any attributes and improvements he may have.

~ Mercenary Characters: If aCharacter with the “Mercenary”ability is fighting for a companyof the same people as his, thenthe cost in resource points isequal to half his value plus thecost of his attributes andimprovements. If he is fightingfor a company of a differentpeople than his, then you mustpay the full value.

Mystical Support

Elementals and/or Immortals can beadded to an assault group.

An Elemental’s or Immortals value isequal to the one printed on it’s refer-ence card. Like for Mercenaries, thisparameter (as well as the cost of anyattributes and improvements) is takeninto account when calculating theassault group’s value.

In addition, to call on an Elemental oran Immortal the company must pay acost in resource points equal to half ofit’s value (rounded up) before the battle.

To hire the help of such a being the com-pany must, however, meet the usual con-ditions:

~ To call on an Elemental, itsElement may not be part of theElements forbidden to the magi-cians of the people the compa-ny is bound to.

~ To call on anImmortal, it must fol-low the same path ofAlliance as the people

the company isfrom.

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Compensation

Once the two groups have been formed, the players reveal each one’svalue. This includes the sum of the soldier’s values and that of theirattributes.

There are then two possibilities:

~ If the difference between the two groups is of 50 or less,then the player whose group is the stronger one may decideto modify it to reduce its value. Yet the new value cannotbe less than that of his opponent’s group.

~ If the difference between the two groups is greaterthan 50, then the player whose group is the strongerone must modify it to bring the difference betweenthe two groups between 0 and 50 points.

The player with the weaker assault group has a number ofcompensation points (CP) available equal to the differencebetween the values of the two assault groups.

~ Drawing an Event Card costs 20 compensa-tion points.

~ Each object costs 10 compensation points.

The player doesn’t have to use his event cards andhis objects during the game. However, he cannotkeep them from one mission to another. At the endof the battle all unused event cards and objects arediscarded. Unless mentioned otherwise, no effectcan be played once the last round of the game hasended.

Visiting the Bonesetter

Once the assault group has been formed, theplayer can call on a bonesetter’s services. Thelatter can heal each fighter by only one Woundlevel and at a cost of three resource points each,which are immediately subtracted from the com-pany’s reserve.

Only soldiers listed on the mission sheet can behealed by the bonesetter.

Calling on a bonesetter is done before drawing anyEvent cards.

Training of Reserves

The soldiers who aren’t going on a mission can betrained by various masters. To simulate this, once theassault group has been formed, resource points canbe turned into experience points at a rate of 2resource points per 1 experience point. The EPacquired in this way can only be assigned to soldierswho are not listed on the mission sheet while respectingthe following points:

~ A soldier who is still suffering from the afteref-fects of his Wounds cannot benefit from thesepoints.

~ The same soldier cannot be given more than 10 EPin this way before each mission.

These EP can only be used after the mission, at the same time asthe EP gained by the other soldiers during the battle.

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qwe During the Battle qwe

Retreat

It can happen that a company ends up in a hopeless situation. In thiscase the wisest decision that the captain can make is to abandon themission.

A player can yell “Retreat!” before any Tactical roll. In this case:

~ The game ends immediately.

~ The player who gave up is declared defeated.

~ The defeated player is considered to have failed to reach anyof his missions objectives, even if he has already fulfilledsome of them.

~ The defeated player doesn’t win any resources or renown.

~ The fighters of both camps keep the EP that they gainedbefore the retreat.

qwe After the Battle qwe

Renown

Depending on the difference in value between the assault groups and onthe result obtained (Victory, Draw, Defeat), each player wins an amountof renown that is added to that of the company.

Difference Victory Draw 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 +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

Any compensation points used by the weaker group are subtracted fromthis difference when determining the gain in renown.

Resources

Wages represent the amount of resources the patron pays the companyto carry out a mission. This amount varies depending on the outcome ofthe mission.

~ Victory = 15 resource points

~ Draw = 10 resource points

~ Defeat = 5 resource points

Some missions include a “Premium”. This premium can be earned byone of the companies under certain conditions explained in the mission’sdescription.

Recuperation

At the end of each mission a recuperation roll is to be made for everysoldier except those who are unharmed or have a light wound (which arehealed automatically). This roll concerns the soldiers who have justfought as well as those who didn’t take part in the mission. The latterbenefits from a bonus on their recuperation roll.

This roll is made using 2d6. The sum of the two results is used to deter-mine the aftereffects from which the soldier suffers in accordance withhis wound level.

The Medic’s Role: If the company includes at least one medic, then theresult of each recuperation roll (including the medic’s) ie read one linehigher up in the table unless the result is “Dead”. in this case another1d6 is rolled:

~ on a 4-6 the medic manages to save the soldier a the lastmoment: the result becomes “Critical”

~ on a 1-3 the medic’s efforts are in vain: the result remains“Dead”.

However, these effects do not apply if all the company’s medics wereKilled Outright during the mission.

Convalescence: The results of the recuperation rolls of soldiers whodidn’t take part in mission are read one line higher up in the table. Thisbonus is cumulative with the one bound to the presence of a medic. Itcan therefore happen that a recuperation roll’s result is to be read twolines higher up.

Wound Recuperation Table

2d6 Serious Critical Killed Outright2-3 Unharmed Unharmed Unharmed4-5 Unharmed Unharmed Light6-7 Unharmed Light Light8-9 Light Light Serious10-11 Light Serious Critical12 Serious Critical Dead

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Exclusions

A player can exclude a member from his company. The captain cannotbe excluded unless he was discharged earlier on (see Disappearance ofthe Captain, p. 61).

Recruitment

If the difference between it’s renown and its value is positive, then thecompany can recruit new fighters. The enlisting of new recruits is doneusing the same rules as when founding a new company.

In certain cases it can happen that a company’s renown is less than itsactual value. In this case no new soldiers can be recruited, yet one is notrequired to proceed with exclusions.

Experience Points

There are five fields of evolution for each soldier: his rank, his status, hischaracteristics, his abilities and his role.

Evolution of Rank

A soldier’s rank automatically evolves according to the experience he hasacquired. The faithful and magicians, however, follow an evolution that isdifferent from that of warriors.

~ The rank of warriors evolves differently depending on theirinitial rank. The number following each rank indicates thenext experience level at which the soldier moves on to thenext rank. It’s the EP acquired that count, if they have beenused or not.

~ The rank of mystics evolves in a different way. Their accessto a superior rank is not automatic. Going from one rank toanother requires an investment in experience points.

When a magician moves up to a higher rank, he can master an addition-al Element and/or Path of Magic. This also requires an investment ofexperience points.

~ New Element: 30 EP

~ New Path of Magic: 30 EP

The Elements and Paths of Magic a magician has access to depend onhis people (Dogs of War p. 83).

Reaching the Status of ChampionWhen a soldier has gathered a total of 200 EP (used or not), he automat-ically reaches the status of champion.

Rank of Warriors 1

Irregular: 30 EP to advance to Regular.

Regular: 50 EP to advance to Veteran.

Veteran: 100 EP to advance to Special / Elite.

Special / Elite: 200 EP to advance to Living Legend.

Rank of Warriors 2

Creature: 200 to advance to Living Legend.

Living Legend: 400 to advance to Major Ally.

Rank of Mystics

Initiate / Devout: 100 (Cost: 50 EP) to advance to Adept / Zealot.

Adept / Zealot: 200 (Cost: 100 EP) to advance to Master / Dean.

Master / Dean: 300 (Cost: 200 EP) to advance to Virtuoso / Avatar.

Improvement of Characteristics

Characteristic Cost in EP Gain Max. Gain

Movement 10 + (Mov x2) 2.5 +2.5

Initiative 15 + (Ini x2) 1 +3

Attack 15 + (Att x2) 1 +3

Strength 10 + (Str x2) 1 +3

Defence 15 + (Def x2) 1 +3

Resilience 10 + (Res x2) 1 +3

Aim 15 + (Aim x2) 1 +2

Courage/Fear 10 + (Cou/Fear x2) 1 +3

Discipline 30 + (Dis x2) 1 +3

Power 50 + (Pow x2) 1 +2

Aura of Faith 30 + (Aura x2) 2.5 +15

Aspects 50 + (Aspect x2) 1 +2

Note: ~ The increase in Mov affects both the ground and flight Mov.

~ Fighters without a Dis value cannot acquire points in this characteristic.~ Fighters without a Pow value cannot acquire points in this characteristic.~ A magician can increase his Pow by two points without changing rank, but

he has to wait until he changes rank to be able to gain a third and fourthpoint. This also counts for the following points.

~ Fighters without an Aura of Faith cannot acquire points in this characteristic.~ Fighters without Aspect values cannot acquire points in these characteristics.~ A Faithful can increase his Aspect total by two points (and not each Aspect)

without changing rank, but he has to wait until he changes rank to be able togain a third and fourth point. This also counts for the following points.

Acquisition of Abilities

Every ability is bound to a minimum rank. An ability can only be acquiredby a soldier whose rank is equal to this minimum or higher.

Ranks:

~ Irregular: 1

~ Regular: 2

~ Veteran / Initiate / Devout: 3

~ Special / Elite / Adept / Zealot / Creature: 4

~ Living Legend / Master / Dean: 5

~ Major Ally / Virtuoso / Avatar: 6

In addition to this condition, some abilities can only be acquired by sol-diers with a particular status:

~ Rank: An ability reserved to a specific rank can only beacquired by soldiers with the appropriate rank or who haveevolved from this rank.

~ Class: Certain abilities are reserved to specific fighter class-es, such as magicians, faithful, war machine servants and soon.

~ Cost (in EP): This column indicates the amount of EP to bespent to acquire the concerned ability.

~ Number of accessible abilities: As long as his rank is lessthan 5, the same soldier cannot acquire more than three newabilities during his evolution. He can acquire a fourth oneafter going from rank 4 to rank 5, and a fifth one after havingevolved from rank 5 to rank 6. It is impossible to get rid ofan ability once it has been acquired.

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Ability Min.Rank Accessible By Cost (EP)

Ambidextrous 4 Elite 60Warrior-magesWarrior-monks

Artifact / 1 4 All 18

Assassin 4 Special 48

Assault Fire 3 All 36

Authority 4 All 36

Born Killer 4 Large Size 90Very Large Size

Bravery 2 All 18

Brutal 2 All 18

Brutish Charge 3 All 42

Bull’s Eye 4 All 24

Consciousness 4 Special 60Magicians

Faithful

Counter-Attack 4 All 36

Cure / 6 4 All 24

Devotion / 1 1 All 6

Disengagement / 6 4 All 24

Dodge 3 All 24

Exalted 3 Faithful 48

Fanaticism 2 All 18

Feint 4 All 18

Fencer 3 All 30

Ferocious 3 All 54

Fierce 3 All 36

Fine Blade 3 All 36

Focus 3 Magicians 24

Harassment 3 All 32

Hard-Boiled 3 All 36

Hardened 4 Elite 72Warrior-magesWarrior-monks

Illuminated 3 Faithful 24

Implacable / 1 4 All 32

Infiltration / 10 3 All 12

Insensitive / 6 6 All 12

Instinctive Firing 3 All 36

Leadership / 10 2 All 90

Leap 1 All 18

Loyal / 1 3 All 32

Luck 3 All 60

Martyr / 1 1 All 6

Master Archer 4 All 60

Master Strike / 0 3 All 48

Mastery of the Arcana 4 Pure Magicians 48

Mechanic / 6 2 Servants 18

Minelayer 3 Servants 48

Negation 3 Pure Magicians 12Pure Faithful

Parade 4 All 60

Piety / 1 3 Faithful 18

Possessed 4 All 36

Precision 3 All 36

Rallying Cry 4 All 24

Rapid Reloading 4 Champions 36

Rapidity 3 All 36

Recovery / 1 4 Magicians 24

Reflexes 3 All 12

Reorientation 3 All 12

Resolution / 1 4 All 12

Rigor 4 All 54

Ruthless 3 All 24

Sapper 3 Servants 12

Scout 4 Special 48Magicians

Faithful

Sequence / 1 4 All 32

Sharp Shooter 4 All 36

Steadfast 2 All 18

Strategist 4 All 48

Summoner / 1 4 Magicians 18Faithful

Target / +1 3 All 18

Thaumaturgist 3 Faithful 24

Vivacity 4 All 24

War Cry / 3 2 All 12

War Fury 3 All 54

War-Horse* 4 All 60

*The “War-Horse” ability can only be acquired by fighers with a mount.Centaurs cannot acquire this ability.

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Improvement of Abilities

Ability Cost (EP) Gain Max. Gain

Artifact / X 12 +1 +1

Concentration / X 32 +1 +2

Cure / X 18 -1 -2

Devotion / X 8 +1 +3

Disengagement / X 12 -1 -1

Implacable / X 18 +1 +2

Infiltration / X 6 +2 +6

Insensitive / X 6 -1 -1

Leadership / X 42 +5 +15

Loyal / X 24 +1 +1

Martyr / X 6 +1 +3

Master Strike / X 12 +1 +3

Mechanic / X 12 -1 -2

Mutagenic / X 24 +1 +1

Piety / X 12 +1 +2

Recovery / X 24 +1 +2

Resolution /X 12 +1 +2

Sapper / X 12 +1 +3

Sequence / X 18 +1 +1

Summoner / X 12 +1 +2

Target / X 12 +1 +2

War Cry / X 12 +1 +3

Acquisition of a Secondary Role

Prerequisites:

~ To acquire a role, the soldier must have Discipline (even Dis:0) or Power or an Aura of Faith.

~ The jobs of musician and standard-bearer are already con-sidered to be secondary roles. Such fighters therefore cannotacquire another role.

~ Fighters assimilated with allies cannot take on a role in acompany.

~ Soldiers of “Creature” rank, or who have evolved from thisrank, whose Dis is lower than 3 cannot take on a role.

The same soldier can take only one role at a time and it is impossible togive up a role once it has been acquired. The role of Captain is a primaryrole. The Captain can therefore acquire a secondary role just like anyother soldier.

With the exception of the role of Lieutenant (which is unique), severalfighters can have the same role. The effects of some of them are cumu-lative whereas others ar not. This is specified in the roles description.

The attribution of certain roles to a soldier provides the company with abonus in renown. These bonuses apply as soon as the role is acquiredand are taken into account even if the role in question is already held bya different member of the company.

Lieutenant (15 EP)

Minimum Rank: 1

Bonus in Renown: +10

There can be only one Lieutenant in a company. His presence increasesthe company’s maximum strength. This bonus varies according to thelieutenant's rank. If the captain dies, then the Lieutenant can take hisplace (Dogs of War p. 61).

Sergeant (10 EP)

Minimum Rank: 1

Bonus in Renown: +5

Cumulative

Fore every sergeant the company’s maximum strength is increasedby +1. A company can have only one Sergeant for every 5

full points in its actual strength. If the compa-ny’s actual strength decreases and the

number of sergeantsbecomes too high,then the concerned

soldiers neverthe-less keep their

role.

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Military Advisor (15 EP)

Minimum Rank: 3

Bonus in Renown: +5

Not Cumulative

The presence of a military advisor has an influence onthe choice of missions (Dogs of War, p. 71). Whatmore, a Military Advisor can allow his company toshorten or lengthen the mission’s duration.

During each game, before the Tactical roll of thelast round, a Military Advisor can (if he isstanding on the battlefield) try to influence thecourse of the game. To do so, the player con-trolling him rolls 1d6. On the result of “1-3”,the Advisor does not manage to impose hissense for tactics. Yet on a “4-6” he candecide to lengthen or shorten the game byone round. In the latter case the game endsimmediately. If two Military Advisors inopposing camps succeed their roll, then thetwo players can attempt to agree on thechoice to be made. If the can’t agree, thenthe game’s duration remains unchanged.

No matter how many Military Advisors thereare in a camp, a player can make only one rollof this kind per game.

Quartermaster (20 EP)

Minimum Rank: 3

Bonus in Renown: +5

Not Cumulative

The Quartermaster has an influence on the wages earned by thecompany at the end of a mission. If the company has a quartermaster,then the player has to roll 1d6 at the end of the mission (during phase 1after the battle). This roll is not to be made if all of the company’sQuartermasters were Killed Outright during the mission or if the companydid a retreat.

If the company is victorious, then the roll is increased by +1. If it wasdefeated, then the result is reduced by -1.

1-2: The company gains four additional resource points.

3-4: The company gains seven additional resource points.

5-6: The company gains ten additional resource points.

Medic (25 EP)

Minimum Rank: 3

Bonus in Renown: +5

Not Cumulative

The medic is a practically indispensable element for any company. Hispresence allows the aftereffects of the Wounds suffered by the fightersto be lessened (see Recuperation).

Prospector (20 EP)

Minimum Rank: 3

Bonus in Renown: 0

Cumulative

In every mission the prospector can be sent off to go exploring instead oftaking part in a battle. In this case he cannot be included on the mission

sheet. If the company has several prospectors, then they can all be sentexploring at the same time.

A Prospector can be sent exploring only if he isn’t suffering from anyaftereffects. A Prospector who is sent exploring cannot benefit from anyEP gained through training.

At the end of the mission, when the company’s gains in resources arebeing calculated, 1d6 is to be rolled for every prospector who was sentoff to go exploring:

1: The Prospector was attacked. He returns with empty handsand a Critical Wound. A recuperation roll is to be made.

2: The Prospector has made a minor discovery that earns thecompany three resource points. The Prospector gains 4 EP.

3: The Prospector has made an interesting discovery that earnsthe company eight resource points. The Prospector gains 6EP.

4: The Prospector has made an important discovery that earnsthe company 13 resource points. The Prospector gains 8 EP.

5: The Prospector has made a major discovery that earns thecompany 18 resource points. The Prospector gains 10 EP.The company also gains five points of renown.

6: The Prospector has made an exceptional discovery thatearns the company 23 resource points. The Prospector gains12 EP. The company also gains 10 points of Renown.

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Alchemist (25 EP)

Minimum Rank: 4

Bonus in Renown: 0

Not Cumulative

When an alchemist is present in a company, then the acquisition cost ofpotions of strength, of resilience, of speed and of vivacity is reduced bytwo resource points for all soldiers.

Furthermore, the use of these types of potion no longer requires a roll ofthe die to be made. They therefore have an effect on a “1”.

Tracker (15 EP)

Minimum Rank: 3

Bonus in Renown: 0

Not Cumulative

If a Tracker is listed on the mission sheet, then the player controlling himbenefits from a +2 on the final result of his Tactical Roll for theapproach. What more, he can pass his turn one additional time duringthis phase, even if he has more cards and more fighters than his oppo-nent.

Priest (30 EP)

Minimum Rank: 3

Bonus in Renown: +10

Cumulative

Reserved to Faithful

The presence of a Priest gives the company a mystical dimension thatmotivates its troops and increases its recognition. If at least one Priest isincluded on the mission sheet, then the company gains five additionalpoints of Renown during phase 1 after the battle.

If a Priest Dies in the recuperation phase, he becomes a martyr: thecompany immediately gains 20 points of renown. This bonus

can be acquired several times by the same company.

Priest’s Aptitude: A Priest can acquire the“Resurrection” special capacity. This costs him 30additional EP. This special capacity can then beused every time one of the company’s soldiersdies during the recuperation phase.

To be resurrected, the dead soldier must have atleast 10 unused EP left. If this condition is met,the 1d6 is to be rolled.

1-3: The gods refuse to answer the priest’sprayers and the soldier is not broughtback to life.

4-6: The soldier is resurrected. He loses 10EP, but these are not considered tohave been used (his value is notincreased). These points are thereforenot noted in the “EP used” space.

This roll is not to be made at the end of the recuperationphase. If no Priest is present in the company at this

moment (or if the dead fighter doesn’t have the required10EP), then the deceased cannot be brought back to life.

Only one resurrection roll can be attempted per fighter, no matter howmany priests there are in the company. On the other hand, the samefighter can be brought back to life several times during his career.

A Priest may not use this special capacity on himself, yet he can use iton another Priest. A Priest resurrected in this way doesn’t become amartyr; his “temporary” death does not provide the company with 20points of renown. However, when a Priest succeeds in bringing a soldierback from the dead, his company immediately gains 10 points ofrenown.

Recruiter (30 EP)

Minimum Rank: 3

Bonus in Renown: +5

Not Cumulative

The recruitment of Allies, Mercenaries and Stateless fighters only coststhe company a quarter of their value instead of half in resource points.The wages to pay fighters who aren’t members of the company(Mercenaries, Characters, etc.) are also reduced by 10% (rounded up tothe higher integer).

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Engineer (5 EP)

Minimum Rank: 2

Bonus in Renown: 0

Not Cumulative

Only a soldier endowed with the “Mechanic/X” ability can assume thisrole. The result of the recovery rolls of war machines endowed withstructure points is decreased by 2 points.

Spy (25 EP)

Minimum Rank: 3

Bonus in Renown: 0

Not Cumulative

A spy can intervene at various moments before a mission.

Espionage of the enemy camp: Just after the choice of a mission, beforeassault groups are formed, a spy (and only one) can be sent to estimatethe opponent’s forces

The player who controls him rolls 1d6:

1: The spy is tracked down before reaching his objective. He returns tothe camp with a Critical Wound and cannot be registered on the missionsheet for this battle. His recovery roll is made at the end of the game, atthe same time as the others.

2-6: The player who controls the spy can consult his opponent’s compa-ny sheet.

Espionage of the enemy assault group: Once the assault groups havebeen formed (after a possible balancing), a spy (and only one) can besent to observe the enemy assault group. It is not compulsory to havespied beforehand on the enemy camp to be able to attempt this.

The sent spy must be registered on the mission sheet (he can be the onewho was previously sent to spy on the enemy camp if he was not taken).

The player who controls him rolls 1d6:

1: The spy is taken. He is considered to be Killed Outright. His recoveryroll is made at the end of the game, at the same time as the others.

2-6: The player who controls the spy can consult his opponent’s missionsheet.

Herald (20 EP)

Minimum Rank: 3

Bonus in Renown: 0

Not Cumulative

If a company counts a herald in its ranks at the beginning of the recruit-ment phase, the player can transform up to 10 resource points into anequal number of points of renown. These points are added in a definitiveway to the company’s renown value.

Master Alchemist (10 EP)

Minimum Rank: Alchemist

Bonus in Renown: 0

Not Cumulative

Only a soldier already endowed with the alchemist’s role (Dogs of Warp.89) can become master alchemist. This improvement has two effects.First of all, if the company counts a master alchemist in its ranks duringthe attribute acquisition phase, its members have access to new potions(see list below) besides those described on pp. 150-153 of the

Confrontation 3 rulebook. They follow the same rules of use as these lastones.

New potions available:Potion of the last breath (5 resource points)Potion of rage (5 resource points)Potion of vigor (8 resource points)Besides, the fact of having a master alchemist allows the company toaccess all the potions (the new ones as well as those described inConfrontation 3) as single use attributes. Their cost in resources remainsthe same, but they are no longer considered as artifacts and can be con-sequently awarded to soldiers who still have champion status. Anotheradvantage is that they do not occupy the place of an artifact for thechampions.

Potions thus acquired are not registered on the company sheet, but onlyon the mission sheet. The same soldier can possess only one of them(except if he already possesses it as an artifact).

If a potion of this type is not used during the battle, it is lost.

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CareersCommander

Reserved to: Captains

Objectives:

~ Max. Dis~ Max. Cou/Fear~ Two abilities chosen among Authority, Rallying Cry, Rigor and

Strategist.~ Leadership/15

Advantages:

~ Dis +1: 24 + (Dis x2)~ Cou/Fear +1: 8 + (Cou/Fear x2)~ Authority: 29~ Rallying Cry: 19~ Rigor: 43~ Strategist: 38~ Leadership/10: 72~ Leadership/+5: 34 (up to Leadership/15)

Effects:

~ The maximum strength of the company is increased by 2.~ When the commander forms a war-staff (even an incomplete one), his

Leadership values as well as that of the other members of the war-staff, is increased by 5.

~ A commander can learn one additional ability than he normally can.

Hitman

Reserved to: Warriors

Objectives:

~ Max. Ini~ Max. Att~ Two abilities chosen among Assassin, Master Strike/X, Sequence, and

Fine Blade.

Advantages:

~ Ini +1: 13 + (Ini x2)~ Att +1: 12 + (Att x2)~ Assassin: 38~ Master Strike/0: 38~ Sequence/1: 26~ Fine Blade: 29

Effects:

~ If he charged during the current round, a hitman can make an attack(and only one) before even the beginning of the first exchange of fire,just after the distribution of combat dice. This attack can be madeagainst the target of his charge; it is thus cancelled if the hitman is nolonger in touch with this target. Once this attack has been made,exchanges of fire are resolved in the usual way.

~ A hitman can learn one additional ability than he normally can.

Duelist

Reserved to: Warriors

Objectives:

~ Max. Ini~ Max. Att~ Max. Def~ Two abilities chosen among Fencer, Feint, Reflexes, andVivacity.

Advantages:

~ Ini +1: 12 + (Ini x2)~ Att +1: 13 + (Att x2)~ Fencer: 24~ Feint: 14~ Reflexes: 10~ Vivacity: 19

Effects:

~ A duelist gains an additional attack die every timehe obtains a natural result of “6” in one of hisattack tests during combat. A “6” obtained on are-roll does not confer an additional die. A duelistcannot gain more attack dice than he had at thebeginning of the combat (a fine blade who hadtwo dice placed in attack can thus gain a maxi-mum of two additional attack dice). Dice thusgained are valid only for the current combat.

~ A duelist can learn one additional ability than henormally can.Sentinel

Reserved to: Warriors

Objectives:

~ Max. Def~ Max. Res~ Two abilities chosen among Ambidextrous,

Counterattack, Dodge and Parade.

Advantages:

~ Def +1: 12 + (Def x2)~ Res +1: 9 + (Res x2)~ Ambidextrous: 48~ Counterattack: 29~ Dodge: 19~ Parade: 48

Effects:

~ A sentinel can make sustained defense even if heplaced more dice in attack than in defense.

~ When a sentinel makes an attack test obtained thanksto the “Counterattack” or “Ambidextrous” abilities, thefinal result of the roll is increased by 1 point.

~ A sentinel can learn one additional ability than he normal-ly can.

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Berserker

Reserved to: Warriors

Objectives:

~ Max. Att~ Max. Str

~ Max. Res~ Two abilities chosen among Brutish charge, Ferocious,

War Fury and Implacable/X.

Advantages:

~ Att +1: 12 + (Att x2)~ Str +1: 8 + (Str x2)~ Res +1 : 9 + (Res x2)~ Brutish Charge: 34~ Ferocious: 43~ War Fury: 43~ Implacable/1: 26

Effects:

~ When a berserker eliminates an opponentwith an attack in hand-to-hand combat (byincreasing the Wound level or through adirect Killed Outright), his Str is increasedby 2 points until the end of the round.~ A berserker can learn on additional abilitythan he normally can.

Sharp Shooter

Reserved to: Warriors

Objectives:

~ Max. Aim~ Two abilities chosen among Master

Archer, Precision, Rapid Reloading,Instinctive Firing and Bull’s Eye.

~ Sharpshooter

Advantages:

~ Aim +1: 12 + (Aim x2)~ Master Archer: 48~ Precision: 29~ Rapid Reloading: 29~ Instinctive Firing: 29~ Bull’s Eye: 19

Effects:

~ All the ranges of the range weapons includ-ed in the sharp shooter’s equipment areincreased. Short range is increased by 5cm,Medium range by 10cm and Long range by15cm.

~ A sharpshooter can learn one additional abilitythan he normally can.

Tracker

Reserved to: Warriors

Objectives:

~ Max. Mov~ Max. Aim~ Two abilities chosen among Harassment, Assault Fire and Instinctive

Firing.~ Scout

Advantages:

~ Mov +2.5: 8 + (Mov x2)~ Aim +1: 12 + (Aim x2)~ Harassment: 26~ Assault Fire: 29~ Instinctive Firing: 29~ Scout: 38

Effects:

~ When a tracker is hidden thanks to the “Scout” ability, the fact of firingdoes not reveal him to his opponents.

~ A tracker can learn one additional ability than he normally can.~ A tracker can learn the “Toxic/1” ability for 30 EP. This ability can,

however, be used only for firing.

Sicarian

Reserved to: Spies

Objectives:

~ Max. Ini~ Max. Att~ Assassin~ Consciousness~ Scout

Advantages:

~ Ini +1: 12 + (Ini x2)~ Att +1: 12 + (Att x2)~ Assassin: 38~ Consciousness: 48~ Scout: 38

Effects:

~ If a sicarian is sent on a mission to spy on the enemy assault groupand if this attempt is successful, he can try to murder one of theenemy fighters. The target is chosen by the player controlling thesicarian among the fighters registered on his opponent’s missionsheet. The player who controls the sicarian rolls 1d6:

1: The sicarian is captured. He is considered to have been KilledOutright. His recovery roll is made at the end of the game, at the sametime as the others.

2-3: The sicarian is tracked down before reaching his target, but he suc-ceeds in escaping.

4-6: The target suffers a damage roll with a Str equal to that of thesicarian. This roll is made with 3d6. The player keeps the tworesults of his choice. This roll cannot be modified by any of thesicarians attributes or abilities.

~ A sicarian can learn one additional ability than he normally can.~ A sicarian can learn the “Toxic/1” ability for 35 points.

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Warrior-Mage

Reserved to: Warriors (except Warrior-Mages and Warrior-Monks)

Objectives:

~ Ambidextrous or Counterattack~ Pow 1~ A path of magic and an element of choice among those accessible by

Initiates of the soldier’s people (Dogs of War pg 83 and 155).

Advantages:

~ Ambidextrous: 48~ Counterattack: 29~ Pow, path of magic and element: the career of Warrior-Mage allows a

non-magician soldier to reach these characteristics.

The learning of the basics of magic is long, but in game terms, the aqui-sition of the first point of Pow, the path of magic and the element ismade at the same time at a cost of 70 EP.

Effects:

The soldier is considered to be a Warrior-Mage and benefits from all therules bound to this status.

Warrior-Monk

Reserved to: Warriors (except Warrior-Mages and Warrior-Monks)

Objectives:

~ Ambidextrous or Counterattack~ 1 point in Aspect of choice~ A cult chose among those of his people

Advantages:

~ Ambidextrous: 48~ Counterattack: 29~ Aspect and cult: The career of Warrior-Monk allows a non-faithful sol-

dier to reach these characteristics. The acquisition of the first Aspectpoint and the cult is made at one time at a cost of 70 EP. The Warriorgains the same aura of faith as that of a Devout of his people (seeDogs of War). If the Devout of his people has the “Iconoclast” ability,then the Warrior-monk obtains it also.

Effects:

The soldier is considered to be a Warrior-Monk and benefits from all therules bound to this status.

Battlemage / Battlepriest

Reserved to: Pure Magicians / Pure Faithful

Objectives:

~ Max. Att~ Max. Def~ Ambidextrous or Counterattack~ Sequence/1

Advantages:

~ Att +1: 12 + (Att x2)~ Def +1: 12 + (Def x2)~ Ambidextrous: 48~ Counterattack: 29~ Sequence/1: 26

Effects:

~ Battle Mages and Battle Priests can cast a spell/miracle and run dur-ing the same turn (like Warrior-mages and Warrior-monks).

~ They do not suffer penalties on their Power tests / divination rolls in

hand to hand combat.~ They do not suffer penalties on their mana / T.F. recovery in hand to

hand combat.

Acquisition of Attributes

During this phase the company’s members (as well as the new recruits)can be given attributes. The acquisition of artifacts is subject to the samerules as when the company is being formed.