Probudite se DOWovci (ili ce te jos tri meseca cekati knjigu)
Dakle, ovo je sa R foruma. U pitanju su, kako oni kazu, karijere, tj. kada ti borac ispuni odredjene uslove, dobija neke simapticne stvarcice za nagradu:
Tactician
Reseved: Military Counselor
Objectives:
* DIS max
* Strategist
* 1 Ability of your choice from: Authority, Rallying Cry, Rigour
Advantages:
* DIS +1 : 24 + (DIS x2)
* Strategist: 38
* Authority: 30
* Rallying Cry: 20
* Rigour: 42
Effects:
* A Tactician may perform the Tactical roll in place of the Captain or Lieutenant
* If the Tactician is not chosen to perform the Tactical roll and is within 10cm of the model that is chosen to perform the roll, then the final result of the roll is increased by 1 point
* A Tactician gains a bonus of +1 to the final result when using his military counselor ability to shorten or lengthen the duration of a mission
* A Tactician can learn one additional ability on top of the normal number
Convocator
Reserved: Pure Magician/Pure Faithful
Objectives:
* DIS max
* Summoner/3
* Master of Arcana or Exalted
* Focus or Illuminated
Advantages:
* DIS +1 : 24 + (DIS x2)
* Summoner/1: 14. Each additional point of Summoner/X costs 10 EP
* Master of Arcana: 38
* Exalted: 38
* Focus: 18
* Illuminated: 18
Effects:
* When a Convocator casts/calls a spell/miracle of summoning the final result of the POW/DIV test is increased by 1 point
* When a Convacator attempts to counter-magic/censure a spell/miracle of summoning he may ignore the restriction of range required. He can thus counter it from anywhere on the table as long as he has line of sight to the initiator of the spell/miracle of summoning
Knight Errant
Reserved: Paladin of Alahan (including the Paladins of Doriman)
Objectives:
* ATT max
* DEF max
* COU max
* 2 Abilities of your choice from: Ambidextrous, Counter-Attack, Master Strike/0, Fine Blade, Parade
Advantages:
* ATT +1: 12 + (ATT x2)
* DEF +1: 12 + (DEF x2)
* COU +1: 8 + (COU x2)
* Ambidextrous: 48
* Counter-Attack: 29
* Master Strike/0: 38
* Fine Blade: 29
* Parade: 48
Effects:
* Mixed combat style: A Knight Errant can choose to use this special ability at the beginning of the close combat phase if he is engaged in hand to hand. He can then decide to either decrease his DEF by a point to gain a point of STR, or to decrease his STR by a point to gain a point of DEF. The effects apply until the end of the round.
* A Knight Errant can replace his Bravery ability with the Rightous ability for a cost of 14 EP. This does not count as adding an additional ability, but as an improvement of an ability.
* A Knight Errant can learn one additional ability on top of the normal number
Adept of Noesis
Reserved: Cynwall with the ability Concentration/X
Objectives:
* Two characteristics of those that may be increased by the fighter's Concentration/X may be chosen, and those two must be at their maximum
* Concentration/2
Advantages:
Note: These advantages only apply to the two characterstics chosen, and not any of the others!
* INI +1: 12 +(INI x2)
* ATT +1 : 12 +(ATT x2)
* STR +1 : 8 +(STR x2)
* DEF +1 : 12 +(DEF x2)
* RES +1 : 8 +(RES x2)
* AIM +1 : 12 +(AIM x2)
* COU +1 : 8 +(COUx2)
* DIS +1 : 24 +(DIS x2)
* Concentration / +1 : 25
Effects:
* The Adept of Noesis may choose one additional characteristic from INI, ATT, STR, DEF, RES, AIM, COU, DIS upon completion of this career. This characteristic may now be increased by the use of Concentration/X.
* The Adept of Noesis may acquire Concentration/3 for 25 additional EP.
Master of Noesis
Reserved: Cynwall of rank 4 or higher who have finished the career Adept of Noesis
Objectives:
* DIS max
* One characteristic amongst those that can be increased by Concentration/X, and not one of those chosen for the Adept of Noesis or DIS, must be chosen. This characteristic must be increased to its maximum.
* Concentration/3
Advantages:
Note: These advantages only apply to the one characteristic chosen and DIS, and not any of the others!
* INI +1: 12 +(INI x2)
* ATT +1 : 12 +(ATT x2)
* STR +1 : 8 +(STR x2)
* DEF +1 : 12 +(DEF x2)
* RES +1 : 8 +(RES x2)
* AIM +1 : 12 +(AIM x2)
* COU +1 : 8 +(COUx2)
* DIS +1 : 24 +(DIS x2)
* Concentration / +1 : 25
Effects:
* A Master of Noesis may acquire the ability Concentration/4 for an additional 30 EP
* A Master of Noesis chooses one characteristic that it can augment with Concentration/X at the end of this career. When it augments this characteristic with points of Concentration/X he can then apply one of the following effects:
- When he places all of his points of Concentration/X into this characteristic it is increased by one additional point
- If the selected characteristic is INI, ATT, DEF, COU, DIS or AIM, the Master of Noesis can spend two points of Concentration/X so that natural results of 1 on tests of this characteristic are not automatic failures. This effect lasts until the end of the round and the points spent in this manner are considered as used for this round.
* A Master of Noesis can learn the ability Hyperian for 40 EP
Weapon Master
Reserved: Warriors of rank Elite or Living Legend
Objectives:
* INI max
* ATT max
* DEF max
* Sequence/1
* 2 abilities of your choice from: Hardened, Fencer, Master Strike/0, Fine Blade
Advantages:
* INI +1: 12 + (INI x2)
* ATT +1: 12 + (ATT x2)
* DEF +1: 12 + (DEF x2)
* Sequence/1: 26
* Hardened: 60
* Fencer: 24
* Master Strike/0: 38
* Fine Blade: 29
Effects:
* A Weapon Master only suffers a -1 penalty to his ATT and DEF characteristics, instead of -2, when using the ability Sequence/X
* When a Weapon Master places at least one die in Defense he does not have to announce that he is defending against an enemy's attack. The enemy's attack is then considered to be an Attack test with a difficulty equal to the DEF score printed on the Weapon Master's reference card. To use this ability the Weapon Master cannot use Sustained Defense.
* A Weapon Master can learn one additional abilty on top of the normal number
Elementalist
Reserved: Pure Magicians mastering at least one element. Users of Instinctive Magic can not choose this career.
Objectives:
* INI max
* COU/FEAR max
* Master of Arcana
* Devotion/3
Advantages:
* INI +1: 12 + (INI x2)
* COU/FEAR +1: 9 + (COU/FEAR x2)
* Master of Arcana: 38
* Each increase of the ability Devotion/X costs 4 EP
Effects:
* The Elementalist chooses an element that he masters upon completion of this career. When he casts a spell that exclusively uses gems of this Element the final result of the POW test is increased by a point. Additionally, if he tries to counter an enemy spell that exclusively uses gems of an element opposed to the one he chose, the Elementalist gains a one point bonus to the final result of his POW test.
* If the Elementalist attempts to cast a spell composed at least partially of gems of an element opposed to the one chosen, his final result of the POW test is decreased by a point
* An Elementalist can learn one additional ability on top of the normal number
* An Elementalist can learn the ability Spirit of X for 40 EP, where X is the element chosen upon completion of this career.
Master of the Dead
Reserved: Magicians and Faithful of Acheron/Drune
Objectives:
* COU/FEAR max
* Leadership/10
* 2 abilities of your choice from: Fierce, Focus, Illuminated, Summoner/1
Advantages:
* COU/FEAR +1: 8 + (COU/FEAR x2)
* Leadership/10: 72
* Fierce: 26
* Focus: 18
* Illuminated: 18
* Summoner/1: 14
Effects:
* The characteristic COU of the Master of the Dead (if he has it) is automatically and permanently transformed to FEAR as soon as he completes this career.
* A Master of the Dead can transmit his characteristics of DIS and FEAR for the tests of DIS and COU of friendly Living-Dead in his Leadership range according to the rules for Lord of Darkness.
* A Living-Dead Master of the Dead is regarded as having a rank one higher than his actual rank for purposes of the bonus of FEAR granted to friendly Living-Dead in his Leadership range, according to the rules for Lord of Darkness.
* A company that includes a Master of the Dead can, from now on, engage Living-Dead of rank Irregular or Regular pertaining to the people of Acheron and Drunes like mystical support (??????)
* A Master of the Dead can learn one additional ability on top of the normal number
* A Master of the Dead can obtain the ability Living-Dead by spending 10 Resource points (representing the costs of the ritual necessary to acquire this status -- details are too grisly to describe here!). Its DIS value is then replaced by "-". This ability does not count against the maximum number of abilities a fighter can acquire.
Pack Leader
Reserved: Wolfen Captains (including Devourer Wolfen Captains)
Objectives:
* STR max
* RES max
* FEAR max
* Leadership/15
* 2 abilities of your choice from: Authority, Brutish Charge, Hard Boiled, Ferocious
Advantages:
* STR +1: 9 + (STR x2)
* RES +1: 9 + (RES x2)
* FEAR +1: 8 + (FEAR x2)
* Leadership/10: 72
* Leadership/+5: 34 (up to Leadership/15)
* Authority: 29
* Brutish Charge: 34
* Hard Boiled: 29
* Ferocious: 43
Effects:
* A Pack Leader benefits from the rules of a Wolfen Chief (from Confrontation Third Edition, page 69), except for the exceptions described below
* The maximum size of the company is increased by +2
* A Pack Leader is considered to be a rank higher than his actual rank for purposes of attributing a Mark of Savagery
* When a Pack Leader's Mark of Savagery is attributed to a Wolfen, you can decide to convert it for one of the following abilities:
- Fierce
- Brutish Charge
- Ferocious
- War Fury
If the fighter already has the ability chosen then it has no effect. The effects last until the end of the round, even if the fighter leaves the Leadership range of the Pack Leader. This special ability replaces the paragraph "Effects of the Mark of Savagery" which is on page 69 of the Confrontation rulebook
* A Pack Leader can learn one additional ability on top of the normal number
Master Archer
Reserved: Any soldier equipped with an unspecified(??) bow
Objectives:
* AIM max <-???
* 2 competences with the choice among Harassment, Precision, Marksman, Instinctive Fire.
* Master Archer
Advantages:
* AIM +1: 12 +(AIM x2)
* Master Archer: 48
* Harassment: 24
* Precision: 29
* Marksman: 29
* Instinctive Fire: 29
Effects:
* The STR of the bow of a Master archer is increased by +1.
* A Master archer can learn a competence moreover than the normal.
Healer
Reserved: Doctor
Objectives:
* RES max
* DEF max
* Care/4
* 1 competence with the choice among Dodging or Parade.
Advantages:
* DEF +1: 12 +(DEF x2)
* RES +1: 8 +(RES x2)
* Care/6: 18 Each improvement of competence Care/X costs 14 EP.
* Dodge: 18
* Parades: 48
Effects:
* An healer can decide to use his Cure competence/X at the time of his phase of activation instead of that of maintenance.
* An healer can look after a soldier forming part of the group of attack at the time of phase 3 of before the mission. This last then goes up automatically notch of Wound. This does not cost any point of resource the company, and the selected soldier cannot go to return visit to the bonesetter for this mission.
* An healer can learn a competence moreover than the normal.
Master of the Negation
Reserved: Magicians and faithful
Objectives:
* COU/FEAR max
* DIS max
* Negation
* Insensitive/5
Advantages:
* COU/FEAR +1: 8 +(COU/FEAR x2)
* DIS +1: 24 +(DIS x2)
* Negation: 10
* Insensitive/6: 10 Each improvement of Insensitive competence/X costs 4 EP.
Effects:
* When a Master of the negation tries a censure/against-magic, the range of the miracle/fate is increased by 10 cm only within the framework to meet the condition to carry out the censure/against-magic. For example, if a fate/miracle with Personnel range is launched, the Master of the negation can try to counter it if it is in a radius of 10 cm of the launcher.
* A Master of the negation can learn a competence moreover than the normal.
* A Master of the negation can acquire Insensible/4 per 10 EP additional.
Divine Champion
Reserved: Warriors and Warrior-Monks (but not Warrior-Magi)
Objectives:
* COU/FEAR max
* ATT max
* STR max
* Fanaticism
* 2 competences with the choice among Bravery, Loyal/1, Piety/1, Martyr/1, Miracle-worker.
Advantages:
* COU/FEAR +1: 8 +(COU/FEAR x2)
* ATT +1: 12 +(ATT x2)
* STR +1: 9 +(FOR x2)
* Fanaticism: 14
* Bravery: 14
* Loyal/1: 26
* Piety/1: 14
* Martyr/1: 4
* Miracle-worker: 19
Effects:
* Right before the tactical roll, a divine champion can spend 3 points of TF either coming from his own reserve, or coming from that of a faithful friend in will have faith of which it is. He then gains Aimé competence of the Gods until the end of the turn.
* A divine champion can learn a competence moreover than the normal.
Arcanique Blade
Reserved: Warrior-magi
Objectives:
* ATT max
* DEF max
* POW 4
* Master strike/0
* Focus
Advantages:
* ATT +1: 12 +(ATT x2)
* DEF +1: 12 +(DEF x2)
* POW+1: 40 +(POW x2)
* Master strike/0: 38
* Focus: 19
Effects:
* At the time of its phase of activation, a arcanic blade can spend until half of its POW (round-off with the superior) out of gems of its reserve to increase its STR until the end of the turn. Each gem spent enables him to gain a point in STR.
* A arcanic blade can learn a competence moreover than the normal.
Master Scout
Reserved: Any soldier having competence Scout
Objectives:
* MOV max
* INI max
* Disengagement/5
* 2 competences with the choice among Dodge, Reflexes, Vivacity, Targets/+1, Infiltration/10.
Advantages:
* MOV +1: 8 +(MOU x2)
* INI +1: 12 +(INI x2)
* Disengagement/6: 18 Each improvement of competence Disengagement/X costs 10 EP.
* Dodge: 18
* Reflexes: 18
* Promptness: 18
* Target/+1: 14
Effects:
* The distance to which the Master scout is detected is reduced by half; that means that normal figurine detects it to 5 cm whereas another equipped with Conscience competence discovers its presence only to 10 cm. Note that the Master scout must always respect the limit of 10 cm at the time of the deployment to be regarded as hidden at the beginning of the part. On the other hand, an enemy figurine equipped with Conscience competence does not detect it if it is deployed with more than 10 cm of him.
* At the beginning of his activation, a Master scout can hide again if its presence were revealed. For that, it must meet the following conditions;
- It must be out of line of sight of any enemy figurine.
- It should not be in a radius of 10 cm of an enemy figurine/20 cm for an enemy figurine equipped with Conscience competence.
If these conditions are met, the Master scout is regarded as being hidden from all points of view and is thus prone to all the rules referring itself to it.
* A Master scout can learn a competence moreover than the normal.