Free City of Cadwallon Th November 17 2016 V:1.1
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Confrontation EVO Free city of Cadwallon th November 17 2016 v:1.1 he free city of Cadwallon is the haven for any escapist and the starting place of all adventures. The city is T neutral in any conflict and it hosts embassies of all peoples besides its famous and powerful guilds. Cadwallon is also known as the city of thieves, and there is only one certainty in it: no one is what he seems nor says what he thinks. A Cadwallon united army also gains one General Coin for each Character in the list and Affiliations can spend one token before a friendly MILITIAMEN: Fighters with the men- Guild: The guild of Architects fighter die roll to increase or decrease the tion Militia in their rank or in their name, Alliance:: Cynwäll Elves, Griffins natural results of the die by 1. they are considered Militiamen. of Akkylannie, Lions of Alahan and Dwarfs of Tir-Na-Bor OGRE: Khauriks, of any kind, are Ogres. Primary element: Light Forbidden element: Darkness THE GUILDS OF CADWALLON: A Cult: Destiny and Happiness Cadwallon army can chose to be affili- Guild/Military Engineers (0 a.p:): You ated to one and only Guild and, in that can insert in the army following War Ma- case, the only fighters allowed in the chines: army are the one affiliated to such Guild • Griffin Culverin; on the card, unaffiliated fighters (on the • Griffin Veuglaire; card) and Militiamen. Moreover in a • Balliste of Alahan. Guild cannot be played: A Coin is gained for each War Machine • Magicians that dominate an ele- in the army. ment forbidden to the Guild; Guild/Marksmen of Aarklash (0 a.p:): • Faithful belonging to a cult not al- an army of The guild of Architects can lowed in the Guild enrol up to one card for every type of the following fighters: CADWALLON UNITED: When the • Griffin Fusiliers; times ask for it, the guilds can “collab- • Reapers of Alahan; orate” in crucial battles. An unaffiliated • Dwarf Blunderbluss-wielder; Cadwallon army has access to any ele- • Cynwäll kestrels; ment and cult and can deploy fighters • Dwarf Bombardier; from any guild, with the only exceptions • Griffin Cannon Servant; written in the special abilities. • Balliste of Alahan Servant. These fighters count as fully integrated CULTS AND GODS: Faithful of Cad- but they only benefit from the capacities wallon can only acquire miracles from listed in this AB (see page 19). An army the Universal path or from the cult they can include only 1 card of these fight- belong to. ers for every even incomplete fraction of 150 a.p: of the gaming format. Solo/Stay up late (2 a.p:): The fighter THE VILE MONEY: Cadwallon is a city gets Concentration/1 in DEF, AIM and founded on money, the hard cash. A DIS. The cost of this Solo is 3 a.p: for Cadwallon army always is always an ac- Characters. If the fighter has already cumulator (of Coin). Concentration, then he adds the over Reserve: permanent mentioned Characteristics to those he Maximum: already can concentrate in, paying this Charges (ratio): at the start of the solo only 1 a.p:. game it contains one Coin for each in- Solo/Experimental Weapons (2 a.p:): complete fraction of 200 a.p: of the The cost of this Solo is 4 a.p: for Char- game format. acters and for large size fighters. The The Coins effect changes from one Guild fighter gets one of these equipments that to another along with the ways to gain modify one of his ranged weapons: more of this tokens. They can give • Viewfinder: the fighter gains Pre- bonuses just according to their number cision; in the reserve or by spending them. A • Hand-grip: the fighter reduces by spent Coin is permanently removed from one the difficulty of his assault and the reserve. 1 This document belongs to the Confrontation EVO game. This document follows the same copyright of the Confrontation EVO rulebook: cbna. Download the free Confrontation EVO rulebook and material at: http://confrontationpills.altervista.org/confrontation-ruleset-manual-evo/?lang=en. reaction firing when using a cross- Guild: The guild of Cartomancers ::::::::::: ::::::::::: bow; Alliance:: The Paths of Destiny • Sawed-off barrel: -10 cm for all Primary element: None ranges but +2 in STR for rifles and Forbidden element: None Guild: The guild of Ferrymen Ogroth pistols ; Cult: every cult Alliance:: All peoples • Bullet clip: the fighter gets Rapid Guild/Read the Tarots (1 a.p:): The Primary element: Water Reloading when using a pistol; opponent must play with the top card Forbidden element: None • Disruptive Explosive: fighter’s of his Activation Sequence revealed. Af- Cult: Destiny and Suffering Grenades become heavy artillery. ter every Tactical Roll the army gains a Guild/Information Network (1 a.p:): number of Coins equal to the rank of the The opponent plays with its reserved ::::::::::: ::::::::::: fighters represented by the first card of cards revealed. Every time the opponent the opponent’s Activation Sequence. reserves one card, even those that are au- Solo/Cardinal (1 a.p:): The fighter tomatically reserved, the army gains one Guild: The guild of Usurers gets Fencer. By spending one Coin at Coin. If the opponent doesn’t reserve Alliance:: The Meanders of Dark- the beginning of the Combat Phase he any card 3 Coins are gained instead. ness can put 2 dice in reserve due to Fencer, Guild/Logistic Management (0 a.p:): Primary element: Darkness instead of one, until the end of the Every time a fighter is killed it is possi- Forbidden element: Light round. ble to spend one Coin to remove it from Cult: Suffering Solo/Auriga (3 a.p:): The fighter gets the game. If the Ferrymen army can do Guild/Pawn Shop (0 a.p:): All fighters Luck. If he already has this ability, then Reinforcements rolls it can spend X+1 affiliates get Artefact/1 (or +1, if they consider he does not consider as a fail- Coins to increase the final result by X already have it) and they halve the cost ure in tests where he used Luck. points. of their reserved and neutral artefacts Solo/Secret of the Tarots (3 a.p:): Solo/Move the Corpses (special a.p:): which they have access, except for po- The Magician gets the path of Car- The fighter gets Reinforcements for a tions and legendary artefacts (round up). tomancy. If he already has it, he gets cost equal to his rank. Fighters with a The army gains one Coin for each arte- +1 POW. base cost exceeding 35 a.p: and Charac- fact acquired by an affiliated fighter. ters do not have access to this Solo. Guild/Corruption (1 a.p:): during the ::::::::::: ::::::::::: Solo/Backstab (2 a.p:): This Solo is game it is possible to spend coins to ac- reserved to fighters with Assassin. When tivate the following powers, also more the fighter with this Solo is in numerical Guild: The guild of Blades than once per round, at the indicated superiority at the beginning of the com- Alliance:: All peoples cost for every activation. bat, he benefits from Assassin. Primary element: Fire • Debtor (1): the activation of this Forbidden element: Light and Darkness power must be declared before the ::::::::::: ::::::::::: Cult: every cult Tactical Roll. One Mystic, banner- Guild/Guild Blade (1 a.p:): The army man or Character is designed. If it may enlist any fighter with Mercenary Guild: The guild of Thieves is killed during this round the army or Stateless; these fighters counts as Alliance:: Akkyshan Elves, Al- gains 3 Coins. fully integrated and lost, if they have it, chemist of Dirz, Devourers of • Impound (1): the activation of Pariah. At the beginning of each round Vile-Tis, Goblins of No-Dan-Kar, this power must be declared be- the army gains one Coin for every 3 fight- Lions of Alahan, Dwarves of fore the Tactical Roll. The enemy ers on the battlefield that have Merce- Tir-Na-Bor loses 1 Authority token. nary or Guild of Blades on the reference Primary element: Air • Wear (2): this power must be card (maximum: 4). Forbidden element: None activated before an enemy test. Guild/Weapons’ Monopoly (3 a.p:): Cult: Destiny The final result of such test is de- The fighter gains one among Fine blade, Guild/Robberies (1 a.p:): Affiliated creased by 2. This power has no Parry and Sharp shooter. The cost of fighters gain Feint. If a fighter already effect against Righteous, Hyperi- this solo is 1 a.p: for the fighters which have Feint it can get the Fencer Solo ans and Artillery shots. have Guild of Blades on the reference for free. The army gains one Coin every • Capital Bonuses (X): this power card. time an affiliated fighter removes adie must be activated before a test Solo/Confirmed Mercenary (5 a.p:): with Feint or eliminates a Mystic. performed by an affiliated fighter. This solo is reserved to Characters. The Solo/Fencer (2 a.p:): The solo is re- The final result of such test is in- Character gains Leadership/10. served to fighters with Guild of Thieves creased by X+1 points (maximum: Solo/Traitor Blade (5 a.p:): This Solo on the reference card. Whenever an en- 4 points). is reserved for affiliated Characters and emy fighter try to activate an active abil- Solo/Pledge of Betrayal (2 a.p:): The its use can be announced once per round ity or a Mystic skill in base-to-base con- cost of this Solo is doubled for Char- (for each Character) when the enemy tact with a fighter with this solo it is pos- acters and Creatures.