Dogsofwar Goldandglory v1
Dogsofwar Goldandglory v1
Dogsofwar Goldandglory v1
G O L D & G L O R Y
∆
BAND OF BLADES GOLD & GLORY BAND OF BLADES GOLD & GLORY
11 - 15 MIDDENLAND STERN: +1 discipline (max 2) 69 - 74 MARIENBURG SAVVY: You can have up to 4 sway
& MIDDENHEIM FIERCE: Potency when harm penalized GUILD-TRAINED: +1 rig (max 2)
(EMPIRE) GRIZZLED: Mark 4 experience MERCANTILE: Boost 1 campaign action for you
16 - 20 NORDLAND STORYTELLER: +1 consort (max 3) 75 - 80 BRETONNIA NOBLE: Boost 1 campaign action for you
OR
(EMPIRE) BOLD: +1d to resist on desperate action. PEASANT: +1d to prowess resist
ROUGH: +1 wreck (max 2)
FEUDAL: +1 discipline (max 2)
21 - 25 OSTERMARK HARD-DRINKING: Always equip a bottle of fine spirits
(EMPIRE) (flammable, anti-septic, valuable)
81 - 86 KISLEV WOLF-TOUGH: Ignore level 1 harm penalties
MELODRAMATIC: +1d to resolve resist
BORN IN THE SADDLE: Potency while mounted
HARDY: +1d to prowess resist
FROSTWISE: Always equip winter clothing
26 - 30 OSTLAND LOYAL: +1d in group actions
87 - 90 ARABY WARM: +1 consort (max 3)
(EMPIRE) STOIC: +1d to resolve resist
EDUCATED: +1 research (max 2)
BULL-HEADED: +2d to resist corruption
NOMADIC: Potency while mounted
31 - 35 REIKLAND NOBLE: Boost 1 campaign action for you
& ALTDORF 91 - 93 HALFLING FOODWISE: Always equip fresh food
CONNECTED: +1 sway (max 3)
(EMPIRE) EARTHY: +1d to resolve resist
PROUD: +1 discipline (max 2)
LIGHT-FOOTED: Fast/quiet in normal load
36 - 40 STIRLAND SUPERSTITIOUS: Always equip a holy symbol
94 - 96 DWARF TOUGH: Ignore level 1 harm penalties
(EMPIRE) HUMBLE: +2d to resist corruption
THOUGHTFUL: +1d to insight resist
(TAKE ALL 3 TRAITS) LOYAL: +1d in group actions
CRAFTWISE: +1 rig (max 3)
}
41 - 45 TALABECLAND SHREWD: +1d to insight resist
97 - 98 ELF EAGLE-EYED: +1 shoot (max 2)
& TALABHEIM
(EMPIRE)
FORESTWISE: Fast/quiet in normal load
PRACTICAL: You can have up to 4 rig
(TAKE ALL 3 TRAITS) GRACEFUL: Fast/quiet in normal load
QUICK-WITTED: +1 research (max 3)
}
46 - 50 WISSENLAND PIOUS: Always equip a holy symbol 99 - 100 OGRE BRUISER: +1 skirmish (max 3)
(EMPIRE) STOIC: +1d to prowess resist (TAKE ALL 5 TRAITS) MANEATER: Ignore level 1 harm penalties
STONY: +2d to resist corruption IRONGUT: +1 prowess resist
BRUTISH: All ogres start with one trauma marked: RECKLESS
51 - 55 NULN EDUCATED: +1 research (max 2)
MUSCLE FOR HIRE: Choose a former career from the “Warrior”
(EMPIRE) ARTISAN: You can have up to 4 rig
list (don’t roll)
PROUD: +1 discipline (max 2)
D100 CAREER EQUIPMENT & ACTIONS D100 CAREER EQUIPMENT & ACTIONS D100 CAREER EQUIPMENT & ACTIONS
Peasants & Others of Low Station 36 - 37 COACHMAN +1 MANEUVER, +1 SHOOT, coach-horn 79 WITCH-HUNTER +1 SWAY, +1 DISCIPLINE, witch hunter hat
01 - 02 BEGGAR +1 SWAY, +1 SCOUT, ragged hooded cloak 38 - 39 CHARLATAN +1 CONSORT, +1 SWAY, forged documents Burghers
03 - 04 FARMER +1 CONSORT, +1 SCOUT, flagon of cider 40 - 41 GAMBLER +1 SWAY, +1 CONSORT, loaded dice
80 AGITATOR +1 SWAY, +1 WRECK, provocative leaflets
42 - 43 GRAVE ROBBER +1 SCOUT, +1 MANEUVER, strange amulet
05 - 06 FISHERMAN +1 SCOUT, +1 MANEUVER, fishing line 81 APOTHECARY +1 RESEARCH, +1 SWAY, bottle of poison
and hooks 44 - 45 HEDGE WITCH +1 RESEARCH, +1 SWAY, clever cat
82 BAKER +1 CONSORT, +1 SWAY, loaf of good bread
07 - 08 HERBALIST +1 RESEARCH, +1 SCOUT, dried herbs 46 - 47 OUTLAW +1 SCOUT, +1 MANEUVER, treasure map
83 BUTCHER +1 CONSORT, +1 WRECK, cured sausage
09 - 10 MINER +1 SCOUT, +1 WRECK, nugget of silver 48 - 49 MINSTREL +1 CONSORT, +1 SWAY, instrument
84 GOLDSMITH +1 RIG, +1 SWAY, piece of gold jewellery
11 - 12 SERVANT +1 CONSORT, +1 MANEUVER, hidden 50 - 51 MYSTIC +1 SWAY, +1 RESEARCH, tarot cards
pouch of shillings 85 GLASSBLOWER +1 RIG, +1 CONSORT, spyglass
52 - 53 PEDLAR +1 SCOUT, +1 CONSORT, mule
13 - 14 STABLE HAND +1 MANEUVER, +1 CONSORT, rope 86 INNKEEPER +1 CONSORT, +1 DISCIPLINE, brandy bottle
54 - 55 POACHER +1 SCOUT, +1 SHOOT, snare trap
15 - 16 LABOURER +1 CONSORT, +1 WRECK, pouch of good
87 CORDWAINER +1 DISCIPLINE, +1 CONSORT, good boots
tea leaves 56 - 57 RAT CATCHER +1 SCOUT, +1 MANEUVER, tiny nasty dog
Rural Freeholders 88 MERCHANT +1 SWAY, +1 MARSHAL, fur-lined finery
58 - 59 SEAMAN +1 MANEUVER, +1 CONSORT, cheap rum
17 - 18 BAILIFF +1 MARSHAL, +1 DISCIPLINE, old symbol 60 - 61 SMUGGLER +1 SCOUT, +1 MANEUVER, shortcut map 89 MONEY-LENDER +1 SWAY, +1 DISCIPLINE, legal paperwork
of authority
Warriors 90 PHYSICIAN +1 RESEARCH, +1 DISCIPLINE, ether bottle
19 - 20 BLACKSMITH +1 RIG, +1 WRECK, hammer, chisel, tongs
91 SCHOLAR +1 RESEARCH, +1 SWAY, a few books
62 - 63 BODYGUARD +1 SKIRMISH, +1 DISCIPLINE, leather jack
21 - 22 CARPENTER +1 RIG, +1 CONSORT, hammer, saw, chisel
92 SCRIBE +1 RESEARCH, +1 CONSORT, inkpot & quill
64 - 65 PIT FIGHTER +1 SKIRMISH, +1 WRECK, impressive scars
23 - 24 FALCONER +1 SCOUT, +1 MANEUVER, trained falcon
and/or tattoos 93 TANNER +1 DISCIPLINE, +1 WRECK, skinning knife
25 GAMEKEEPER +1 SCOUT, +1 SHOOT, beartrap
66 - 67 PROTAGONIST +1 SKIRMISH, +1 SWAY, brass knuckles 94 TAILOR +1 CONSORT, +1 SWAY, sewing kit
26 HOUNDKEEPER +1 DISCIPLINE, +1 SCOUT, trained dog
68 - 69 ROADWARDEN +1 SCOUT, +1 MANEUVER, Writ of Law 95 THIEF +1 SCOUT, +1 MANEUVER, lockpick set
27 HUNTER +1 SCOUT, +1 SHOOT, bottled scents
70 - 71 SOLDIER +1 DISCIPLINE, +1 MARSHAL, memento 96 WATCHMAN +1 SKIRMISH, +1 DISCIPLINE, lantern
28 WOODSMAN +1 SCOUT, +1 WRECK, hidden hatchet
72 - 73 SQUIRE +1 SKIRMISH, +1 MANEUVER, whetstone 97 WINE +1 CONSORT, +1 SWAY, bottle of fine wine
29 YEOMAN +1 CONSORT, +1 DISCIPLINE, jug of ale MERCHANT
Religious Folk
98 WIZARD’S +1 RESEARCH, petty magic: take 1 stress
Vagabonds FLAGELLANT +1 DISCIPLINE, +1 WRECK, flail
74 APPRENTICE to produce a gust of wind, marsh lights,
a small animal, a small fire, etc
30 - 31 ACTOR +1 CONSORT, +1 SWAY, playbook and a 75 HERMIT +1 RESEARCH, +1 SCOUT, human skull
book of poems
76 MONK/NUN +1 RESEARCH, +1 DISCIPLINE, scriptures Nobility
32 - 33 BOATMAN +1 DISCIPLINE, +1 CONSORT, river map
77 PRIEST +1 SWAY, +1 DISCIPLIN, illuminated book 99 KNIGHT +1 SKIRMISH, +1 DISCIPLINE, signet ring
34 - 35 BOUNTY +1 SCOUT, +1 SHOOT, iron manacles and a knightly order’s pennant
78 WARRIOR- +1 DISCIPLINE, +1 SKIRMISH, medallion
HUNTER
PRIEST of Sigmar’s hammer. 100 NOBLE +1 MARSHAL, +1 DISCIPLINE, signet ring
and a hidden stash of gold crowns
S K AV E N UNDEAD
The Cinder King AN ALL-POWERFUL VERMINLORD The Cinder King AN ALL-POWERFUL NECROMANCER
Blighter LORD BLISTROX, THE PLAGUELORD Blighter GODFREY STEMMLER, THE ALCHEMIST
Common Foes: Plague Monks [Rotters], Common Foes: Rotters, Crows.
Plague Priests [Crows]. Also fields Horrors, Gut-Sacks, Spitters.
Also fields Hell-Pit Abominations
[Horrors], Plague Censer Bearers
[Gut-Sacks], Poisoned-Wind Globadiers Breaker KLARA VON WITTICH, VAMPIRE COUNTESS
[Spitters]. Common Foes: Wolves[Burned], Hexed.
Also fields Shadow Witches,
Breaker GREYSEER FANGSKRITCH, A SORCERER Vargheists[Devourers], Transformed.
GOLD GLORY
(SETTLE IN THE BORDER PRINCES) (RETURN TO THE EMPIRE)
After the final mission at Black Fire Pass, award yourself the After the final mission at Black Fire Pass, award yourself the
following: following:
Survivors. You made it before winter! Gain 20 points. Survivors. You made it before winter! Gain 20 points.
Soldiers and Regiments. The Marshal condenses regiments Soldiers and Regiments. The Marshal condenses regiments
into complete squads, then calculates the following: into complete squads, then calculates the following:
Soldiers Remembered. For each reigment annihilated Soldiers Remembered. For each reigment annihilated
(zero survivors), subtract 10 points. (zero survivors), subtract 10 points.
Formation. For each wounded regiment (fewer than five Formation. For each wounded regiment (fewer than five
survivors), subtract 5 points. survivors), subtract 5 points.
Specialists. For each surviving Specialist, gain 5 points. Specialists. For each surviving Specialist, gain 5 points.
Morale. If your morale is between 4-7, gain 5 points. If it’s Glory. For each Company advance, gain 25 points.
8+, gain 10 points. Morale. If your morale is between 4-7, gain 5 points. If it’s
8+, gain 10 points.
Supplies Held. The Paymaster assesses remaining resources
and calculates the following: Supplies Held. The Paymaster assesses remaining resources
Gold. For each gold remaining, gain 15 points. and calculates the following:
Siege Weapons. For each one, gain 5 points. Siege Weapons. For each one, gain 5 points.
Laborers. For each, gain 5 points. Laborers. For each, gain 5 points.
EPILOGUE
Using your final score as a guide, jump forward 1-2 years and go around taking turns to
narrate small epilogues - for named characters, and for the Company as a whole.