The Griffins of Akkylannie were a still young people when the Cynwäll elves, hoping to have a new ally against

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1 Confrontation EVO-DEMO Griffins of Akkylannie December 18 th 2016 v:1.1 The Griffins of Akkylannie were a still young people when the Cynwäll elves, hoping to have a new ally against Darkness, revealed the secret of gunpowder to them. Today, the Griffins thrive under the leadership of the Church and the only god Merin: on one side with the Templars, champions of the Light; on the other with the Inquisitors, seekers of the heresy; secretly with the Lodge of Hod, hunters of the horrors created by Dirz. Description The Griffins are an iconic Confrontation army by the looks of their armours. And indeed, they field among the most resilient troops. The main drawback, however, is that they are relatively slow: a true Griffin goes on foot! DISCLAIMER The complete army book contains many more profiles, capacities, artefacts, and so on. Few entries here have been simplified to enhance game speed. Contents Special Capacities 1 Artefacts 1 Example Lists 1 Fighters Profiles 2 Appendix: Mystics 3 Special Capacities of Mystics. 3 Spells for any Griffin Spells of the Redemption path 3 Miracles Example Lists Mystics Profiles 4 Appendix: Affiliations 4 Example Lists Appendix: Profile Cards 5 Special Capacities Capacity: Queen of shadows Reserved to: Shanys When she is deployed, Shanys becomes hidden. Capacity: Masters of the Temple Reserved to: Arkhos When Arkhos forms a War-staff he gives a bonus of +3 to to Griffin templar within Leadership range instead of the usual +2. Capacity: Seal of the temple Reserved to: Arkhos Griffin templar cost 2 a.p. less if the army includes Arkhos. Capacity: Shadows of the Inquisition Reserved to: Griffin thallion When building the army a Thallion can gain Assassin. Cost: 3 a.p. Capacity: The pillars of the empire Reserved to: Praetorian guardsman When a Praetorian Guard successfully performs a Master Strike on an opponent, he gains another combat die placed where you want. Artefacts Artefact: Hauteclaire (1) Reserved to: Mirà Hauteclaire (1) gives Mirà +2 STR and Bane/Possessed ability. Cost: 5 a.p. Artefact: Blade of the East Reserved to: Arkhos Arkhos can decide to use War Fury even after the INI roll. Cost: 6 a.p. Example Lists Army General: Arkhos 2x Griffin templar 2x Griffin templar 2x Griffin fusilier Total: 200 a.p. Notes: A solid list with an iconic Confrontation general: Arkhos. Overall, the list has amazing DIS and very high RES. Use the fusilier to weaken the enemies while your troops approach and be careful: you don t have many fighters! Army General: Mirà + Hauteclaire (1) 2x Griffin conscript/mace 2x Praetorian guardsman 2x Griffin executioner 2x Griffin lancer Total: 199 a.p. Notes: This list is completely devoted to combat. Beware because you have either strong but nonresilient fighters or resilient but non-strong ones. Use the former to strike the opponent and the second to stop his most powerful fighters. Army General: Abel War-staff: Conscript musician (2) Conscript standard-bearer 3x Griffin thallion 3x Griffin templar Total: 198 a.p. Notes: This all-rounder list provides all: combat support, ranged shooting, protection from frightening fighters with the War-staff and a solid General. Use the Thallions to weaken the enemy. Beware for the low combat STR, which is anyway compensated by a higherthan-average amount of combat dice. 1 This document belongs to the Confrontation EVO-DEMO game. This document follows the same copyright of the Confrontation EVO-DEMO rulebook: cbna. Download the free Confrontation EVO-DEMO rulebook and material at:

2 Characters Pure warriors Regulars Abel, the ill-tempered M Leadership/10; Fanaticism Specials Shanys the shadow [Queen of shadows] 51 12, M Elites Mirà, the reckless Arkhos, templar commander [Masters of the Temple; Seal of the temple] Gun, STR 6: 10/15/ M M Consciousness; Fencer; Bravery; Assassin; Fanaticism Bravery; War fury; Personal enemy/saphon; Immunity/Fire; Fanaticism Leadership/10; Bravery; War fury; Fencer; Fanaticism Troops Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N Abilities Pure warriors Regulars Griffin lancer M 3 Fanaticism Griffin conscript/mace M 3 Fanaticism Conscript musician (2) M 2 Leadership/10; Fanaticism Conscript standardbearer M 2 Leadership/10; Fanaticism Griffin fusilier Rifle, STR 6: 25/50/75 M 3 Fanaticism Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N Abilities Specials Griffin executioner 16 12, M 3 Assassin; Fanaticism Griffin exorcist Judgment Blade, Blessed Armour M 2 Righteous; Fanaticism Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N Abilities Elites Griffin templar M 3 Griffin thallion [Shadows of the Inquisition] Praetorian guardsman [The pillars of the empire] Blessed Armour, Consacrated Gun, STR 6: 10/15/20 M M 2 Sequence/1; War fury; Bravery; Fanaticism Scout; Loyal/1; Fencer; Fanaticism Righteous; Brutal; Master strike/2; Fanaticism 2

3 Appendix: Mystics This Section contains all you need to field Magicians and Faithful in your army. Special Capacities of Mystics Capacity: Inquisitor Reserved to: Eschelius This Character is an inquisitor of the Griffon so he is subject to all the game effects that influence the Griffin Inquisitors. He also has the The Griffin inquisitors capacity. Capacity: The Griffin inquisitors Reserved to: Griffin inquisitor An Inquisitor increases by X (maximum: X=3) his COU and POW tests where X is the number of friendly Inquisitors within 15 cm. Spells for any Griffin Angel of Fire Reserved to: Griffin Magicians Power: 3 Gems: 3 Fire + 2 Light Difficulty: 8 Area of effect: all friendly fighters within range with Fanaticism Range: 10 cm Frequency: 1 As long as they are in range, all targets get an additional combat die in attack. No game effect can eliminate nor alter the position of this die. When this spell dissipates, the Magician suffers a Damage Roll with STR equal to his POW +1 that is due to fire. Spells of the Redemption path Grace of the Inquisition Reserved to: Inquisitors Power: 2 Gems: 2 Fire Difficulty: 6 Area of effect: special Range: 10 cm Duration: instantaneous Frequency: 2 This spell must be cast right before a friendly Inquisitor within range suffers a Damage Roll, no Line of Sight is required, the Damage Roll is cancelled. The same fighter can benefit from this spell only once per round. Pyre Reserved to: Inquisitors Power: 2 Gems: 2 Fire Difficulty: 6 Area of effect: an enemy fighter Range: contact Duration: instantaneous Frequency: 1 The target suffers a STR 1 Damage Roll for which his RES is considered equal to his DIS. This spell does not work on Righteous, Hyperions and fighters with a DIS rate of -. Miracles Avenging Arm of Merin Aspects: Destruction Fervour: 2 Difficulty: 5 Area of effect: a fighter Range: Aura of Faith Target s hand-to-hand weapons become Sacred. The difficulty of all ranged shots that cross the Faithful s Aura of Faith is increased by 2 and their STR is decreased by 2. Example Lists Army General: Shanys 3x Griffin fusilier 1x Praetorian guardsman 2x Griffin inquisitor with: Grace of the Inquisition, Pyre Total: 191 a.p. Notes: The Inquisitors must stay close to each other in order to be more effective in the casting of their spells. Army General: The priestess of steel with: Avenging Arm of Merin, Holy Terror, Merin s Aegis 3x Griffin conscript/mace 2x Praetorian guardsman 2x Griffin exorcist Total: 195 a.p. Notes: The Priestess can defend his troops from ranged attacks, make them more powerful in combat by granting them Sacred weapons and turn fighters into frightening ones to make enemies flee. The army has many fighters, so she should have enough T.F. each round. Warrior devotion Reserved to: Griffin Magicians Power: 2 Gems: 2 Fire Difficulty: target s RES (maximum: 10) Area of effect: a friendly fighter with Fanaticism Range: 10 cm Frequency: 2 The target gets an additional combat die in all Frays he takes part in. No game effect can eliminate nor alter the position of this die. Holy Terror Aspects: Alteration Fervour: 1 Difficulty: target s DIS Area of effect: a friendly fighter Range: 30 cm The target gets a FEAR rate equal to his DIS. Merin s Aegis Aspects: Alteration Fervour: 3 Difficulty: 7 Area of effect: special Range: none 3

4 Characters Magicians Initiates Cairn, the apostole M Fire/Theurgy; Fanaticism Adepts Eschelius, the fervent [Inquisitor] Judgment Blade Faithfuls Devouts The priestess of steel /2/1 M M Fire and Light/Redemption and Theurgy; Warrior-mage; Leadership/15; Autority; Fanaticism Faithful of Merin/10; Enlightened; Fanaticism Troops Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N Abilities Magicians Initiates Griffin inquisitor [The Griffin inquisitors] Judgment Blade M 2 Fire/Redemption; Warrior-mage; Fanaticism Appendix: Affiliations The following, short affiliations provide a way to improve fighters and bring variety to the game. Crusade: Imperial Army Master: Cardinal Aerth Crusade/Discipline of Steel (1 a.p.): Affiliated fighters gain Rigour. Affiliated Characters also get Leadership/10. Solo/Outstanding Marksman (1 a.p.): The ranges of the marksman s ranged weapon increase by +5/+10/+15 cm. Crusade: The Temple of the North Master: Thurbard, Templar Commander Crusade/Temple of Storms (1 a.p.): Every round, before the Tactical Roll, 2 allies get +1 in STR and RES until the end of the round. Solo/Unyielding (2 a.p.): The fighter gets Steadfast. Crusade: The Inquisition Master: Aedhann Orphelion, inquisitor general of the Empire Crusade/Hunters of the Heretics (1 a.p.): Affiliated fighters gain Righteous. Solo/Holy Warriors (3 a.p.): The fighter gains a Sacred Weapon. Example Lists Imperial Army Army General: Abel + affiliation War-staff: Conscript musician (2) + affiliation Conscript standard-bearer + affiliation 2x Griffin lancer + affiliation 3x Griffin fusilier + affiliation + solo 2x Griffin thallion + affiliation + solo Total: 197 a.p. Notes: This list is centered around marksmen, use them to weaken the enemy from a longer distance before closing in. Rely on the Fencer ability of Thallions to make them hold their ground. Abel and his War-staff provides protection against frightening enemies. The Temple of the North Army General: Arkhos + affiliation + solo + Blade of the East 3x Griffin templar + affiliation + solo 1x Griffin thallion + affiliation + Shadows of the Inquisition Total: 194 a.p. Notes: This variation of one of the initial lists has a single Thallion to weaken the enemy: protect him, it s the ace up your sleeve! Rely on the affiliation bonus to make the fighters who need extra combat effectiveness receive that. The Inquisition Army General: Shanys + affiliation + solo 2x Griffin conscript/mace + affiliation 2x Praetorian guardsman + affiliation 2x Griffin executioner + affiliation + solo Total: 197 a.p. Notes: This list relies on using Sacred Weapons in combination with the Assassin ability. Try to attack first and roll a Damage Roll with 3 dice to maximise the chances of making a double! The Inquisition Army General: Eschelius + affiliation + solo. With: Pyre, Warrior devotion 3x Griffin conscript/mace + affiliation 2x Griffin executioner + affiliation + solo Total: 196 a.p. Notes: Here Eschelius is a warmachine, he can obliterate any enemy and provide additional combat dice for those close to him. 4

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