Confrontation EVO-DEMO Daikinee Elves€¦ · – Shaenre’s Claw , Fairy Help , Convocation •...

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Confrontation EVO-DEMO Daikinee Elves December 18 th 2016 v:1.1 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: http://confrontationpills.altervista.org/. D aïkinee are the most ancient elves, they have a strong bond with the nature and they are allied with the fairies. They live in the forest of Quithayran and are nowadays trying to survive to the painful fate that the curse of Scaelyn, queen of Elves of Akkyshan, has cast on their birth: all Daïkinee female elves die after childbirth. Description Daïkinee are fast and excellent marks- men, they have a variety of troops that can perform powerful ranged attacks. Alas, they do not have combat-savy fighters except for a few troops. In order to maximise their combat results, always rely on marksmen to weaken the enemies before they close in! DISCLAIMER Few Daïkinee fighters have the Flight ability, which is not present in the DEMO rules. You’ll find that their cards have 2 numbers in MOV, disregard the second one. Once you’ve mastered the game, you can lookup Flight in the main rulebook. DISCLAIMER The complete army book contains many more profiles, capacities, artefacts, and so on. Few entries here have been sim- plified 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 of the Symbiosis path . 3 Spells of the Water path ... 3 Miracles ............ 3 Example Lists ......... 3 Mystics Profiles 4 Appendix: Affiliations 4 Example Lists ......... 4 Appendix: Profile Cards 5 Special Capacities Symbiotic Weapon and Armour When a fighter inflicts an Exceptional Wound while using a Sacred Weapon, the target’s RES is halved for that Dam- age Roll; When a fighter suffers an Ex- ceptional Wound while using a Sacred Armour, the attacker’s STR is halved for that Damage Roll.. These apply after the effects of a - . Capacity: Friend of the Fairies Reserved to: Numae As long as there are friendly Fairies on the battleground, Numae gets Reso- lute/2. Capacity: Spiritual Protector Reserved to: Fighters with Fairy When a Fairy is eliminated choose a friendly Daïkinee fighter within 15 cm from her. The chosen fighter can per- form a Regeneration/5 test. Capacity: Signalling Reserved to: Lookout bug This fighter must be bound to a Char- acter card. All friendly fighters within 10 cm or less of a Lookout bug get Survival Instinct. Capacity: Daïkinee Elite Reserved to: Scarab warrior, Maneos Maneos is a Scarab warrior(ess). A Scarab Warrior gains +2 INI and STR until the end of the turn if he has assaulted during the activation phase. Scarab Warriors also have the Steadfast ability. Artefacts Artefact: The Spirit-Bow Reserved to: Kurujai The Spirit-Bow gives Kurujai the abil- ity Master Archer and replaces Kurujai’s bow with the following: Spirit-Bow, STR 6: 25/45/65. Cost: 6 a.p. Artefact: Goan Reserved to: Maneos Maneos obtains War Fury and a Symbi- otic Weapon. Cost: 6 a.p. Example Lists Army General: Numae • War Staff: Daïkinee musician Daïkinee standard-bearer • 3x Scarab warrior • 3x Daïkinee veteran archer Total: 194 a.p. Notes: Numae and his War staff provide an effective leadership for the army, possibly protecting agains fearful enemies. Scarab warriors are the shock troops of the army, make sure to weaken en- emies with the Archers before they come in combat. ✿✿✿✿✿✿✿✿✿✿✿ ✿✿✿✿✿✿✿✿✿✿✿ Army General: Kurujai + The Spirit-Bow • 1x Mandigorn warrior • 3x Daïkinee Zephyr • 2x Daïkinee warrior/Mace Total: 199 a.p. Notes: Kurujai with his bow is a very dangerous damage source that the enemy must avoid. The army also has a Mandigorn, a quick, powerful fighter. Zephyrs are powerful marksmen whose Leap ability can surprise the enemy as they can jump over scenery ✿✿✿✿✿✿✿✿✿✿✿ ✿✿✿✿✿✿✿✿✿✿✿ Army General: Maneos + Goan • 3x Sylph warrior • 2x Daïkinee scout • 2x Daïkinee archer Total: 200 a.p. Notes: Maneos is a very resilient General, capable of holding many powerful foes. For him to strike harder in combat, he has his arte- fact. Sylphs are average fighters, but be sure to use Archers and Scouts to weaken enemy troops by shooting. 1

Transcript of Confrontation EVO-DEMO Daikinee Elves€¦ · – Shaenre’s Claw , Fairy Help , Convocation •...

Page 1: Confrontation EVO-DEMO Daikinee Elves€¦ · – Shaenre’s Claw , Fairy Help , Convocation • 3x Scarab warrior • 3x Daïkinee veteran archer • 2x Daïkinee warrior/Mace •

Confrontation EVO-DEMODaikinee Elves

December 18th 2016 v:1.1

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: http://confrontationpills.altervista.org/.

Daïkinee are the most ancient elves, they have a strong bond with the nature and they are allied with the fairies.They live in the forest of Quithayran and are nowadays trying to survive to the painful fate that the curse of

Scaelyn, queen of Elves of Akkyshan, has cast on their birth: all Daïkinee female elves die after childbirth.

Description

Daïkinee are fast and excellent marks-men, they have a variety of troops thatcan perform powerful ranged attacks.Alas, they do not have combat-savyfighters except for a few troops. In orderto maximise their combat results, alwaysrely on marksmen to weaken the enemiesbefore they close in!

DISCLAIMER

Few Daïkinee fighters have the Flightability, which is not present in theDEMO rules. You’ll find that their cardshave 2 numbers in MOV, disregard thesecond one. Once you’ve mastered thegame, you can lookup Flight in the mainrulebook.

DISCLAIMER

The complete army book contains manymore profiles, capacities, artefacts, andso on. Few entries here have been sim-plified to enhance game speed.

Contents

Special Capacities 1Artefacts 1Example Lists 1Fighters Profiles 2Appendix: Mystics 3

Special Capacities of Mystics . 3Spells of the Symbiosis path . 3Spells of the Water path . . . 3Miracles . . . . . . . . . . . . 3Example Lists . . . . . . . . . 3

Mystics Profiles 4Appendix: Affiliations 4

Example Lists . . . . . . . . . 4Appendix: Profile Cards 5

Special Capacities

Symbiotic Weapon and ArmourWhen a fighter inflicts an ExceptionalWound while using a Sacred Weapon,the target’s RES is halved for that Dam-age Roll; When a fighter suffers an Ex-ceptional Wound while using a SacredArmour, the attacker’s STR is halved forthat Damage Roll.. These apply afterthe effects of a - .

Capacity: Friend of the FairiesReserved to: NumaeAs long as there are friendly Fairieson the battleground, Numae gets Reso-lute/2.

Capacity: Spiritual ProtectorReserved to: Fighters with FairyWhen a Fairy is eliminated choose afriendly Daïkinee fighter within 15 cmfrom her. The chosen fighter can per-form a Regeneration/5 test.

Capacity: SignallingReserved to: Lookout bugThis fighter must be bound to a Char-acter card.All friendly fighters within 10 cm or lessof a Lookout bug get Survival Instinct.

Capacity: Daïkinee EliteReserved to: Scarab warrior, ManeosManeos is a Scarab warrior(ess).A Scarab Warrior gains +2 INI andSTR until the end of the turn if he hasassaulted during the activation phase.Scarab Warriors also have the Steadfastability.

Artefacts

Artefact: The Spirit-BowReserved to: KurujaiThe Spirit-Bow gives Kurujai the abil-ity Master Archer and replaces Kurujai’sbow with the following: Spirit-Bow, STR6: 25/45/65.Cost: 6 a.p.

Artefact: GoanReserved to: ManeosManeos obtains War Fury and a Symbi-otic Weapon.Cost: 6 a.p.

Example Lists

• Army General: Numae• War Staff:

– Daïkinee musician– Daïkinee standard-bearer

• 3x Scarab warrior• 3x Daïkinee veteran archer• Total: 194 a.p.• Notes: Numae and his War staff

provide an effective leadershipfor the army, possibly protectingagains fearful enemies. Scarabwarriors are the shock troops ofthe army, make sure to weaken en-emies with the Archers before theycome in combat.

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• Army General: Kurujai + TheSpirit-Bow

• 1x Mandigorn warrior• 3x Daïkinee Zephyr• 2x Daïkinee warrior/Mace• Total: 199 a.p.• Notes: Kurujai with his bow is

a very dangerous damage sourcethat the enemy must avoid. Thearmy also has a Mandigorn, aquick, powerful fighter. Zephyrsare powerful marksmen whoseLeap ability can surprise the enemyas they can jump over scenery

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• Army General: Maneos + Goan• 3x Sylph warrior• 2x Daïkinee scout• 2x Daïkinee archer• Total: 200 a.p.• Notes: Maneos is a very resilient

General, capable of holding manypowerful foes. For him to strikeharder in combat, he has his arte-fact. Sylphs are average fighters,but be sure to use Archers andScouts to weaken enemy troops byshooting.

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CharactersName AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz AbilitiesPure warriorsRegularsNumae[Friend of the Fairies] 39 12,5 4 5 6 5 7 - 4 3 - - Symbiotic

Weapon M Leadership/10; Regeneration/5

Kurujai, Daïkineearcher 45 12,5 5 4 4 4 6 5 4 2 - - Daïkinee Bow,

STR 4: 25/45/65 M Instinctive firing; Blood broth-er/Shaenre; Regeneration/5

Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz AbilitiesElitesManeos, scarab war-rioress[Daïkinee Elite ]

80 12,5 5 6 7 5 10 - 6 3 - - Symbiotic Ar-mour M Fine blade; Master strike/2; Stead-

fast; Regeneration/5

TroopsName AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesPure warriorsIrregularsLookout bug[Signalling ] 8 12,5 3 1 2 2 4 - 0 0 - - S 1 Reorientation; Immuni-

ty/FearName AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesRegulars

Daïkinee archer 11 12,5 3 2 3 2 5 3 3 1 - - Daïkinee Bow, STR4: 25/45/65 M 3 Regeneration/5

Daïkinee warrior/-Mace 12 12,5 3 3 6 3 5 - 3 1 - - M 3 Regeneration/5

Daïkinee musician 13 12,5 3 3 4 3 5 - 3 2 - - M 2 Leadership/10; Regenera-tion/5

Daïkinee standard-bearer 13 12,5 3 3 4 3 5 - 4 1 - - M 2 Leadership/10; Regenera-

tion/5Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesVeteransDaïkinee veteranarcher 16 12,5 3 3 4 3 5 4 4 1 - - Daïkinee Bow, STR

4: 25/45/65 M 3 Bull’s eye; Regeneration/5

Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesCreaturesMandigorn warrior[Spiritual Protector] 58 15 2 5 10 2 12 - -7 1 - - W 1 Implacable/1; Brutish charge;

Regeneration/5; FairyName AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesSpecials

Daïkinee scout 19 12,5 4 3 3 5 5 3 5 2 - - Assault bow, STR5: 15/30/45 M 2 Scout; Bull’s-eye ; Regenera-

tion/5

Daïkinee Zephyr 22 12,5 4 5 5 4 5 3 5 2 - - Chakram, STR 5:15/20/25 M 3 Leap; Ferocious; Regenera-

tion/5Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesElitesSylph warrior[Spiritual Protector] 18 12,5 3 4 6 4 5 - 5 2 - - M 3 Bravery; Regeneration/5;

FairyScarab warrior[Daïkinee Elite ] 27 12,5 4 5 6 4 8 - 5 2 - - Symbiotic Armour M 3 Fine blade; Master strike/2;

Regeneration/5

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Appendix: Mystics

This Section contains all you need tofield Magicians and Faithful in yourarmy.

Special Capacities of Mystics

Shaenre’s ClawReserved to: ShaenrePower: 0Gems: 2 WaterDifficulty: 7Area of effect: an enemy fighterRange: 15 cmDuration: specialFrequency: 1The target of this spell suffers from aSTR 6 damage roll, which benefits fromthe ability Toxic/2.

Spells of the Symbiosis path

ConvocationReserved to: Daïkinee MagiciansPower: 2Gems: 3 WaterDifficulty: 7Area of effect: specialRange: 10 cmDuration: until the end of the gameFrequency: 1The magician invokes on the battlefield,within a 10cm range from him, a Look-out bug, following the normal rules ofsummoned fighters.

Fairy HelpReserved to: Daïkinee MagiciansPower: 1Gems: X WaterDifficulty: 6Area of effect: specialRange: 10 cmDuration: instantaneousFrequency: 1This spell must target a Lookout bugand a friendly non-fairy Daïkinee inrange: the familiar loses X life pointsand the Daïkinee recovers X-1 life points.This spell cannot kill the Lookout bug.

Spells of the Water path

Vigour of the wavePower: 1Gems: 1 WaterDifficulty: 5Area of effect: all friendly fighterswithin rangeRange: 10 cm radiusDuration: until the end of the round

Frequency: 2All targets get +1 STR and Brutal.

Purifying pearlPower: 1Gems: 3 WaterDifficulty: 6Area of effect: a fighterRange: contactDuration: instantaneousFrequency: 3The target heals 1 LP.A Living-dead, Construct or fire-relatedelemental creature targeted by this spelllose 1 HP.

Miracles

Resurrection of the MandigornReserved to: Characters Faithful ofEarthëAspects: CreationFervour: 3Difficulty: 8Area of effect: specialRange: specialDuration: instantaneousThis miracle has to be called on afriendly Mandigorn warrior who has beeneliminated. The Mandigorn comes backinto play within the Faithful’s Aura ofFaith following the rules for summonedfighters. The card of the Mandigorn isput in the sequence again, before thenext tactical roll; he fights normally ifengaged in close combat. This miraclecan be called successfully only once pergame.

Emerald ChampionReserved to: MeariFervour: 2Difficulty: target’s COU/FEARArea of effect: a friendly fighterRange: 20 cmDuration: until the end of the roundThe target acquires the Character sta-tus. Only one fighter per army can beaffected by this miracle per round.

Swarm of MothsAspects: AlterationFervour: 1Difficulty: 5Area of effect: an enemy fighterRange: 20 cmDuration: until the end of the roundRolls of in the target’s tests are au-tomatic failures. This fighters loses thefollowing abilities until the end of theturn, if he has them: Toxic/X (and even-tual Toxic dice), Implacable/X and Con-sciousness.

Example Lists

• Army General: Shaenre + Look-out bug with

– Shaenre’s Claw , Fairy Help ,Convocation

• 3x Scarab warrior• 3x Daïkinee veteran archer• 2x Daïkinee warrior/Mace• Total: 196 a.p.• Notes: Shaenre can summon

Lookout bugs and she has one ofher own to improve her defences.She can also damage enemies thatcome too close to her. The rest ofthe army is meant to protect herand weaken enemy fighters withranged attacks.

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• Army General: Meari + Lookoutbug with:

– Resurrection of the Mandig-orn, Emerald Champion,Swarm of Moths

• 1x Mandigorn warrior• 2x Sylph warrior• 3x Daïkinee archer• 3x Daïkinee warrior/Mace• Total: 192 a.p.• Notes: This army fields a power-

ful Mandigorn warrior and Meari.Once the Mandigorn is dead,Meari can attempt to resurrecthim, it is a costly miracle but wellworth it! Additionally, he canimprove friendly fighters such asSylphs and debuff enemies. Therest of the army has many fighters,to keep close to Meary and granthim T.F.

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CharactersName AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz AbilitiesMagiciansInitiatesShaenre, Daïkineesentry 35 12,5 4 2 4 4 4 - 4 2 4 - M Water/Fayry; Blood brother/Kurujai;

Regeneration/5Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz AbilitiesFaithfulsDevoutsMeari, the protector 27 12,5 3 3 3 3 5 - 4 3 - 2/1/0 M Faithful of Eartë/10; Regeneration/5

TroopsName AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz N◦ AbilitiesMagiciansInitiatesDream warrior[Spiritual Protector] 26 12,5 4 3 8 5 6 - 5 2 3 - Symbiotic Weapon,

Symbiotic Armour M 2 Water/Symbiosis; Warrior-mage; Regeneration/5; Fairy

Appendix: Affiliations

The following, short affiliations provide away to improve fighters and bring varietyto the game.

Citadel: NuahmGuardian: ManeosCitadel/Strenuous defenders (1 a.p.):Affiliated fighters benefit from a +1bonus to the result of their first Regen-eration test each round.Solo/Carapace (3 a.p.): The fightergets Hard-Boiled.

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Citadel: Defenders ofQuitharyanGuardian: ElandirCitadel/Forest of the Fairies (1 a.p.):Fairies of Medium size get Reinforce-ment.Solo/Sylvan power (2 a.p.): This Solois reserved to Fairies. The fighter getsConcentration/1 (INI, DEF, COU).

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Citadel: Searchers of AnuraGuardian: UnknownCitadel/Guerrilla Tactics (2 a.p.): Thefighter gets Harassment.Solo/Implacable (3 a.p.): This Solo isreserved to marksmen, who gets RapidReloading.

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Example Lists

Nuahm• Army General: Maneos + affilia-

tion (free since she is the leader)+ solo

• 2x Daïkinee scout + affiliation• 2x Daïkinee archer + affiliation• 3x Daïkinee warrior/Mace + affil-

iation + solo• Total: 195 a.p.• Notes: Maneos is made even more

resilient in his affiliation, Daikineewarriors too, and everyone regen-erates even better, so they havea higher chance to stay alive andshoot at the enemy.

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Defenders of Quitharyan• Army General: Numae + affilia-

tion• War Staff:

– Daïkinee musician + affilia-tion

– Daïkinee standard-bearer +affiliation

• 3x Sylph warrior + affiliation +solo

• 1x Scarab warrior + affiliation• 3x Daïkinee veteran archer + affil-

iation• Total: 197 a.p.• Notes: This army uses maximises

the power of Fairies: the Sylphsare made more resilient by the af-filiation, they can come back dueto Reinforcements and they giveNumae Resolute/2.

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Searchers of Anura• Army General: Kurujai + The

Spirit-Bow + affiliation + solo• 1x Mandigorn warrior + affiliation• 3x Daïkinee Zephyr + affiliation +

solo• Total: 197 a.p.• Notes: This variation of one of the

initial lists makes the marksmeneven more dangerous. They canmove and shoot and shoot twice!The Mandigorn has no benefits,but he provides a powerful quickfighter for field control.

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Defenders of Quitharyan• Army General: Numae + affilia-

tion• War Staff:

– Daïkinee musician + affilia-tion

– Daïkinee standard-bearer +affiliation

• 3x Sylph warrior + affiliation +solo

• 1x Dream warrior with:– Vigour of the wave, Purifying

pearl• 3x Daïkinee veteran archer• Total: 197 a.p.• Notes: Still in combo with Fairies,

this army fields a single Dreamwarrior, who can heal fighters andimprove their power.

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