Post by Atreju on May 23, 2015 14:16:47 GMT
Originally posted by user Gilligan on the Confrontation forum Mon Jan 15, 2007
Additional text added and edited by Dangereux on Dragonpainting.org on Mon Oct 26, 2009.
The Daïkinee of Quithayran
General Overview
For the most part the elves are far superior to other armies in shooting, and of course a close relation to nature and the spirits. In the beginning the elves were one formidable race. But after Serrèlis a battle of succession between twins Elhan and Silmaë the elves broke into three separate races. Upon leaving Quithayran, the elves home region, Elhan founded the Cynwäll nation in the region of Lanever and Scaëlin, daughter of Silmaë founded the Akkyshan nation in the Ashinân region. Before she left, however, she had succumbed to Darkness and had placed an evil curse upon the Daïkinee women; the women would shortly die after giving birth to her first born. They are the only allies for Wolfen and their primary element in magic is water.
In the other peoples’ eyes the Daïkinee elves often pass for mysterious and savage being lost midway between the world o-f reality and that of dreams. Their organic armor, composite weapons and devastating effects of their poisons make them strange allies and formidable foes.
Faction ability: Regeneration/X-
Confrontation Rulebook pg 140 wrote:
During every maintenance phase 1D6 is rolled for every wounded fighter who has Regeneration/X. On a result of X or higher the fighter’s wound level is improved by one degree.
If the test is successfully passed then the fighter can immediately make another Regeneration/X test in the same conditions. However, whatever the result of this test, it does not cause a third attempt.
In no way can a fighter that has been Killed Outright benefit from Regeneration/X even if the fighter is still on the battlefield thanks to any game effect, i.e. Fierce.
This ability is one of the more powerful faction abilities in comparison to others. But this ability is not to be relied upon, ever. That is the quickest way to end a game. It, IMO, is a blessing and a curse; great to have when it can be used, but not the way to play a game while thinking the fighter is going to be fine at the end of the round…
Strengths: High MOV, better than average COU, RES and INI, synergistic boosting.
Weaknesses: Low DIS, synergistic boosting.
Influence of v3.5: The rulings on Marksmen gives these trigger finger happy elves a major advantage in the battles. With their most of the time, better than average AIM score, the Bull’s Eye ability will be your friend. And of course those with other firing boosting abilities; i.e. Harassment, Instinctive Firing etc., will become major impacts upon the outcome of the battle.
Table of Contents:
1. Characters
2. Troops
3. Artifacts, Special Attributes, Spells and Miracles
4. Sample Lists
Key
Green*- Fayry
Red*- Howling Pack
CO- Card Only
SE- Special Edition; i.e. Art Card, Special Promotion Miniature
LE- Limited Edition
Characters:
Erhÿl the Wildcat (76 AP) SE- This miniature is a Confederation only miniature, hence being special edition. The only way to acquire it is either get a confederation member to buy you one or join the conf. She is a great marksmen and an average HTH combat fighter. She has a STR/4 bow, AIM/4, Harassment and Scout; one deadly combo. With decent HTH stats to boot; INI/5, STR5/5 and DEF5/6 she can shoot then just pummel the enemy to death. One of many characters that can do that. However, there is a downfall to her, no leadership meaning she isn’t the greatest of leaders but still an awesome character. She also comes with the Genesis Beetle fairy familiar.
Kaëliss the Silent * (55 AP) SE- The first of the elves every to be released; some years before any elves actually showed up. This miniature was available with the Howling Pack army box for the Wolfen, but the box is now discontinued. Fear not, he is still available, through the Rackham painting set. With an amazing AIM/5, Scout and Bane/Marksmen, he and his STR/4 bow are the perfect counter marksmen. However, he is much like Achilles in a footsies war. With a STR4/3 he may be able to land a hit but not do much damage. And, unfortunately, his DEF4/4 doesn’t help him much either. He is a great way to get rid of back line mages/faithfuls and other marksmen but he isn’t a front line troop. One of two major things I need to point out on this guy are the abilities Feint and Pariah. Feint is one of those abilities that is just fun to use and annoy the hell out of your opponent; Pariah on the other hand hinders his a tad-bit. He cannot benefit from a war-staff or any other abilities that are transferred through Leadership, kind of blows but he’s really not, IMO, meant to be close to the rest the army. He does however come with the Arrows of Alabaster artifacts.
Kaëliss Voice of the Pariahs, 2nd * (70 AP) CO- This bad-a black mamba is the upgraded version of the first “plague of the shooters”. Still being the perfect counter marksmen character, IMO, he gains a boost! He acquired the Instinctive Firing ability making his just insane while concentrating on killing a single model. With him being a character marksmen, Instinctive Firing in combo with Bull’s Eye and AIM/5 is just down right wrong.
Maneös, Warrior Beetle (85 AP)
"Ever since she is young, Maneös is revolted by the way the civilized nations waste the gifts of nature. She is persuaded that this plundering of the civilized nation is responsible for the impoverishment of the magic which used to soak Aarklash."
SE- This HTH combat masta comes with an art card. This bug-shell armored, can definitely take on some of the greater fighters and creatures in the game, IMO. With INI/5, ATT6/7 and DEF5/10 she will lay down the hurt as well as take some blows and keep on trekking. It’s not the stats that make her the best it’s her abilities; Masterstrike/2, Fine Blade and Steadfast. Negating charge penalties, not considering 1’s on attack rolls and the possibility to and a STR/15 hit makes her one awesome character; what’s the catch you ask? Unfortunately no leadership. She does, however, come with 2 redeeming artifacts; the Shell of Anura and Goan.
Meari the Protector (33 AP)
Meari is part of the Daikinee who live their lives according to the teachings of Earhë, the goddess of Twilight governing the life, the death and the vital forces of the Guardians of Quitharyan. Usually, he celebrates marriages, blesses burials and more rarely births. Since the Daïkinee have joined the battlefields of the Rag'narok, Meari walks by the side his people's soldiers. He also fulfills the symbolic second duty of Earhë by designating the emerald champions.
SE- One of the more graceful looking miniatures of the army. The first faithful of the Daïkinee. With two creation, and one alteration aspects he definitely has some nice choices of Destiny miracles. However, being a faithful he, like most others, flees and cries like a baby at the sight of blood. Not that impressive stats for a faithful, but what one does? With INI/3, ATT3/3 and DEF3/5 it would be a good idea to keep him out of battles and just keeping the faith somewhere else. He comes with the Scepter of the Scarab artifact and two interesting miracles, the Emerald Champion and Earhë’s Eye.
Onental the Smuggler (60 AP)
Onental is a loner. The reckless behavior of his early years had him outcast by the other Daïkinee and thus he became a bandit. Thief and smuggler, he plundered the resources of Quithayran and sold them to the humans. Until one day is life was turn upside down. He accompanied a small troop of Black togas seeking to steal the energy of a nexus. When he heard the wail of the forest, hurt by such magical desecration, he could not just stand there and watch. His elven instincts urged to him to protect the woods. He eventually slaughtered the Acheronians in a whirlwind of blades and blood. His reflexes were such that not a necromancer managed to land a blow.
The fayrees witnessed this burst of heroism and testified of Onental's repentance.
Much like Maneös, Onental is a great fighter, but no where near as powerful as her. He is more of a defensive fighter. With INI/5 ATT4/6 and DEF6/5 he is a good fighter with a great chance of blocking, and with him being a character gives him the opportunity to Counter and Masterstrike if he wishes. But he comes with two nifty abilities, Ambidextrous and Target/+2. He is one of the few fighters with the Target/X ability actually printed on the card. Ambidextrous in v3.5 is very deadly especially on a character. And with his above normal DEF/6 he will definitely have some attacks to throw back at the enemy. He comes with the Quicksilver artifact.
Shaenre, Daïkinee Sentry (33 AP)
Their barge, attacked by the Impure of the Ynkarô, had ended on the shores of Quithayran. To fix the hull and prepare a camp, the goblin sailors had begun cutting some wood. An elf appeared before them, with an austere face; on her shoulder was a small strange being crying slowly, a lemure.
- Have you asked the tree for its permission to take its wood?
The goblins looked at each other, bewildered, and burst into laughter. One of them even made a reverence before the fallen tree, calling it "Princess". Shaenre, on the other hand, had very little taste for comedy. She could hear the tree groaning in agony, and the lemure lamenting the death of a friend. More elves appeared and the laughter of the goblins ceased.
Another one of the graceful looking fighters in the Daïkinee army. This one however is a POW/4 initiate mage, while mastery of water is the game. A little more defensive, but with a downgrade in offensive powers. With INI4, ATT2/4 and DEF4/4 she might not be able to hit the enemy but she will still have a better chance of surviving a battle. She comes with the Fayery Lemure artifact and two spells; The Claw of Shaenre and Wall of Thorns.
Troops and Creatures
Daïkinee Archer (15 AP)
The archer had ventured alone into the Ashinân forest, territory of the Akkyshan. Along the way, he remembered the decades of war, his family taken into to night, his brothers-in-arms fallen on the banks of the Ynkarô.
While he approached Lloth, he spotted an Akkyshan widow busy devouring a monkey. Standing in the wind, he let the predator know he was there. The message passed: the war between their two people was going to take a new turn, because the Daïkinee would not be content with only defending their territory anymore.
The basic archer of the Daïkinees. These guys are basically the British archers in the Dark Ages, good at shooting and not so great in combat. With a STR/4 bow and an AIM/3 these low cost long ranged troops are great for setting them up in a secluded area for cover or for first blood troops. However, these guys, with a ATT2/3 and DEF2/5 aren't made for being in combat.
Daïkinee Sylph * (15 AP)
The sylphs are wind fayrees. Fond of nature and of the azure skies, they often gather to flutter around and sing their love of life in wonderful ballets. Mortals interest them a lot and the sylphs often show great empathy for them. Alas, these beautiful immortals leave in their wake many desperate hearts: their love of freedom is strongest and they cannot bear to remain bound to a unique person or location.
Once found throughout Aarklash, the sylphs have gathered in the forest of Quithayran soon before the Rag'narok began. They joined the Daïkinee armies to protect the eternal sanctuaries and inspire them with their marvelous songs.
SE- These chicks come with an art card. These currently are the second fastest troop of the Daïkinees. These troops, IMO, are a must have in every Daïkinee list. Not only because of their high MOV12.5/20 but also their Being of Destiny ability. They are the perfect scout seekers. They can see all within their charge range; when flying that is 40 cm! They are immune to the Assassin ability also they are considered to have the Consciousness ability. However their HTH combat stats; INI/3 ATT3/4 and DEF4/3 aren't made for being in combat. They may be able to survive a few hits but best to keep them scout hunting and only help out with battles that are a cinch. Also with their Daïkinee Sylph special capacity, they have definitely earned a place in every list, until something else comes out that makes them obsolete.
Daïkinee Zephyr * (25 AP)
Ever striding the path of war, the zephyrs patrol the borders of the Eternal forest at all times. Even though they simply scare off the occasional intruders, they are merciless with those who invade their territory or violate their sanctuaries. Leaping from tree to tree, they attack by throwing their discs between the branches. These symbiotic throwing weapons, sharp as razor blades, slice through air, flesh and metal with a characteristic whistle which reminds of the sound of the wind in the leafs.
The zephyrs are typical special fighter of the Daïkinee elves: agile (INI 4), skilful (ATT/STR 5/5,) DEF/RES 4/5) and swift (MOV 12.5). Their main assets are their abilities: Regeneration/5 and Leap, as well as Ferocious which allows them to injure very heavily protected fighters, otherwise far too resilient for the strength of an elf. Their special capacity allows them to benefit from Ferocious with their symbiotic throwing weapons (STR 5, range 15-20-25), thus inflicting slow and painful death at range. No opponent, no matter how powerful, can resist to a band of zephyrs.
This blister pack contains 2 miniatures and 2 cards for Confrontation, Rag'Narok and Cadwallon: Daïkinee Zephyr (reference card), The Daïkinee zephyrs (explanatory card).
Genesis-Scarab (13 AP) SE- This little beetle comes with Erhÿl, which is a Confederation only miniature. This thing is definitely worth getting just for the completion of the Daïkinee army and because of its Special Capacity. It isn't much of a fighter; in all actuality you'd be a fool to run it up into a battle expecting it to do something with its INI/0 ATT0/1 and DEF1/7. It's Immunity/Fear ability is nice but it is so sad that it doesn't even get the Racial Ability given to Daïkinees; Regeneration/X...But really, its great to have because of the Special Capacity hat comes with it.
Mandigorn Warrior * (55 AP)
Mandigorns, impressive speaking insects, are the warriors of Earhë, the goddess of the Daïkinee elves. These immortal guardians embody the vital force of the eternal forest and protect the elemental balance which reigns there. They don't care for the political interests of the peoples engaged in the Rag'narok. On the other hand, the devouring ambition of Light and Darkness are at the heart of their concerns.
SE- This bug-like flying monstrosity thing comes with an art card. Much like the Sylph these are the perfect scout hunters, but with a change, no longer the hunter, they are the killers. With MOV15/20 and Flight and ATT5/10 and DEF2/12 they can be great front line bait with a surprise or the perfect mage and character dive bomb. With the bonuses to dive bombing taking out back line troops will be no problem. However, it may be necessary to bring along a Sylph to help their pathetic INI/2 problem. They come with a great miracle, Mandigorn Resurrection, made especially for them.
Scarab Warriors (30 AP)
The scarab warrior had been hunting the infuriated Wolfen for several hours. Nearing a clearing, he eventually found him, busy devouring an antelope.
The warrior moved in slowly, with his weapons out.
As he approached, the creature turned him its mad eyes to.
- I do not want to kill you more that you want to die, declared the elf. Leave these lands where you do not belong any longer!
As an answer, the Wolfen threw himself at him, tearing a large wound in his delicate skin. But as the scarab got up, his wound had already cured. Then, with a masterful strike, the elf beheaded the son of Yllia, putting an end to his torment.
- May Earhë open the gate which will lead you back home. Die in peace, I killed you without hate.
These are some of the toughest troops I have ever seen. With ATT5/6, DEF4/8, Masterstrike/2 and Fine Blade, the Scarab Warriors are tremendous fighters, so skillful they are able to fend off the enemy troops, hold a position or take down the more powerful fighters of the game. With a possibility for a STR/13 Masterstrike without failing, thanks to Fine Blade they are definitely a fighter I would put up against the stronger fighters of the game. These guys and their INI/4 would be great paired with the Mandigorn Warrior to help them out.
Artifacts, Special Attributes, Spells and Miracles
Key: The bullets marked by a certain colors signify whether it is an Artifact, Special Capacity, or Spell/Miracle.
Red- Artifact
Orange- Special Capacity
Yellow- Spell
Green- Miracle
Erhÿl the Wildcat and Genesis-Scarab
The Genesis-Scarab- The Genesis Scarab is a fairy familiar. An army can only include one of each fairy familiar. It is deployed with its master, the character it is bound to, and is deployed with the same special deployment rules as the master is deployed; i.e. the familiar is deployed using Scout if the master has Scout and is deployed in scout mode. The familiar also benefits from the same COU and DIS of the master as long as it is within 10 cm of the master. Before the Tactical roll is made, a friendly Daïkinee is chosen; the Genesis-Scarab can be chosen as well. The chosen fighter benefits from Regeneration/5, if the fighter already has Regeneration/X then he is allowed one extra die on one Regeneration/X roll, the player then chooses the die that is to be used for the roll. The Genesis-Scarab is strictly bound to Erhÿl. This is extremely helpful in giving a fighter that you know is going to get some pounding in and done to them an extra chance to get that wound taken away. Also a good way to have everyone in the army to have Regeneration/5, by giving the Scarab itself the ability. Wink
Kaëliss the Silent
Arrows of Alabaster (4 AP)- A Daïkinee character can equip him or herself with as many Arrows as he wants for 4 AP a piece. The use of an Arrow is announced before the AIM roll and is lost whether it is a successful shot or failed. The Arrow changes the STR of the weapon to STR/5, also the wound caused by the arrow cannot be healed in any way whatsoever in the round it was caused. These are great cheap ways to permanently damage a huge walking beast before it hits the lines. I would bring at least 4-6 depending on the number of rounds in the game. Especially with the emphasis on marksmen the nifty abilities they gained.
Maneös, Warrior Beetle
Shell of Anura (10 AP)- This artifact allows Maneös to roll for one additional Regeneration test at the end of any phase of the game. This doesn't impede on her standard Regeneration/5 test. It also allows her to use Reparation/5 on any friendly nexus within Access reach. This is a fantastic artifact to have. The possible chance to heal from critical to uninjured in one round is simply amazing to have.
Goan (10 AP)- This artifact is a Symbiotic weapon and gives her War Fury, if a friendly mage is within 10 cm of her spends 2 water gems Goan gives her Born Killer instead of War Fury for the rest of the round. This artifact is useful to have when you know you can win the INI test in battle to gain an extra die and/or the ability to have an auto 3rd die in the battle if a mage spends 2 gems.
Meari the Protector
The Scepter of the Scarab (8 AP)- If a friendly fighter within the Faithfuls aura of faith is about to take a damage roll, the faithful can spend 1 T.F. and the fighter then rolls as if he is rolling for Regeneration/5, if it is a success the damage roll is negated. It does not improve the level of wounds for that fighter and is not rerolled. A Daïkinee fighter can only benefit from these effects once per round. This artifact can be present several times in an army but only Daïkinee faithfuls can carry this artifact. This is a great artifact to have around a character or a troop that is in deep stuff.
Emerald Champion (Reserved to Meari)- The target of the spell is considered a Character. He gains all of the abilities that a character is endowed. This spell has no effect on creatures except those of the Fayry. This is a great miracle to cast on something that needs the extra boosts that a character gains, such as Masterstrike.
The Eye of Earhë (1 Aspect)- The targeted fighter becomes Predictable.
Onental the Smuggler
The Quicksilver (10 AP)- Quicksilver allows Onental to disengage any battle an make an additional MOV/12.5 move. Great for tying up a powerful adversary and then taking out those pesky filler troops.
Shaenre, Daïkinee Sentry
Fayery Lemure (10 AP)- Gives the character Consciousness ability. Can only be given to Daïkinees magicians. Great for keeping her back, as she shouldn't be in battle to begin with and watching for enemy scouts and back line attackers.
Claw of Shaenre (Int. 0)- Hits the target with a STR/6 Toxic/2 claw. This is extremely useful when doing trying to keep some big beasties from getting to the lesser troops at full strength and injuring those pesky faithfuls and characters that aren't wanted on the battlefield.
Wall of Thorns (Int. 3)- This spell is cast on a nexus, whether it be friendly or the enemies. If successful the targeted nexus has a 15 cm radius surrounding it of encumbered ground. Also all AIM tests through the wall are decreased by one point. The spell can be kept in effect by spending one water gem. This is a great spell to have when trying to slow down enemy troops from getting to the nexus, or coming out of it.
Daïkinee Sylph
The Daïkinees Sylphs- All friendly Daïkinees located within 15 cm of a Sylph acquires the Bravery ability; altitude has no meaning in determining the prerequisite of this special capacity.
Mandigorn Warrior
Mandigorn Resurrection (2 Aspects)- This spell is cast on a friendly Mandigorn that was eliminated without being removed from the game. If successful the Mandigorn returns within the faithfuls aura of faith, free of wounds and any effects that were present at the time of first life. Wink The first round in which he returns he cannot be activated but if he is committed to fighting he must do so normally. What about this miracle is not bad-a? Bringing back an expensive model for free as many times as needed is very nice to have.
Example Armies (Taken from CH 11, for tactics and background read this issue)
The Sacred Guardians
(8 Cards, 14 miniatures, 400 A.P.)
Numaë -47 A.P.
-Major potion of resilience -5 A.P.
Shaenre, Daikinee Sentry -33 A.P.
-Spell "Wall of Thorns" -10 A.P.
-Spell "Calming Flow" -16 A.P.
4 Daikinee Guardians -72 A.P.
3 Daikinee Archers -45 A.P.
2 Daikinee Zephyr -54 A.P.
2 Scarab Warriors -60 A.P.
1 Dream Warrior -32 A.P.
-Spell "Emerald Veil" -10 A.P.
Elemental Fountain (Dogs of War p. 118) -16 A.P.
The Emerald Fangs
(7 Cards, 13 miniatures, 393 A.P.)
Maneös, Warrior Beetle -80 A.P.
-The Shell of Anura -10 A.P.
-Goan -15 A.P.
1 Dream Warrior -32 A.P.
2 Scarab Warriors -60 A.P.
6 Daikinee Warriors -78 A.P.
1 Wolfen Sentinel -44 A.P.
2 Wolfen Great Fang -64 A.P.
Additional text added and edited by Dangereux on Dragonpainting.org on Mon Oct 26, 2009.
The Daïkinee of Quithayran
General Overview
For the most part the elves are far superior to other armies in shooting, and of course a close relation to nature and the spirits. In the beginning the elves were one formidable race. But after Serrèlis a battle of succession between twins Elhan and Silmaë the elves broke into three separate races. Upon leaving Quithayran, the elves home region, Elhan founded the Cynwäll nation in the region of Lanever and Scaëlin, daughter of Silmaë founded the Akkyshan nation in the Ashinân region. Before she left, however, she had succumbed to Darkness and had placed an evil curse upon the Daïkinee women; the women would shortly die after giving birth to her first born. They are the only allies for Wolfen and their primary element in magic is water.
In the other peoples’ eyes the Daïkinee elves often pass for mysterious and savage being lost midway between the world o-f reality and that of dreams. Their organic armor, composite weapons and devastating effects of their poisons make them strange allies and formidable foes.
Faction ability: Regeneration/X-
Confrontation Rulebook pg 140 wrote:
During every maintenance phase 1D6 is rolled for every wounded fighter who has Regeneration/X. On a result of X or higher the fighter’s wound level is improved by one degree.
If the test is successfully passed then the fighter can immediately make another Regeneration/X test in the same conditions. However, whatever the result of this test, it does not cause a third attempt.
In no way can a fighter that has been Killed Outright benefit from Regeneration/X even if the fighter is still on the battlefield thanks to any game effect, i.e. Fierce.
This ability is one of the more powerful faction abilities in comparison to others. But this ability is not to be relied upon, ever. That is the quickest way to end a game. It, IMO, is a blessing and a curse; great to have when it can be used, but not the way to play a game while thinking the fighter is going to be fine at the end of the round…
Strengths: High MOV, better than average COU, RES and INI, synergistic boosting.
Weaknesses: Low DIS, synergistic boosting.
Influence of v3.5: The rulings on Marksmen gives these trigger finger happy elves a major advantage in the battles. With their most of the time, better than average AIM score, the Bull’s Eye ability will be your friend. And of course those with other firing boosting abilities; i.e. Harassment, Instinctive Firing etc., will become major impacts upon the outcome of the battle.
Table of Contents:
1. Characters
2. Troops
3. Artifacts, Special Attributes, Spells and Miracles
4. Sample Lists
Key
Green*- Fayry
Red*- Howling Pack
CO- Card Only
SE- Special Edition; i.e. Art Card, Special Promotion Miniature
LE- Limited Edition
Characters:
Erhÿl the Wildcat (76 AP) SE- This miniature is a Confederation only miniature, hence being special edition. The only way to acquire it is either get a confederation member to buy you one or join the conf. She is a great marksmen and an average HTH combat fighter. She has a STR/4 bow, AIM/4, Harassment and Scout; one deadly combo. With decent HTH stats to boot; INI/5, STR5/5 and DEF5/6 she can shoot then just pummel the enemy to death. One of many characters that can do that. However, there is a downfall to her, no leadership meaning she isn’t the greatest of leaders but still an awesome character. She also comes with the Genesis Beetle fairy familiar.
Kaëliss the Silent * (55 AP) SE- The first of the elves every to be released; some years before any elves actually showed up. This miniature was available with the Howling Pack army box for the Wolfen, but the box is now discontinued. Fear not, he is still available, through the Rackham painting set. With an amazing AIM/5, Scout and Bane/Marksmen, he and his STR/4 bow are the perfect counter marksmen. However, he is much like Achilles in a footsies war. With a STR4/3 he may be able to land a hit but not do much damage. And, unfortunately, his DEF4/4 doesn’t help him much either. He is a great way to get rid of back line mages/faithfuls and other marksmen but he isn’t a front line troop. One of two major things I need to point out on this guy are the abilities Feint and Pariah. Feint is one of those abilities that is just fun to use and annoy the hell out of your opponent; Pariah on the other hand hinders his a tad-bit. He cannot benefit from a war-staff or any other abilities that are transferred through Leadership, kind of blows but he’s really not, IMO, meant to be close to the rest the army. He does however come with the Arrows of Alabaster artifacts.
Kaëliss Voice of the Pariahs, 2nd * (70 AP) CO- This bad-a black mamba is the upgraded version of the first “plague of the shooters”. Still being the perfect counter marksmen character, IMO, he gains a boost! He acquired the Instinctive Firing ability making his just insane while concentrating on killing a single model. With him being a character marksmen, Instinctive Firing in combo with Bull’s Eye and AIM/5 is just down right wrong.
Maneös, Warrior Beetle (85 AP)
"Ever since she is young, Maneös is revolted by the way the civilized nations waste the gifts of nature. She is persuaded that this plundering of the civilized nation is responsible for the impoverishment of the magic which used to soak Aarklash."
SE- This HTH combat masta comes with an art card. This bug-shell armored, can definitely take on some of the greater fighters and creatures in the game, IMO. With INI/5, ATT6/7 and DEF5/10 she will lay down the hurt as well as take some blows and keep on trekking. It’s not the stats that make her the best it’s her abilities; Masterstrike/2, Fine Blade and Steadfast. Negating charge penalties, not considering 1’s on attack rolls and the possibility to and a STR/15 hit makes her one awesome character; what’s the catch you ask? Unfortunately no leadership. She does, however, come with 2 redeeming artifacts; the Shell of Anura and Goan.
Meari the Protector (33 AP)
Meari is part of the Daikinee who live their lives according to the teachings of Earhë, the goddess of Twilight governing the life, the death and the vital forces of the Guardians of Quitharyan. Usually, he celebrates marriages, blesses burials and more rarely births. Since the Daïkinee have joined the battlefields of the Rag'narok, Meari walks by the side his people's soldiers. He also fulfills the symbolic second duty of Earhë by designating the emerald champions.
SE- One of the more graceful looking miniatures of the army. The first faithful of the Daïkinee. With two creation, and one alteration aspects he definitely has some nice choices of Destiny miracles. However, being a faithful he, like most others, flees and cries like a baby at the sight of blood. Not that impressive stats for a faithful, but what one does? With INI/3, ATT3/3 and DEF3/5 it would be a good idea to keep him out of battles and just keeping the faith somewhere else. He comes with the Scepter of the Scarab artifact and two interesting miracles, the Emerald Champion and Earhë’s Eye.
Onental the Smuggler (60 AP)
Onental is a loner. The reckless behavior of his early years had him outcast by the other Daïkinee and thus he became a bandit. Thief and smuggler, he plundered the resources of Quithayran and sold them to the humans. Until one day is life was turn upside down. He accompanied a small troop of Black togas seeking to steal the energy of a nexus. When he heard the wail of the forest, hurt by such magical desecration, he could not just stand there and watch. His elven instincts urged to him to protect the woods. He eventually slaughtered the Acheronians in a whirlwind of blades and blood. His reflexes were such that not a necromancer managed to land a blow.
The fayrees witnessed this burst of heroism and testified of Onental's repentance.
Much like Maneös, Onental is a great fighter, but no where near as powerful as her. He is more of a defensive fighter. With INI/5 ATT4/6 and DEF6/5 he is a good fighter with a great chance of blocking, and with him being a character gives him the opportunity to Counter and Masterstrike if he wishes. But he comes with two nifty abilities, Ambidextrous and Target/+2. He is one of the few fighters with the Target/X ability actually printed on the card. Ambidextrous in v3.5 is very deadly especially on a character. And with his above normal DEF/6 he will definitely have some attacks to throw back at the enemy. He comes with the Quicksilver artifact.
Shaenre, Daïkinee Sentry (33 AP)
Their barge, attacked by the Impure of the Ynkarô, had ended on the shores of Quithayran. To fix the hull and prepare a camp, the goblin sailors had begun cutting some wood. An elf appeared before them, with an austere face; on her shoulder was a small strange being crying slowly, a lemure.
- Have you asked the tree for its permission to take its wood?
The goblins looked at each other, bewildered, and burst into laughter. One of them even made a reverence before the fallen tree, calling it "Princess". Shaenre, on the other hand, had very little taste for comedy. She could hear the tree groaning in agony, and the lemure lamenting the death of a friend. More elves appeared and the laughter of the goblins ceased.
Another one of the graceful looking fighters in the Daïkinee army. This one however is a POW/4 initiate mage, while mastery of water is the game. A little more defensive, but with a downgrade in offensive powers. With INI4, ATT2/4 and DEF4/4 she might not be able to hit the enemy but she will still have a better chance of surviving a battle. She comes with the Fayery Lemure artifact and two spells; The Claw of Shaenre and Wall of Thorns.
Troops and Creatures
Daïkinee Archer (15 AP)
The archer had ventured alone into the Ashinân forest, territory of the Akkyshan. Along the way, he remembered the decades of war, his family taken into to night, his brothers-in-arms fallen on the banks of the Ynkarô.
While he approached Lloth, he spotted an Akkyshan widow busy devouring a monkey. Standing in the wind, he let the predator know he was there. The message passed: the war between their two people was going to take a new turn, because the Daïkinee would not be content with only defending their territory anymore.
The basic archer of the Daïkinees. These guys are basically the British archers in the Dark Ages, good at shooting and not so great in combat. With a STR/4 bow and an AIM/3 these low cost long ranged troops are great for setting them up in a secluded area for cover or for first blood troops. However, these guys, with a ATT2/3 and DEF2/5 aren't made for being in combat.
Daïkinee Sylph * (15 AP)
The sylphs are wind fayrees. Fond of nature and of the azure skies, they often gather to flutter around and sing their love of life in wonderful ballets. Mortals interest them a lot and the sylphs often show great empathy for them. Alas, these beautiful immortals leave in their wake many desperate hearts: their love of freedom is strongest and they cannot bear to remain bound to a unique person or location.
Once found throughout Aarklash, the sylphs have gathered in the forest of Quithayran soon before the Rag'narok began. They joined the Daïkinee armies to protect the eternal sanctuaries and inspire them with their marvelous songs.
SE- These chicks come with an art card. These currently are the second fastest troop of the Daïkinees. These troops, IMO, are a must have in every Daïkinee list. Not only because of their high MOV12.5/20 but also their Being of Destiny ability. They are the perfect scout seekers. They can see all within their charge range; when flying that is 40 cm! They are immune to the Assassin ability also they are considered to have the Consciousness ability. However their HTH combat stats; INI/3 ATT3/4 and DEF4/3 aren't made for being in combat. They may be able to survive a few hits but best to keep them scout hunting and only help out with battles that are a cinch. Also with their Daïkinee Sylph special capacity, they have definitely earned a place in every list, until something else comes out that makes them obsolete.
Daïkinee Zephyr * (25 AP)
Ever striding the path of war, the zephyrs patrol the borders of the Eternal forest at all times. Even though they simply scare off the occasional intruders, they are merciless with those who invade their territory or violate their sanctuaries. Leaping from tree to tree, they attack by throwing their discs between the branches. These symbiotic throwing weapons, sharp as razor blades, slice through air, flesh and metal with a characteristic whistle which reminds of the sound of the wind in the leafs.
The zephyrs are typical special fighter of the Daïkinee elves: agile (INI 4), skilful (ATT/STR 5/5,) DEF/RES 4/5) and swift (MOV 12.5). Their main assets are their abilities: Regeneration/5 and Leap, as well as Ferocious which allows them to injure very heavily protected fighters, otherwise far too resilient for the strength of an elf. Their special capacity allows them to benefit from Ferocious with their symbiotic throwing weapons (STR 5, range 15-20-25), thus inflicting slow and painful death at range. No opponent, no matter how powerful, can resist to a band of zephyrs.
This blister pack contains 2 miniatures and 2 cards for Confrontation, Rag'Narok and Cadwallon: Daïkinee Zephyr (reference card), The Daïkinee zephyrs (explanatory card).
Genesis-Scarab (13 AP) SE- This little beetle comes with Erhÿl, which is a Confederation only miniature. This thing is definitely worth getting just for the completion of the Daïkinee army and because of its Special Capacity. It isn't much of a fighter; in all actuality you'd be a fool to run it up into a battle expecting it to do something with its INI/0 ATT0/1 and DEF1/7. It's Immunity/Fear ability is nice but it is so sad that it doesn't even get the Racial Ability given to Daïkinees; Regeneration/X...But really, its great to have because of the Special Capacity hat comes with it.
Mandigorn Warrior * (55 AP)
Mandigorns, impressive speaking insects, are the warriors of Earhë, the goddess of the Daïkinee elves. These immortal guardians embody the vital force of the eternal forest and protect the elemental balance which reigns there. They don't care for the political interests of the peoples engaged in the Rag'narok. On the other hand, the devouring ambition of Light and Darkness are at the heart of their concerns.
SE- This bug-like flying monstrosity thing comes with an art card. Much like the Sylph these are the perfect scout hunters, but with a change, no longer the hunter, they are the killers. With MOV15/20 and Flight and ATT5/10 and DEF2/12 they can be great front line bait with a surprise or the perfect mage and character dive bomb. With the bonuses to dive bombing taking out back line troops will be no problem. However, it may be necessary to bring along a Sylph to help their pathetic INI/2 problem. They come with a great miracle, Mandigorn Resurrection, made especially for them.
Scarab Warriors (30 AP)
The scarab warrior had been hunting the infuriated Wolfen for several hours. Nearing a clearing, he eventually found him, busy devouring an antelope.
The warrior moved in slowly, with his weapons out.
As he approached, the creature turned him its mad eyes to.
- I do not want to kill you more that you want to die, declared the elf. Leave these lands where you do not belong any longer!
As an answer, the Wolfen threw himself at him, tearing a large wound in his delicate skin. But as the scarab got up, his wound had already cured. Then, with a masterful strike, the elf beheaded the son of Yllia, putting an end to his torment.
- May Earhë open the gate which will lead you back home. Die in peace, I killed you without hate.
These are some of the toughest troops I have ever seen. With ATT5/6, DEF4/8, Masterstrike/2 and Fine Blade, the Scarab Warriors are tremendous fighters, so skillful they are able to fend off the enemy troops, hold a position or take down the more powerful fighters of the game. With a possibility for a STR/13 Masterstrike without failing, thanks to Fine Blade they are definitely a fighter I would put up against the stronger fighters of the game. These guys and their INI/4 would be great paired with the Mandigorn Warrior to help them out.
Artifacts, Special Attributes, Spells and Miracles
Key: The bullets marked by a certain colors signify whether it is an Artifact, Special Capacity, or Spell/Miracle.
Red- Artifact
Orange- Special Capacity
Yellow- Spell
Green- Miracle
Erhÿl the Wildcat and Genesis-Scarab
The Genesis-Scarab- The Genesis Scarab is a fairy familiar. An army can only include one of each fairy familiar. It is deployed with its master, the character it is bound to, and is deployed with the same special deployment rules as the master is deployed; i.e. the familiar is deployed using Scout if the master has Scout and is deployed in scout mode. The familiar also benefits from the same COU and DIS of the master as long as it is within 10 cm of the master. Before the Tactical roll is made, a friendly Daïkinee is chosen; the Genesis-Scarab can be chosen as well. The chosen fighter benefits from Regeneration/5, if the fighter already has Regeneration/X then he is allowed one extra die on one Regeneration/X roll, the player then chooses the die that is to be used for the roll. The Genesis-Scarab is strictly bound to Erhÿl. This is extremely helpful in giving a fighter that you know is going to get some pounding in and done to them an extra chance to get that wound taken away. Also a good way to have everyone in the army to have Regeneration/5, by giving the Scarab itself the ability. Wink
Kaëliss the Silent
Arrows of Alabaster (4 AP)- A Daïkinee character can equip him or herself with as many Arrows as he wants for 4 AP a piece. The use of an Arrow is announced before the AIM roll and is lost whether it is a successful shot or failed. The Arrow changes the STR of the weapon to STR/5, also the wound caused by the arrow cannot be healed in any way whatsoever in the round it was caused. These are great cheap ways to permanently damage a huge walking beast before it hits the lines. I would bring at least 4-6 depending on the number of rounds in the game. Especially with the emphasis on marksmen the nifty abilities they gained.
Maneös, Warrior Beetle
Shell of Anura (10 AP)- This artifact allows Maneös to roll for one additional Regeneration test at the end of any phase of the game. This doesn't impede on her standard Regeneration/5 test. It also allows her to use Reparation/5 on any friendly nexus within Access reach. This is a fantastic artifact to have. The possible chance to heal from critical to uninjured in one round is simply amazing to have.
Goan (10 AP)- This artifact is a Symbiotic weapon and gives her War Fury, if a friendly mage is within 10 cm of her spends 2 water gems Goan gives her Born Killer instead of War Fury for the rest of the round. This artifact is useful to have when you know you can win the INI test in battle to gain an extra die and/or the ability to have an auto 3rd die in the battle if a mage spends 2 gems.
Meari the Protector
The Scepter of the Scarab (8 AP)- If a friendly fighter within the Faithfuls aura of faith is about to take a damage roll, the faithful can spend 1 T.F. and the fighter then rolls as if he is rolling for Regeneration/5, if it is a success the damage roll is negated. It does not improve the level of wounds for that fighter and is not rerolled. A Daïkinee fighter can only benefit from these effects once per round. This artifact can be present several times in an army but only Daïkinee faithfuls can carry this artifact. This is a great artifact to have around a character or a troop that is in deep stuff.
Emerald Champion (Reserved to Meari)- The target of the spell is considered a Character. He gains all of the abilities that a character is endowed. This spell has no effect on creatures except those of the Fayry. This is a great miracle to cast on something that needs the extra boosts that a character gains, such as Masterstrike.
The Eye of Earhë (1 Aspect)- The targeted fighter becomes Predictable.
Onental the Smuggler
The Quicksilver (10 AP)- Quicksilver allows Onental to disengage any battle an make an additional MOV/12.5 move. Great for tying up a powerful adversary and then taking out those pesky filler troops.
Shaenre, Daïkinee Sentry
Fayery Lemure (10 AP)- Gives the character Consciousness ability. Can only be given to Daïkinees magicians. Great for keeping her back, as she shouldn't be in battle to begin with and watching for enemy scouts and back line attackers.
Claw of Shaenre (Int. 0)- Hits the target with a STR/6 Toxic/2 claw. This is extremely useful when doing trying to keep some big beasties from getting to the lesser troops at full strength and injuring those pesky faithfuls and characters that aren't wanted on the battlefield.
Wall of Thorns (Int. 3)- This spell is cast on a nexus, whether it be friendly or the enemies. If successful the targeted nexus has a 15 cm radius surrounding it of encumbered ground. Also all AIM tests through the wall are decreased by one point. The spell can be kept in effect by spending one water gem. This is a great spell to have when trying to slow down enemy troops from getting to the nexus, or coming out of it.
Daïkinee Sylph
The Daïkinees Sylphs- All friendly Daïkinees located within 15 cm of a Sylph acquires the Bravery ability; altitude has no meaning in determining the prerequisite of this special capacity.
Mandigorn Warrior
Mandigorn Resurrection (2 Aspects)- This spell is cast on a friendly Mandigorn that was eliminated without being removed from the game. If successful the Mandigorn returns within the faithfuls aura of faith, free of wounds and any effects that were present at the time of first life. Wink The first round in which he returns he cannot be activated but if he is committed to fighting he must do so normally. What about this miracle is not bad-a? Bringing back an expensive model for free as many times as needed is very nice to have.
Example Armies (Taken from CH 11, for tactics and background read this issue)
The Sacred Guardians
(8 Cards, 14 miniatures, 400 A.P.)
Numaë -47 A.P.
-Major potion of resilience -5 A.P.
Shaenre, Daikinee Sentry -33 A.P.
-Spell "Wall of Thorns" -10 A.P.
-Spell "Calming Flow" -16 A.P.
4 Daikinee Guardians -72 A.P.
3 Daikinee Archers -45 A.P.
2 Daikinee Zephyr -54 A.P.
2 Scarab Warriors -60 A.P.
1 Dream Warrior -32 A.P.
-Spell "Emerald Veil" -10 A.P.
Elemental Fountain (Dogs of War p. 118) -16 A.P.
The Emerald Fangs
(7 Cards, 13 miniatures, 393 A.P.)
Maneös, Warrior Beetle -80 A.P.
-The Shell of Anura -10 A.P.
-Goan -15 A.P.
1 Dream Warrior -32 A.P.
2 Scarab Warriors -60 A.P.
6 Daikinee Warriors -78 A.P.
1 Wolfen Sentinel -44 A.P.
2 Wolfen Great Fang -64 A.P.