Please our full-colour, fully-illustrated, print
Transcription
Please our full-colour, fully-illustrated, print
! Mighty ancient Dragons have awoken on the continent of Dara. Their coming has shaken the world. The great Dragons' power is unstoppable, their ambition relentless and all of those awakened now battle for control of a new world. A new world that is ripe for the picking. This limited release mini-book is a special thank you to our original Kickstarter Backers. You all have been amazing, patient, supportive and fun while we went from dreamers to a full production studio during 2013. You hold in your hands the beginning of our amazing game world, one that you made possible! DRAKE is a 28mm, true scale, fantasy tabletop war game that blends incredible Dragons, horrifying beasts and powerful chant magic. You choose a great Dragon leader and his lieutenants and servants. You then craft a powerful deck of chant magic cards to annihilate your foes! The game is played by deploying your army and moving your troops across the battlefield in an attempt to vanquish your enemies. This game can be played with a vast army or only a few models. It can even be played as just Dragon vs Dragon! You will need a range of items in order to play a fun and exciting game of Drake. You will need some models and cards that represent your forces and magical chant powers. You will also need a table to use as your battlefield, and some scenery pieces to make your game tactically challenging. A new world beckons! The AGM Crew. ! Table size: Generally, games of Drake are played across a table roughly 4 feet wide, but this can differ with game scenarios. Your force is chosen by spending a allotted number of points, like currency, to purchase your troops (See page 4). It is suggested that games of up to 150 points be played on a table of four feet by four feet (4'x4'). For larger games a larger table may be necessary to allow for the whole force to be able to move tactically. For this reason it is suggested that you add roughly 1' to the width of your table for each additional 75 points you agree to play. For example, for a 300 point game a 6'x4' table would be suggested, for 225 points, a 5'x4' table would be suggested, etc. With games where players are fielding only a very few models, you can easily play out a game on a smaller table as well. It is always best to discuss the table size that you plan on using with your opponent when deciding the size of your forces. Though this is the suggested table size, it is encouraged that players use tables of varying sizes occasionally, to make the games you play a little more different from one another. Keep in mind that a table size can affect the speed of the game quite drastically. Playing across a narrower table will cause your forces to engage each other more quickly, where as wider tables will let each player have more time to prepare before engaging. It can also be beneficial to see how your force handles different table sizes, as many scenarios, especially those that will be in future tournaments, will be played on nonstandard sized tables. Battlefield terrain features: You also need some appropriate war game scenery pieces to make the battlefield more tactically challenging, but also to make the battlefield look realistic and to compliment your models. As many effects require water, stone or forest terrain features to be present, you must place at least one water feature, one stone feature and one forest feature on every standard battlefield. Though this is the minimum amount of terrain to place, it is suggested that the table has roughly one additional piece of terrain for each full 50 points that you play. Ultimately though it is up to you to decide how many terrain features you and your opponent wish to place for a game. ! Discuss with your opponent how many terrain pieces you want to play with before the game. The more terrain features you choose to use will increase the amount of decisions you will need to make during the game, which ultimately leads to a more exciting experience! It is always suggested that you discuss what each terrain feature is considered to be (water, stone, forest or something different) before you begin your game, to avoid any confusion. Dice and dice rolls: You will need a good number of 10-sided dice (abbreviated D10). Dice rolls will ultimately decide how much damage your attacks will do as well as how powerful some effects will be, among other things. At times you may also need to roll a large number of dice. For this reason it is suggested that you have a good number of dice to use, perhaps around 10 or more, so that you can deal with these rolls in a timely fashion. Dice rolls requiring a divided result: Drake only uses 10-sided dice to carry out the random rolls that are needed to determine the outcome of many aspects of the game. However, sometimes a range of 1 to 10 is too great for the desired effect. For this reason many effects call for a dice roll to be divided into a smaller number. When this is required, the result is often a fraction of a whole number. For this reason, any number in the game that requires players to divide it into smaller groups will always round the result up to the next whole number. This applies to every single divided dice roll or divided other number in the game, except for movement based numbers that were not determined by a dice roll. For movements that are divided that are not determined by a dice roll, keep the fractional number of inches that the calculation yields, but for all movement numbers that were determined by dice roll, and all non-movement numbers that need to be divided, always round up to the next whole number. (For example: Ricky uses the chant missile attack “Beam of Focus” to attack his enemies Dragon. The card makes “1 D10, divided by 3” attack rolls against its target. Ricky rolls an 8 for the number of attack rolls. So: 8/3 = 2.6666... This result is rounded up to the nearest whole number. This means that the Beam of Focus will make 3 attack rolls against its target. Later that turn, Ricky want to make a flying move with his Timor Dragon. A flying move requires the model to make a move of half its movement as a take-off move, which is the distance the model needs to run in order to get airborne. The Timor's Mv value is 7, a number that is not determined by a dice roll, so it would make a take-off move of 3.5”.) Battlefield setup: Once you and your opponent have settled what size of table you will be using, and how many terrain pieces you are going to be placing on that table, you are ready to set up your battlefield! You each take turns choosing a piece of terrain and placing it on the table, rolling a D10 to see who gets to choose and place first, until you have placed the number of terrain pieces that you had agreed on. This is the standard way to set up terrain for the game, but players should feel free to set up the terrain in any way they choose, if that is what they prefer. ! Before playing a game of Drake, you must first choose the models and “chant cards” that you will bring to battle. Each of the models will have statistics and traits which determine their effectiveness on the battlefield. Each chant card will have a set of rules that will determine how much concentration is needed to cast it and its range and effects if successful. Choosing your force: Before you start a game of Drake, you must first choose a force with which you will crush your enemies! Your first, and arguably most important, choice is which of the mighty Dragons you want to lead your force. This will dictate the specific alliance you will be choosing your force from. You and your opponent then decide on what amount of points you will each have to buy troops and other support for the game. Each alliance of Dragons, their cousins and the followers that they have convinced to fight for them, are represented by that alliances “force list” and “force cards.” You will then spend points on the models you wish to use from your Dragons alliance up to, but never over, the agreed upon points limit. Dragon Choices (DC): You cannot mix Dragons or other models from different alliances in the same force. Dragons do not cost points, but use “Dragon Choices” or “DC” instead. Each Dragon will state in its rules how many DC it will use up. The large majority of Dragons will take up 1 DC each, but more powerful Dragons may use up more. You get 1 DC for your force for each full 150 points allotted for the game, but you will never have less than 1 DC, unless playing a specific scenario that says otherwise. !(For example: In a 0-299 point game of Drake you would have 1 DC. And would be able to take a single Dragon that costs 1 DC. In a 300-449 point game you have 2 DC to spend, allowing you to take, generally, 2 Dragons. You receive 3 DC in a 450-599 point game, etc) Choosing your chant deck: When deciding which models you will be bringing to battle, you must also build a deck of chant magic cards. This deck of cards represents the magical powers of your devious Dragon or Dragons. The wide variety of cards available for you to build your deck adds a unique and diverse way to personalize your force. Full rules for chant magic can be found starting on page 35. Unique cards and models: Most models and cards represent common choices for your force, of which there are many in the world of Dara. But some models and chant magic cards are singular. For example, certain models are specific characters from the story line of Drake, or chants that are so powerful and intricate that a chanting creature could only ever handle casting one in a game. These very special models and cards are referred to as “unique” choices. A force can only ever include a single model or card that has unique as a part of its type. Definition of “unit” in a game of Drake: The term “unit” is used to describe a model or group of models that is deployed and commanded on the battlefield as a single entity. Unit is used to refer to both large monsters and other things that are paid for in points, deployed and utilized singularly, and groups of models that are paid for, deployed and utilized as a whole. For abilities or magic that want to single out a certain model, whether it be a solitary model or a model within a unit of multiple models, it will state that it will affect a “single model.” For abilities or magic that will affect either a solitary creature acting alone or every model within a unit, it will state that it will affect the “unit.” !Controllers and owners within the game: Rules within the game will sometime refer to the “owner” or “controller” of a certain model, unit or card. The owner of that model, unit or card is the player that brought that game piece to the game as a part of their force list or chant deck. The controller of a game piece refers to the person who controls the unit or who controls the unit that cast the chant magic. Some abilities, like the Saan Dragon’s breath weapon, are able to take control of enemy models for a short time. After control of a unit shifts in this way, the title of controller for those models immediately passes to the player taking control of them. At the end of any operation of models that had been taken control of, check to see which player will command those models during their next operation, the title of controller will go to whoever will command those models next. Model statistics values: Each model that you bring to do battle with your enemies will have a list of statistics. Each of these statistics will represent a characteristic of your model. The statistics for your models will be given in each alliances force list and will also be printed in short form on force cards to be used during games for easy reference. The force cards will also help you keep track of things like hit points, enhancement effects and chant power, among other things, during the game. Maximum statistics value: Any models statistics, except for move (Mv) and hit points (HP) can never be increased to 10 or more during the game. Any effects that would raise a models statistics value, except for Move and Hit Points, to 10 or above, increase those statistics to 9 instead. Force Cards: Each unit of models that you buy for your force will come with a corresponding force card that has the units name, points cost, statistics, brief traits description among other things. It allows you to be able to quickly reference your models information, and also gives you a place to track different effects that have a continuing effect on your troops. Once a unit has been completely destroyed, with none of its models still remaining on the field, that units force card is sent to your “dead pile.” (See page 42) A force card that is in the dead pile will remember all the information about the unit it corresponds to. Unit size, points cost and all other variable information, such as the makeup of a Yerke'Grom unit, or the “Fire Shot” upgrade for the Sovereign Nations Yero'Hosa, will all be imprinted on the card. This is especially important for deciding when a standard game of Drake ends. (See page 46) Force cards can never be targeted or otherwise affected by chant cards or unit abilities unless those cards or abilities specifically state that they affect force cards. ! Statistics Mv - Move - The models base move value in inches. Act - Actions - How many action points, or AP, a model may spend during its operation. Action Points can only ever spent during a models own operation. Cr - Courage - Some things in the world of Drake are huge and terrifying. A model will need to pass a composure check if they experience something disturbing in order to fight on unhindered. They may even need to roll to stop them from running away! You need to roll equal to or under the frightened models courage to pass a composure check or will suffer one of the specific penalties detailed on page 24. Con - Constitution - If a creature is wounded badly it may be able to ignore their wounds and fight on for a short period of time by passing a survival check. You need to roll equal to or under the wounded models constitution to pass a survival check. Dex – Dexterity - When rolling to hit a model with an attack, you must roll equal to or greater than the targets dexterity to score a hit. Rolls to hit often will have modifiers that make it easier or harder to successfully hit your opponent. Ar - Armour – When rolling to damage a model, each dice you roll must be equal to or greater than the targets armour to inflict damage. Rolls to damage often will have modifiers that make it easier or harder to successfully inflict damage on your opponent. HP - Hit Points - The number of hit points that a model has is the amount of damage that the model can sustain before being removed from the battlefield, or destroyed. The model !gets one chance to pull through, depending on how badly the model has been damaged. This chance is called a survival check (see page 31). Hit points can be “healed” during the game both magically and conventionally, but may never be healed to higher than their starting hit points (see page 44). CP - Chant Power - The amount of chant power that a Dragon will start the game with and generate up to during each of its operations. Any model that has a chant statistic is considered a “chanting” model. ? CP - Chant Cost - The cost, in chant power, to cast chant cards and summon chant creations and chant constructions. The cost of these cards is displayed in the top left corner of the card and is displayed as a single number in a circle. See page 39 for further details on types of chant cards. S?+ - Synergy Rating - Some chant cards are more difficult to affect while being cast than others. This will be the number that an opponent must roll before any chant card they cast can affect the chant card you are casting. The synergy rating of a card is displayed at the top right of the picture box, to the right of the card name in a circle and is preceded by an S, followed by a +. For more information on affecting chant cards while they are being cast, see page 37. Ht – Height - This is how tall the model is considered to be. This statistic will almost exclusively be used for judging line of sight. Points Costs: Each model that you bring to battlefield, or bring to summon onto the field with magic, will generally cost a certain amount of points. The points costs is what you will use to figure out what models you can include in your force, but it is also used when resolving victory conditions (see page 46). Points costs will be listed on the units force card, as well as in the section in the appropriate Drake rule book where that units alliance that covers its units rules. All unit and card point’s costs in the game of Drake are divisible by 5 points. Also, very few units have upgrades or additions that you can include above their standard points costs. This makes building a force more simple, and helps to let players build force lists quickly and without aid of a calculator or even paper! Because of this, some different points costs methods are used. Below is a separate description for each different method of showing a unit’s points cost. Standard Points/Model Cost: Most units will have very straightforward points costs. For example, Drak Lancer units have a points cost of “20 Points/Model.” In this case, for each Drak Lancer you wish to field, you must pay 20 points of your allotted total for the game. If you took a full unit of 3 in a single unit, that unit’s total cost would be 60 points. Standard Unit Cost: Some units will have a standard points cost for a standard amount of models. For example, Iron Fists are always taken at a unit size of 3 models and have a points cost of “35 Points/Unit.” This is the unit’s total cost for calculating rout points and victory points. Dictated Points Costs: A dictated points cost will simply show the number of models the unit can field, with the points cost for that number. !This cost is what you use for its total points cost. For example: “1 Totem Warrior: 15 Points 2 Totem Warriors: 35 Points 3 Totem Warriors: 55 Points” Base Points Costs: A model that has a base points cost will have it listed next to the units cost per model. For example, Rivercrest Scouts have a points cost of “Base Points: 10 + 5 Points/Model.” In this case, a unit of 3 Scouts would cost 25 points, which is used as its total points cost, calculated like this: Rivercrest Scout units Base Points = 10 Points 3 Scout Models = 15 Points 10 + 15 = 25 Points Total Limits: There are only certain amounts of each kind of troop within each of group in Dara. Most of these troops are now divided among their Dragon rulers. Limits state the maximum number of each unit that a force can include, generally based on the number of Dragons your force includes. You cannot include more of each unit in your force than is stated in their limits, however there are occasionally game effects that allow you to take more of a certain unit, or larger units, than is normally allowed. Note that on unit force cards, the limit in the bottom right-hand corner will be the limit per Dragon. If the limit for that unit is not based per Dragon, it will read “SP” for special limit, and will be explained in the unit’s rules, listed in the rulebook. Unit Type: The unit type of a model is the specific type of creature that model represents. Some unit type examples are Dragon, human, beast, bird, lizard etc. This is important because certain effects will have to be modified when affecting units that contain models of the appropriate type, or will have additional effects based on unit type. Traits: Traits are special characteristics or skills that models may possess that make them a more valuable asset to your force. The extra effects provided by traits will be provided on their force listing or their force card, under the “traits” section. The Command Post: Always bring a force card to the game for each unit you will be using. If you have multiple units of the same type in your force, always make sure to mark your the units corresponding force card to avoid any confusion when it comes to abilities and magic that affect them. The force cards help to keep track of the abilities and effects of the models on the table, and give you a place to put enhancement cards, dice to track HP or chant power, and the different markers you may have to use. The force cards all exist in the game in a place completely separate from the battlefield called the “Command Post.” This is where your force cards are kept during the game, but chant cards will also be placed here occasionally to represent a summoned monster, created artifact or to keep track of which chant enhancements are affecting which units. Game “Markers” and their uses: There will often be abilities and effects that will call for a “marker” to be placed next to a model, unit or other game piece. Markers can be !made from anything, some useful markers are provided with Drake rules boxes, and are used as reminders during the game, as it can be difficult to remember all the effects on the board all the time. Things like, cover, near-mortal wounds, card effects, and model abilities can all require markers to be placed. Markers have no actual presence on the battlefield, and do not affect models in any way other than their described effect. Place markers as close as possible to the affected model or unit, to make sure there is no question as to what unit is being affected by what marker. The markers follow the game piece it is affecting as it moves. We encourage you to create your own personalized markers for the effects and abilities that you really enjoy playing with! Measuring the table: While playing a game of Drake you never need to guess the distance between points on the battlefield. You are allowed to measure any part of the battlefield at any time. This type of allowance makes the game flow much more steadily and prevents any problems with ranges and movements. But always be wary! The chant magic that each player will bring to the table, and the abilities of different models, can include all sorts of effects that change movements, ranges of weapons and line of sights, so you can never know anything for sure! Line of sight (LOS): You can only target a model or unit with a missile attack or melee attack if you have line of sight to that model. Some chant cards and some abilities also require line of sight. Line of sight (abbreviated LOS) means you can draw an uninterrupted line from a model needing LOS to the point on the table that you want that !model to see. To find out whether a model has LOS to a point on the battlefield, whether it is to an enemy or a specific location or item, imagine a cylinder, with the same diameter as the models base and a flat top, extending from the boundaries of that models base, straight up, an amount of inches equal to its Ht value. This is called the models “LOS area.” If it is not obvious whether or not you have LOS, get an eye down to table level and look for yourself, but remember not to look from a point outside the models LOS area, that is, higher than that models Ht, or wider than that models base. As long as any point within that models LOS area can trace an uninterrupted line to the point you are trying to see, that model has LOS to that point. Depending on the size or type of model, you may only be able to draw LOS from a certain portion of the model models LOS area (see “base size, LOS and melee range” below). Friendly models that are members of the same unit do not block LOS. Also, obstructions and other models that are shorter than the Ht of the model trying to ascertain LOS will not block its LOS. Models not of the same unit, and other game pieces, will block LOS if the Base sizes, LOS and melee range: Base size will generally represent the size comparisons between models. The diameter listed with each base size, written below, is the standard diameter for a model that has that base size. Mighty bases have varying size, as Dragons and other huge and mighty beasts do vary in size, from big to bigger! Many creatures have long limbs, necks, wings, tentacles and other physical features that allow them to reach beyond their bases. This means they don't necessarily need to be in base to base contact to make melee attacks. This reach is referred to as “melee range.” Models will have a melee range and LOS restrictions according to their base size, unless otherwise specified in their listed rules. Base size, LOS and melee range: -Small based models (30mm) = 0” melee range (base to base contact). 360 degree LOS. -Medium based models (40mm) = 1” melee range. 180 degree front-arc LOS. -Large based models (50mm) = 1” melee range. 180 degree front-arc LOS. -Mighty based models (60mm-100mm) = 2” melee range. 180 degree front-arc LOS. If it is not perfectly clear where a front or rear arc comes to an end, you can determine the extent of the Arcs of your medium, large and mighty based models place the facing template over your model, lining up the directional arrow with the place on the model that is considered its front point. This could be a models head, eye stalks or other sensory features, but is whatever point on the model that is considered the direction the model is facing. To reduce the frequency of any misunderstandings it is suggested that you discuss what feature on each of your models represents their front-most point before you start your games, if you feel it is not plainly apparent. ! The game of Drake consists of playing a number of rounds, which are made up of turns taken by each player. A turn consists of one player commanding their models, casting their chant cards and completing all other required effects. A round is completed once both players have finished the same number of turns. This is important in a standard game of Drake, as the game will end only at the end of a round. (See page 46 for a standard game of Drake's victory conditions) During their turn each round, that player moves their models, uses attacks and abilities, casts deadly chant magic, and generally wreaks havoc! However, before you can get to commanding your troops and causing mayhem, you must first deploy them onto the battlefield. Force deployment: After the battlefield has been set up, you must deploy your force. First, choose the two sides of the table that you will be deploying your forces along. These table edges must be across from one another. As mentioned previously, a standard game of Drake is generally played across a table roughly 4' wide. Each player rolls a dice to decide who chooses their side. The player with highest roll, re-rolling draws, chooses the side they prefer and deploys a single unit so its base is fully inside 10” of their chosen table edge. The other player then deploys a unit on the opposite side of the table, again fully inside 10” of their edge. When deploying a unit of multiple models, they must be deployed so that all models, including attached models, are within unit coherency (see page 21). Continue to take turns deploying one unit at a time until all units have been deployed. After all units have been deployed, both players again roll a D10. The player with the high roll must take the first turn, to start the game. The turn follows the sequence of phases and steps below: Beginning phase: This is the beginning of your turn. There are various things that will happen at this point in the turn, like making courage checks to stop troops from fleeing and dealing with effects that dissipate over time. These types of effects will be clearly explained in their rules. After resolving all other requirements for this phase, snap chants and snap abilities can be used by either player. See page 35 for more information on casting chant cards. !Operation phase: This phase will take up a large majority of your turn. Each unit in your army gets a single “operation” during each of your turns. A unit generally can only be operated once per turn, but there are occasionally effects that allow certain units to operate more than once in a turn. During this phase you will be operating your units, one by one, until all your units have performed their movement and actions. You must operate every unit in your force during your turn, even if that model does not move or do anything else, you must still acknowledge and carry out the operation of each unit in your force. The operation phase takes place in a 4 step sequence that is repeated for each separate unit in your force. The four steps are always performed in this specific order: Step 1 - The Selection Step - The operating player chooses a unit to operate. Each model in the unit will generate its action points (AP) at this point, and if a “chanting unit” is chosen it will generate its “chant power” and makes its “operation draw” (see page 35 and 36 for details on these terms). After resolving all other requirements for this step, including generating chant power and making an operation draw, snap chants and snap abilities can be used by any player. Step 2 - The Movement Step - The operating player declares a movement option for the unit that was selected, spending any AP required, and then carries out the move. If moving a unit of multiple models, a single movement option is chosen. Move each model of that unit individually, according to that movement option. You cannot break up the moves of the models, each models move must be finished before you move onto the next. The movement step is detailed further on page 14. After resolving all other requirements for this step, including all moves for the whole unit, snap chants and snap abilities can be used by either player. Step 3 - The Action Step - Attacking with melee and missile weapons, spending AP to buy more attacks, using most unit abilities, operating terrain pieces and many other effects are carried out in this step. The action step is detailed further on page 26. Note that enemy units cannot cast snap chants or use snap abilities during your units' action steps, unless it is to add to a chant order that is already waiting to resolve. Step 4 - The End of Operation Step - This is the part of the a units operation where the unit's remaining AP is lost, effects will end that last until the end of the operation and effects that take place at the end of a units operation will be resolved. Note that no player may cast snap chants or use snap abilities during this step. Once a player is finished operating a unit, they move onto the next unit that they want to operate and repeat these 4 steps. If a player finishes operating every unit in their force for that turn, that player continues to the end phase of their turn. End phase: This is the end of the turn. Effects that last until the end of the turn will cease at this point and you may need to discard chant cards from your hand if you have more than your maximum hand size (see page 36). !After resolving all other requirements for this phase, “snap” chants and abilities can be used by any player. Phases, Steps and Resolving Effects: Each phase and each step will occasionally have timed effects that have to resolve during that phase or step. At the beginning each phase and step that you go through while playing a game of Drake, check to see if there are any effects that need to be resolved. If there are, the player whose turn it is resolves all the effects they are required to first, and then their opponent resolves all effects that they must resolve. At the beginning of the movement step, during a units operation, you must first declare a movement option for the unit being operated. Once a movement option has been declared for the operating unit, the move is then immediately carried out. Below are the movement options you can choose for each of your units at the beginning of its movement step: 1 – Hold 2 – Advance 3 – Run 4 – Fly 5 – Charge Units of more than one model are given a single movement option, with all models of that unit carrying out their move in accordance with that movement option. A unit may only choose a movement option that at least 1 model in the unit has the AP to pay for. If no models in the unit can pay the AP for that move option, it may not be chosen. In a situation where one or more models in a unit are unable to pay the actions for the movement options that the unit has chosen, those models pay no AP and move exactly as if they had chosen Advance. Move all models in the unit before moving on to the next step of that units operation. Each model of that unit must complete its move before you start to move another model from that unit. Models that are part of a unit can move through models of the same unit at no penalty, however, a models movement can never end if its base is overlapping another friendly models base in any amount. If you do not have enough movement to make it past a friendly model, you must end your movement before trying to move through it. Note that friendly models that are not part of the same unit block your movement just like impassable terrain or enemy models. While moving, a model does not need to pay any movement for turning on the spot. A model generally may turn on the spot as often as it likes while carrying out its move. The only time this does not apply is when models are required to make a move in a straight line, such as during a charge or take-off move. When required to move in a !straight line the model cannot turn after it starts to cover ground, unless the movement rules for that unit specifically state that it can. Movement options are very different from one another and each have specific rules associated with them. Make sure to declare which movement option you will be making before starting to move your unit. 1. Hold: The unit holds its position and does not move at all. If you choose hold as a movement option your unit can't even turn on the spot. The model completes the rest of its operation as normal. 2. Advance: The unit makes a move of up to its base Mv value and then completes the rest of its operation as normal. 3. Run: A unit must spend 1 AP to run. When running, a unit moves up to double its base Mv value. After a non-chanting unit finishes its run move it skips its action step and proceeds directly to the end of operation step. After a chanting unit finishes its run move, it continues to its action step and immediately must choose whether or not to make a “heroic chant” (see page 39), after which its action step immediately ends, and the model carries on to its end of operation step, before any other attacks, abilities or actions can be used. For units with the “flying” trait, choosing a run movement option will represent the unit travelling on the ground, instead of taking to the air, as explained below in “fly”. There may situations in the game where it may be beneficial, or required, for your flying models to travel along the ground. 4. Fly: Units with the "flying" trait must spend 2 AP to take flight as their movement option. This type of move is carried out in two parts, the “take-off” move and the “glide” move. The take-off move represents the flying unit getting up to speed to get airborne. The glide move represents the unit actually flying through the air, above intervening models and terrain. Take-off: To complete the initial take-off portion of the move, a model first changes it’s facing to the direction that it wishes to move while getting airborne. Then that unit makes a move equal to half its base movement, directly forward in a straight line, to build up enough speed to get into the air. If a model that is making a take-off move comes into base contact with an impassable terrain feature, a vertical face terrain feature or any models that are not part of its unit, it has been interrupted and its attempt to take flight has been interrupted and it may not move any further. If this happens the model skips its action step. Cliff dive: If a flying model that is attempting a take-off move that would bring the model to the edge of a vertical face, that model may be able to leap off the cliff instead of completing it. To perform a cliff dive, the vertical face must be at least half as tall as the as the flying models Ht value or taller. Face the model in the direction you choose as normal, and then move the model until it comes into base contact with the edge of the vertical face. Instead of completing any remaining movement for its take-off move, it will make its “glide” move (explained below) from that point on the edge of that vertical face, instead of continuing its take-off move. ! Glide: If the model successfully makes a take-off move, or a cliff dive, the model makes a move of, up to, double its base movement for its glide. During the glide portion of the move, while the creature is actually flying through the air, the model is not required to move in a straight line and may ignore intervening terrain and models. This means that, during the glide portion of the move, enemies are not able to make free strikes against it (See page 25 for rules on free strikes). After the flying model ends its move it lands back on the ground. After a non-chanting unit finishes its flying move, it skips its action step and carries on to its end of operation step. After a chanting unit finishes its flying move, it continues to its action step. It then has the option to make a “heroic chant”, after which its action step immediately ends and the unit carries on to its end of operation step, before any other attacks, abilities or actions can be used. The take-off move and difficult terrain: If your model moves through difficult terrain while making its take-off move, its total glide distance will be reduced. When moving your flying model for its take-off move, it ignores any difficult terrain it happens to move over, but its time in the air will be reduced based on how much of the take-off move was made within difficult terrain. Measure the total distance that your model moved, during this take-off move, while within difficult terrain. The models base Mv is reduced by this amount when calculating the total glide move. (For example: A Rish Dragon chooses to make a flying move. It must make a take-off move of 3.5” before it gets airborne for the glide move. While making the takeoff move, it was moving through difficult terrain for 2”. Now when the Rish makes the glide portion of the move, its base Mv is reduced to 5” before it is doubled. Because the Rish spent 2” of its take-off move in difficult terrain, the result is that the Dragon can only make a glide move of 10” instead of its normal 14”) !5. Charge: A unit must spend 1 AP to charge. To make a charge, the operating unit must declare an enemy unit as a charge target. When a unit of multiple models declares a charge, at least 1 model from the charging unit must have LOS to at least one model in the unit being charged. Each charging model will be able to make a single turn to line itself up with its charge target, before it starts to move toward its enemy. In order to make a successful charge a model must face a direction so that it will end up in a position, if it was to move in a straight line directly forward uninterrupted, where it will eventually come into base to base contact with the charge target. Note that this applies even to models that have a melee range greater than 0” (base to base). For a unit without flying, the maximum distance it may charge is equal to 1.5 times its base move. (For example: A Rivercrest Swordsmen has a Mv value of 5. When the Swordsmen charges it moves 1.5 x 5” for a total of 7.5”) For a unit with flying, the maximum distance it may charge is equal to double its base movement. Note that you may not turn your models during or after they make a charge move; you must always move a charger in a straight line. Charging with units that contain multiple models can be a little bit tricky to handle, see “Charging and units of multiple models” on page 19 for more information on how to make these charges. ! Successful and failed charges: While moving, contacting other models or certain terrain features will affect the outcome of a charge. If a charging model contacts an impassable or vertical face terrain feature during its charge, that models charge has failed. The model must stop and cannot move any further, but may otherwise carry out the rest of its operation as normal. That model is not able to make an attempt to climb the vertical face (see page 20 for rules on climbing vertical faces). Note that in the case of units of multiple models, only that single model skips its action step, the rest of the unit carries out its operation as normal. If a charging model contacts an enemy model, base to base, that was not its charge target, it stops and may not move any further. The charging model can carry out its operation as normal, but the charge is not considered successful. If the model moves into an enemy models melee range, but it would be able to carry on without contacting that enemy's base, it can choose to stop and end its move at any point along its charge path and carry out the rest of its operation. The charge is considered failed, but the model can continue its operation as normal. It can also continue its move, but if it leaves the melee range of that enemy, it will suffer a free strike as normal. If a model moves its full charge distance and cannot reach the target with its melee range, the charge has failed, and that model skips its action step. The exception to this is that a chanting unit continues to its action step and immediately must choose whether or not to make a heroic chant, after which its action step immediately ends, and the model carries on to its end of operation step, before any other attacks, abilities or actions can be used. If the charging model reaches within melee range of its intended target, the charge is successful. You may stop your models move at any point after that. You can stop your full melee range away, continue moving until you are in base to base contact, or stop anywhere in between. A successful charge grants the charging model +1 to damage against its charge target with all melee attacks during that operation. Charging and missile weapons: A unit cannot use missile weapons in a turn that it charges unless otherwise stated by that units listed rules. Flying models and charging: When charging, units that have flying may be able to ignore intervening obstacles for a portion of their move. A charging unit with flying will only suffer the penalties listed in “successful and failed charges” above and “moving through terrain” if it encounters those situations during the first portion of its move, exactly like a take-off move when making a flying move. After each flying model in the charging unit covers a distance equal to half that models base Mv it is considered to have gained enough speed to get airborne and will ignore all intervening models and terrain from that point to its charge target. Note that you may never finish a move with a models base overlapping another models base. If you do not have enough movement to reach a point where you do not overlap another models base, you cannot make that charge. Models that make a flying charge will complete a successful charge in the same way non-flying models would with a normal charge move. ! Charging and units of multiple models: When charging with a unit of multiple models, the rules are exactly the same; however they essentially must be repeated for every model of that unit. All models in the unit must complete their move before the unit can continue to its action step. As mentioned previously, one charge target is chosen for the whole unit. When making its move each model from that unit follows all the same movement rules that a single model unit would when charging. Following are a brief description of charge situations involving units of multiple models. Multiple on single: When a unit of multiple models declares a charge against a single model unit, each model of the charging unit that does not have LOS to the charge target cannot make a successful charge, but will move their charge distance along with the unit, as explained below in “follow-up charge moves.” Single on multiple: When a unit that contains only a single model chooses a charge target that is a unit of multiple models, it must choose a model within that unit to direct its charge to specifically. You can direct the charge toward any model within the unit that you have LOS to, it does not have to be the closest model. The charger will only get the charge bonus against the specific model it attempts to charge. If it ends up in combat with a different model of the same unit, it will not receive its charge bonus. Multiple on multiple: If a unit of multiple models declares a charge against an enemy unit of multiple models, each model in the charging unit declares which specific model it is going to charge in the enemy unit and then is moved one at a time, carrying out a standard charge move. If some number of models, that had LOS to the charge target at the beginning of their move, cannot make it into melee range of their charge target, because they do not have enough movement or because there is no place they can reach that would get them within their melee range, those models must still move in a straight line directly towards the charge target as normal. These models will stop once they cannot move any further. Follow-up charge moves: Any models in a charging unit that did not have LOS to the charge target, when the charge was declared, will make a “follow-up” move instead of a charge move. A follow up move is treated exactly like an advance move, with the exception that the models will move a distance of 1.5 times their movement. The model can continue its operation as normal, but cannot use missile weapons, exactly like charging. All models in a charging unit of multiple models that did not have LOS to the charge target must move last, after all models that had LOS. Note that models that make follow up moves must still pay the 1 AP for charging, and will never grant the model the charge bonus. Moving through terrain: Drake is usually played with a selection of different terrain features on the battlefield. These features can have a challenging effect on your games and can cause mobility problems and other issues for your force. Some terrain features can even cause harm to those moving within them! ! Here is a list of the different rules for dealing with the various terrain types that might be on your battlefield, and examples of where these rules should be used. Open ground: Moving on mostly flat, mostly unobstructed ground does not affect a models movement in any way. Sparse forest, smooth hills or stone features and other mostly open, mostly flat terrain should also count as open ground. Note that even if a terrain piece is considered open ground, it will still count as cover if it obstructs LOS for a model making a missile attack. Difficult terrain: Moving across difficult terrain will require you to spend twice as much movement to move the same distance as on open ground. The model starts counting for difficult terrain as soon as the models base is at least partially within the terrain feature. Flying models have special rules for moving through difficult terrain when performing a “take-off” move. (see page 15) A few examples of difficult terrain would be dense forest, bushes, shallow lakes or rivers, fairly steep hills that are not vertical faces or swamps. Dangerous terrain: Some features are so hazardous that simply moving through them can cause harm. Terrain considered dangerous will count as standard difficult terrain, but may also cause damage to those models moving through it. If a model spends any part of its move touching a dangerous terrain feature in any amount, the model will suffer a single attack roll at the end of its move. Note that if a model starts its operation touching a dangerous terrain feature it will suffer the attack roll regardless of whether it moves or not. The Atts (see page 27, for information on Atts) of the attack depends on the size of the model. Small and medium based models will suffer an Atts 1 attack roll. Large and mighty based models will suffer an Atts 2 attack roll. Note that damage caused by dangerous terrain will never cause a composure check. Dangerous terrain examples could be a toxic pool, a magical ruin that exudes harmful energy, a dense thorn bush patch or quicksand. Cliffs, walls and other vertical terrain features: A model can attempt to climb a wall, cliff, jagged incline or other terrain feature with a vertical or nearly vertical face during the movement portion of its operation. Terrain features should be considered vertical faces if they look as though they could not be stood up vertically on. Larger models can attempt to climb higher terrain features, depending on their Ht value. A model may attempt to climb any vertical face that is up to two times taller than the listed Ht of the model. If a model attempts to climb a vertical face that is equal to its height or shorter, the model can climb it with no risk. If the model attempts to climb a !vertical face that is taller than its Ht, it must test to see if it slips, as explained below. Note that models that fly can ignore these sorts of features when making a flying move. If you want a model to attempt to climb a steep or vertical terrain feature, it you must first move it into base contact with the point on the terrain feature that you wish to climb. If the vertical feature is taller than the Ht of the model, it must pass a Dex check before it can climb. If failed, the model skips the rest of its operation, except for its end of operation step. If passed the model is free to climb the vertical face as follows. A flying model that is using a ground based move option will only ever fail this Dex check on the roll of a 10. A model must spend 2” of movement for each full 1” of height that it has to climb, exactly as if it was moving through difficult terrain, except vertically. If your model does not have enough move to climb it during that operation, it cannot climb the face, and must remain at the bottom, or spend its movement in another way. If your model does have enough movement to make the climb, it is placed at the top of the feature, in base contact with the edge, closest to where it climbed from. The model may then continue its operation as normal. Artillery, war engines and vertical faces: Any models that have an “artillery” or “war engine” unit type can never attempt to climb sheer faces. Impassable terrain: Certain features simply cannot be crossed. Impossibly high cliffs, tall fortified walls, pools of magma or deep crevasses are all examples of terrain that would be impassable. Models are not allowed to voluntarily move within the boundaries of an impassable terrain feature. If any sort of random or forced move occurs that would move a model onto an impassable feature, that model is stopped when it contacts the feature and its operation immediately ends. Note that there are rare circumstances where models may be able to move into impassable terrain, such as an aquatic creature moving into a water feature that would be impassable for standard troops. These situations will be clearly explained in each models rules, if they are able to do something of this sort. Be sure to discuss what features on the battlefield count as what types of terrain before you start playing your game, so that everyone is familiar with the aspects of the battlefield. Models and unit coherency: Many of the forces that you will bring to battle will be paid for in points as groups, or must “attach” (see below) themselves to a group of models. Models grouped in this way need to stick together on the battlefield in order to fight at maximum efficiency. For a model within a unit to have “unit coherency” it must be within 3” of another model from its unit that has unit coherency. As long as there is a group of models all belonging to that unit, or attached to that unit, that has more than half the total surviving models of that unit, including attached models, within coherency of at least one model of that group, each model in that group has unit coherency. Unit coherency is checked during each turns beginning phase, end phase and during every unit’s end of operation step. If a unit loses a model that would cause other !models in that unit to then be out of unit coherency, the penalties are not applied until that operations end of operation step. If a model that starts its operation outside of unit coherency, and uses its move to get itself into unit coherency, it will suffer the penalties for not being coherent with the unit until its end of operation step. If a unit is reduced to a single model, or if a unit starts the game as only a single model, that model is always considered to be within unit coherency. Unit Coherency Figure 1 In this situation, each of the swordsmen are within 3” of at least one other member of its unit, so all swordsmen have unit coherency. Unit Coherency Figure 2 In this situation, a single swordsmen is further than 3” from all members of its unit. Starting at the end of the current operation that swordsmen will suffer the unit coherency penalties until it ends an back in unit coherency. Unit Coherency Figure 3 In this situation, because none of the swordsmen are within coherency of the majority group, as there is no majority group, none of them have unit coherency and all will suffer the penalties starting at the end of the current operation. A model trained to fight in a unit will be less protected and uneasy if sent to operate on its own. Sometimes the models may even lose their nerve and run back to their unit! If a model does not have coherency with the majority group of its unit, that model is at -1 Act, -1 Dex and -1 Cr. As long as these penalties are being applied, the model does not have unit coherency. If these penalties are not being applied, the model is considered to be within unit coherency. Effects such as chant enhancements that target the unit will always affect all models in the unit, even if they are separated, unless otherwise stated. However, you can never target a model with a chant enhancement that does not have coherency with the rest of its unit. All Alone: During the selection step of a unit that has one or more models that are not within unit coherency, each model that isn’t must make a Cr check. If this Cr check is !failed, that model must make a run move directly towards the models of their unit that do, taking the shortest path around obstacles to get to its unit. The only exception to this is that the model will not enter an enemies melee range, and must still take the shortest path to its unit, while avoiding enemies melee ranges. This move is carried out immediately after the Cr check is failed, during the selection step. If a model makes a run move in this way, it skips its movement step and action step. This does not affect the rest of the units operation. This run move can end as soon as the model is within 3” of a model that has unit coherency, but you are free to complete any remaining movement how you see fit, as long as the model finishes its move within 3” of a model that has unit coherency. If this model does not have enough move to make it, it must get as close as possible. Ignore this Cr check if there are no models belonging to the unit that have unit coherency. Models that attach to units: Units will occasionally be able to, or will be forced to, “attach” themselves to another unit. If you deploy a unit and choose to, or are forced to, attach one or more models to that unit, the models being attached must be deployed at the same time as the unit they are being attached to, within unit coherency of the unit. The model then starts the game attached to that unit. You may only attach models to a unit if the units force listing specifically states that it can attach itself to that specific unit. Other units cannot attach themselves to one another. For example: Princess Acadia can only attach to either a unit of Rivercrest Swordsmen or Iron Fists. This is what her limit entry looks like in the Builders Alliance force list: “Limit: Princess Acadia must be attached to a unit or Rivercrest Swordsmen or Iron Fists. Your force must contain at least 1 unit of one of either Rivercrest Swordsmen or Iron Fists.” Once a model is attached to a unit it cannot choose to unattach itself from that unit unless it specifically states that it can in the unit’s rules. If all the models in a unit are destroyed, except for the models that are attached to that unit, those models become unattached. If a model, that is able to attach itself to a unit, is not attached to any unit, it can attach itself to an appropriate unit by performing its operation for the turn as though it was a model that was a member of that unit, and simultaneously with that unit. In order to do this, the model wishing to attach itself to the unit must be within 3” of a model of that unit that has unit coherency. This is called an “attaching operation.” The model counts as being attached for the duration of the attaching operation, so things like troop bonuses will be in effect. From that point on that model will be attached to the unit. Attached models are treated exactly like a member of that unit for all movement and effects. The only time an attached model is not treated exactly like a member of that unit is for calculating rout points and victory points at the end of the game. ! Composure checks: Many of the creatures in your force will be large and imposing examples of the deadly creatures that inhabit Dara. For smaller creatures, fighting these beasts without losing their nerve can be difficult. For this reason, if a unit is confronted with something that it finds disturbing or terrifying, it will have to take a test to see if it keeps its composure. Dragons never need to make composure checks. When you weigh five tons and your claws are longer than swords you tend not to get spooked! Composure checks must be made for several reasons, and depending on the situation, can have different results. Each time a unit is confronted with one of the following situations, the unit must make a single Cr based statistic check, against the highest Cr of any model in the unit, after modifiers. If failed, the penalty is applied to every model in the unit. Composure Check Situations: Composure check situation #1: If a unit is charged by an enemy unit that contains one or more models with a base size larger than any model in the unit that is being charged, the unit being charged must pass a composure check or be at -1 Dex for the remainder of the current operation. Make any checks needed after chargers are done moving, but before any attacks are made. A failed charge does not cause this composure check, only a successful charge. Composure check situation #2: If a unit charges an enemy unit that contains one or more models with a base size larger than any model in the unit that is charging, the charging unit must make a composure check. If failed each model in the unit gets -1 AP. This test is taken after the charging models have been moved, before continuing to the units action step. Composure check situation #3: At the end of each units operation, if the unit has sustained considerable damage or casualties it may lose its nerve and try to flee from the battle. If a unit that was deployed in a group of 2 or more models, not including attached models, at the beginning of the game, it may flee if it has lost too many of its number. During a single operation, if a unit of this type loses 50% or more of the models that remained at the beginning of that operation, the unit must make a composure check. When counting how many models it takes to make up 50% of the unit, count attached models also. If a unit that was deployed in a group of only 1 model, not including attached models, sustains a substantial amount of damage it may attempt to flee from its attacker. During a single operation, if this type of unit loses 50% or more of the HP it had remaining at the beginning of that operation, that unit must make a composure check. If this check is failed the model will have to make a “flee move” (see below) !directly away from the attacker(s). If the models flee from melee, free strikes may be taken as normal. If a unit, that is not fleeing, loses enough models or takes enough damage, as appropriate, from free strikes during its own movement step, it must make a composure check as soon as it is done moving. If failed, that units operation ends immediately and it makes a flee move directly away from the closest enemy that made a free strike against it. Also note that this flee move must be directly away from the attacking enemy, which may take them through the melee range of different enemies. If that is the case those enemies are granted their free strikes as normal (see below) if those fleeing models leave their melee range. If there are obstacles, such as terrain or other models, in the way, the fleeing models will take the shortest path to get around them so that they can continue on their path directly away from their attackers. Composure check situation #4: During the beginning phase of your turn, if any units are fleeing, you must make a composure check to attempt to stop them. If failed, immediately make a flee move (see below) directly away from the closest enemy they have LOS to, or directly toward the closest table edge, if that is closer than the nearest enemy. If passed, they stop fleeing and may be turned to your desired facing. Models that stop fleeing during the beginning phase do not get an operation that turn unless they pass their courage check with a “Conquer your fear!” result (see below), in which case they get their normal operation with the appropriate “Conquer your fear!” bonus. ”Conquer your fear!”: If a unit making a composure check passes it with a natural roll of a 1, each model feels so confident in the units chances of victory that they actually get a bonus! Depending on the reason that the composure check was taken, the effect of “conquer your fear!” differs slightly. - A unit that passes composure check situation #1 this way gets +1 Dex until the end of that operation. - A unit that passes composure check situation #2 this way gets +1 to hit for all melee attacks until the end of that operation. - A unit that passes composure check situation #4 this way gets an operation that turn, instead of skipping its operation, and gets +1 to their base move during that operation. Passing composure check situation #3 with a roll of a 1 does not do enough to lift the unit’s spirits after suffering so much damage, and has no additional effect. Flee move: Roll a directional dice and divide the roll in half. Add that number to the fleeing unit’s base movement and then move each model in the fleeing unit the total distance in the direction given by the directional dice roll (Away from its attackers or towards a table edge as the situation dictates). If there are models in a unit with different base Mv, each model adds their respective base Mv value to the halved directional dice number. If a model flees it is at -2 Dex until it passes its composure check during any of your following beginning phases. Any models that have enough movement from a flee move to make it at least partially out of the boundaries of the battlefield are removed and considered destroyed. Free strikes: If a model makes a move that takes it from within an enemy models melee range to outside of that enemy’s melee range, that enemy model may make a “free strike” attack against the moving model. Missile attacks may not be used to make a free strike, as loading and firing a missile weapon is much more technical and time consuming than !ruthlessly swinging your sword. Note that free strikes are the only standard way that a model can make attacks outside its action step of its operation. Each model may only ever make one free strike attack at a time, regardless of how many listed attacks it has. The free striking model may choose which attack it uses to make the free strike from its list of attacks. Each model may only ever make a single free strike attack per operation, even if multiple enemies move out of that models melee range. For this reason you may choose to have one of your models not attack a model with a free strike, and instead wait for a different enemy to make itself available for a free strike. Free strikes are resolved immediately after the moving unit finishes its movement, before proceeding to that unit’s action step. Free strikes are made with +1 to hit and +1 to damage. “Oh the Agony!”: If a model is reduced to 0 HP or less from free strikes during its move then it will skip its action step and it makes a survival check as normal during its end of operation step (see page 31 for information on survival checks). Note that only the models that are reduced to 0 or less HP will skip their action step, the other models in the unit will continue their operation as normal. -Artillery and War Engine models: Artillery models and War Engine models follow slightly different rules for moving when compared to normal units. Artillery: Models of this type can only choose “hold” or “advance” movement options. In addition, artillery models may not make missile attacks in a turn they cover any ground with a move. They may turn on the spot and still fire. An artillery model can never attempt to climb a vertical face. War Engine: Models of this type will often have special movement rules. If it does not, a War Engine model can only choose “hold,” “advance” or “charge” movement options. A war engine can never attempt to climb a vertical face. The action step is part of a units operation where you will be making melee and missile attacks, using unit abilities, casting much of your chant magic, operating items and machines, among other things. Attacking: Each model may make either one or more melee attacks or one or more missile attacks during each of its operations, but may not make both in the same operation unless otherwise stated by that models specific rules. Each model may make one melee attack or missile attack per listed attack of that type in their rules during each of their action steps. The first attack made with each attack listing is made without paying any AP, but further attacks with that attack listing will require the model to !spend an AP. See page 31 below on spending AP to purchase additional attacks. Different attack listings will often be at a different “attack strength” (abbreviated Atts) or have other associated abilities. When making attacks with different characteristics, always make sure that it is clear what dice are being rolled for which attacks. Some of the ways you can do this by separating your dice rolls or nominating different coloured dice as the different attacks when rolling multiple dice. Hitting and damaging your enemies: To inflict harm with a standard attack you must make one or more successful rolls to hit and one or more successful rolls to damage. Attacks can come from all kind of sources, swords, bows, magic, claws, etc, but are all made in the same way. Rolling to hit: After you have chosen which attack you are going to use and which target, within range, that you want to attack, roll a D10 to see if you can make contact with your attack. To score a hit you must roll equal to or greater than the targets Dex statistic. This is a “to hit” roll. Rolling to damage: When an attack hits you must roll to see how much damage the attack will cause. Roll a number of D10s equal to the Atts of the attack. For each roll that is equal to or greater than the targets Ar statistic the target loses 1 HP. This is a “to damage” roll. Note that when attacking you do not have to roll all of your attacks at the same time. You are allowed to roll the attacks one at a time if you choose. This means that when attacking multiple enemies you can see how much damage each attack does before moving on make the next roll to hit. You may prefer to roll multiple attacks at once to save time though, especially when making many attacks against a single enemy model. Just make sure to use different coloured dice or some other strategy to make sure you are keeping track of which attacks are hitting and which are missing. Attack Strength (Atts): Each attack will have an associated Attack Strength, or Atts. This is the number of D10’s that are rolled to damage an opponent if that attack hits its target. To hit, to damage and other roll modifiers: Often an effect will give either a bonus or penalty to hit or to damage rolls made by a model or unit. Apply these modifiers to the roll to hit or to damage after it is rolled. All to hit and to damage modifiers, as well as modifiers to other rolls such as statistic checks (see page ?) are cumulative, so figure out the total modifier before applying it to the roll. Melee attacks: Melee attack listings will not have ranges listed with them. To make a melee attack, your model chooses an enemy model within its LOS and its melee attack range. If multiple targets are within melee range it is up to you to choose how to divide your models attacks among them. Models that are “Engaged” in Melee: Sometimes a spell or effect will check if a model is “engaged” in melee. A model is considered engaged if it is within the melee range of an enemy model. Note that sometimes models that have a longer melee range than their enemy will be able to cause their enemy to be engaged without being engaged themselves (see photo on next page). ! In this photo, a Rish Dragon is being assaulted by some followers of the Lords of the Mountain. The Yerst, on the far left, has a 1” melee range, the Rish Dragon has a 2” melee range and the Cherek Hunters on the far right have a 0”, or base-to-base, melee range. The Dragon and the Yerst are both engaged in melee with each other. The Rish Dragon and the Cherek Hunter that is in base-to-base are also both engaged with each other. The Cherek Hunter that is not in base-to-base contact is engaged in melee with the Rish Dragon, but the Rish Dragon is not counted as being engaged by him. Missile attacks: Each missile attack listed on a models profile will have up to 2 different range listings associated with it. These will be a short range, a long range or both. To make a missile attack, an operating model chooses an enemy model within its LOS and maximum missile attack range. If multiple targets are within range you may choose how to divide your units attacks among them. Note that models that are “engaged” cannot make standard missile weapon attacks. Engaged models are regarded as to busy fighting to attempt such a technical manoeuvre. Dragon Breath weapons and chant missile attacks, along with other special attacks that dictate that they do, can be used while engaged in melee, but sometimes come with slight penalties. Missile attacks at long range: When making a missile attack at long range, the target is much harder to hit. If a model is making a missile attack and the range to its target is more than the attacker’s short range, but still within its long range the attacker gets -1 to hit. Note that there may occasionally be an attack listing that shows only a long range. If this is the case, the model is always considered to be at long range and will always get the -1 to hit with that attack. Similarly, if a model only has a short range listed, it will never get the -1 to hit for firing at long range with that attack. ! Missile weapons with an area effect (AE weapons): Some attacks will be able to hit more than a single model at a time. To represent this Drake uses circular templates with a diameter of 3”, 4” or 5”. Any type of missile attack that uses one of these templates is referred to as an “area effect,” or “AE,” weapon. These templates will allow you to quickly and easily determine how many models you will make attack rolls against when using weapons that create explosions, gas clouds and other types of effects. Breath attacks also use templates, but they are much different and explained below in the next section. Placing area effect templates and making to hit rolls for missile attacks: AE missile attacks and AE chant missile attacks are carried out with a few extra steps compared to standard missile attacks. AE missile attacks use the 3”, 4” or 5” circular templates and will have an “accuracy rating” (AcR), regardless of their source, which will determine how difficult it is to place the projectile where desired. All weapons of this type will have a listing such as “AcR: 4” or “AcR: 6”, etc. To make an AE missile attack, the player making the attack nominates a point on the table, within range of the attack, where they want the projectile to land. The that player rolls a “To Hit Directional Dice” (THD) as close to the nominated point as possible. The THD will be used to determine a direction, exactly like a standard directional dice (see page 44 for more information on direction dice). Take the number shown on the THD and subtract the attacks AcR. If the resulting total is 0 or less, the template is placed centred on the nominated point. If the resulting total is 1 or more the template is instead placed in the direction shown on the THD, an amount of inches equal to that result, from the nominated point. Breath Weapons: Breath weapons are considered AE missile attacks for the purpose of abilities and effects (such as the Rivercrest Swordsmens “shield deflect”), though they do not use the same targeting and template placement as standard AE missile attacks. Breath weapons use either the large or the small squared teardrop template and generally cost 1 or more AP to use. A model can only ever make one breath weapon attack a turn, even if they have multiple breath weapon attacks, and cannot make any breath weapon attacks if it made one during its last operation. When using a breath weapon, you must place the template so that the narrow end is touching the base of your Dragon anywhere in the front 180 degree arc of its base, and the wide end is placed over your enemies. Other than that you are free to place your deadly breath template wherever you choose. Note that breath weapons templates never use direction dice and are never moved while resolving the attack. ! Rolling to hit models under AE missile attack and breath weapon templates: After the template is placed you will roll to hit all models whose bases are only partially covered by the template at their Dex as normal. Any models whose bases are completely covered by the template, with no parts of their bases outside the boundary of the template, the number rolled for the “to hit” roll (see below) against that model is doubled. It’s fairly easy to hit an enemy when you completely engulf them in flames! (For example: If the dice showed 4 on the to hit roll, you would consider it an 8 when you compare it to the opponents Dex, to see if it is a hit.) An AE missile attack lands in the position shown here, covering at least partially most models of the Cherek Hunter unit. Hunter 1 is not covered at all by the template and has no chance of being damaged by this attack… this time. Hunters 2 and 3 are partially covered by the template and will suffer a standard attack roll from this attack. Hunters 4 and 5 are completely covered by the template and will suffer an attack that has its to hit roll doubled, greatly increasing the chance that they are hit by the attack. Shooting into melee: Shooting a missile weapon at models that are fighting in melee can be unpredictable. To represent this, models making a missile attack against an enemy that is considered engaged in melee get a -1 to hit. If you miss there is a chance you may hit the other combatant! After you roll to hit your original target, if you have missed your intended target, you must randomly choose a model that is in melee with that model. For this purpose it does not matter which model is engaged by which model, as long as at least one of them is engaged with the other. Make another attack roll against the randomly determined model with a -1 to hit. Each missile attack will only ever make one of these second to hit rolls. Never use shooting into melee rules when working out damage from an attack that uses a template. Work out template attack hits and damage normally, regardless of whether or not the target is engaged. !Spending actions to make additional attacks: Each model can make one attack during their action step, per listed attack they have. You can buy additional attacks by spending 1 AP per attack, unless specified otherwise. There is a limit that restricts how many times each listed attack may have additional attacks purchased. Each attack listing in each model’s rules will have a “purchase limit” that restricts how many additional attack you can purcahse with that specific attack. This will be represented by a multiplication sign and a number in brackets immediately following the Atts. For example: Sword – Atts 3 (x2) This sword attack can be made a maximum of 3 times. Once as its standard attack, which does not cost AP, and then up to twice more at the cost of 1 AP per attack. Destroying enemy models: If a model is reduced to 0 HP, it is considered to have taken enough damage to be removed from the game. In most circumstances a model can make a “survival check” to see if it can fight on a bit longer (see below), but if not, the model is removed from the battlefield and is considered destroyed. A model can go below 0 HP, and if it does this will affect its survival check. Any models that are considered destroyed count towards your “rout points” and “victory points” (see page 46 for the definition of rout points and for victory conditions) Survival checks: If a model has taken enough damage during a single units operation to reduce it to 0 or less HP, it might be able to make a “survival check” at the end of that operation to try and survive a bit longer. A model will only ever make a single survival check during each operation, which is always made during the end of the operation step. While a model is being attacked during a single operation, always leave the model on the table until the end of the operation to make the survival check. If a model suffers an amount of damage greater than its base HP stat during a single operation, it cannot make a survival check and is removed from the battlefield. Survival checks are a statistic check, made by rolling equal to or under your constitution on a D10. Always wait until all attacks have been made for that operation before rolling your survival check. If the model has been reduced to less than 0 HP, it makes its survival check at -1 Con for each HP it has below 0. (Example: A model currently has 3 HP, its base HP is 6. It is attacked and dealt 5 HP of damage. This leaves the model at -2 HP. The model has not suffered more than its base HP in damage during this operation, so it can still make a survival check. Because it is 2 HP below 0, it will get -2 to its Con when it makes its survival check roll during the end of operation step) If failed the model is destroyed, remove it from the battlefield. If the check is passed the model remains on the table with 1 HP and has a “wounded” marker is placed next to it. A model with a wounded marker has each one of its statistics reduced by one, except for HP and Chant. A chanting model that is wounded generates half their standard amount of chant power during their selection step instead of their full amount. A model with a wounded marker must also make a survival check at the end of each of its operations, but during these times it is always made at the models base Con. If passed it continues to fight on while wounded, if failed the model succumbs to its wounds and is removed from the table. Models can only ever have one wounded marker at a time, no matter how many survival checks are passed. ! Ambush strikes: Some models are so large that they do not have line of sight in their rear arc. This blind spot can give an attacker a large advantage if coming in unseen. Medium, large and mighty based models can all have ambush strikes made against them. Models that have a constant 360 degree LOS cannot have ambush strikes made against them, as they are watchful enough to avoid being surprised. All melee attacks can benefit from being an ambush strike, as well as missile weapons that are being fired at a target within their short range and chant missile attacks. AE missile attacks, breath weapon attacks and standard missile weapons at long range cannot claim the ambush strike bonus. In addition, and models that start their operation within 3” of the model being attacked cannot claim the ambush strike bonus. An attacking model will only gain an ambush strike bonus if its base is fully within the rear 180 degree arc and only if it spent its entire operation out of the LOS of the model it is attacking. Successful ambush strikes grant an attacker +1 to hit and +1 to damage for all attacks that meet these criteria. Attack Types: Attacks are sometimes composed of a certain element or temperature. These attacks sometimes have different effects on the enemies they attack. Some examples of attack types are, Fire, Cold, Electric, etc. The attack types can also be based on the elements of chant magic; Life, Sun, Spirit, Earth. Models that are affected more or less drastically by these attack types will have it explained clearly in their listed rules. Automatic Hits: Sometimes different effects will say that they cause automatic hits. Making a standard attack requires that you will need to roll to hit and a roll to damage your opponent. Causing automatic hits means that you will not need to roll to hit, you will only roll an amount of dice equal to the Atts of the attack for damage. Dead-eye shot: A model that has chosen a hold movement option during its movement step gets a +1 to hit bonus on all missile weapons and chant missile attacks, that do not use a template, during its action step. AE missile attacks and other attacks that use AcR to place its template get +1 to their AcR instead. The dead-eye bonus never applies to any missile attacks made by war engine and artillery unit types, and also never applies to Breath Weapon attacks. Poisoned Attacks: If an attack lists that it is a “poisoned” attack, it might prevent models from making survival checks. If an attack that is poisoned causes enough damage to a model to reduce it to 0 or less HP, that model does cannot make a survival check and is destroyed. !Rear-arc attacks: Some creatures have back spines, tails or other dangerous features that they can use to attack enemies that are behind them. Any attacks that are marked as a “rear-arc attack” can only be made against enemy models within the rear 180 degree arc of the model attacking with the rear-arc attack. A model does not need LOS to its target for rear-arc attacks. It is difficult to hit something that you cannot see though, as such rear-arc attacks are always taken at a -1 to hit. Cover and missile attacks: If the LOS from a model making a missile attack to its target is at least partially blocked by a terrain feature from all points in that models LOS cylinder, that target will receive some protection from being obscured. A model that is in this situation has all enemy models get -1 to hit with all missile attack and chant missile attack rolls. This penalty is called the “basic cover” penalty. Digging in and cover markers: Units can “dig in” to their surroundings for additional protection after they are done moving. When a unit is finished its movement, before its movement step ends, you may declare that unit is going to dig in. Each model in the unit pays 1 AP and places a “cover marker” beside that unit to represent this. If for any reason a model within the unit cannot pay the AP, the entire unit cannot dig in. For the cover marker to provide additional protection, the terrain piece blocking LOS must be within 1” of the model being attacked, and must be at least half the Ht of the model being attacked, for that model to gain the protection from digging in. If these criteria are met, the attacking model will receive either a light cover or hard cover penalty, depending on the type of terrain the model being attacked is taking cover behind (see below). If a model within a unit with a cover marker moves in any amount, other than to turn on the spot, the units cover marker is immediately removed. Light and hard dig in penalties: Models making a missile attack against an enemy that is dug in behind light cover get an additional -1 to their rolls to hit. Models making a missile attack against an enemy that is dug in behind hard cover get an additional -1 to their rolls to hit and an additional -1 to their rolls to damage. These penalties are in addition to the basic cover penalty. A model will only ever be able to claim either light or hard cover bonuses, never both. Below is a list of types of terrain that can be considered to give the light or hard cover penalties. Players should discuss what terrain pieces will count as either light or hard cover bonuses when they set up their battlefield, based on these examples: Light Cover: Small trees, sparse forested areas, bushes, shoddy wood or plank fences that are not solid walls, small or damaged stone walls. Also, shallow water features are considered to be light cover if the model is completely within the boundaries of the feature. Hard Cover: Large trees or very dense forest, fortified stone walls, tall solid or reinforced fences, solid stone formations. Also, deep water features are considered to be hard cover if the model is completely within the boundaries of the feature. Starting the game in cover: You may deploy any unit in your force with a cover marker starting beside it. If you do, that unit must choose a hold movement option in its first operation. !In this image, a Kaymayuk Warrior is deciding which Rivercrest Swordsmen to throw his spear at. They all have cover markers. Swordsmen 1 is within 1” of the terrain piece that is blocking part of the Warriors LOS and the terrain piece is measured to be half Swordsmen 1’s Ht value. That terrain piece is a fallen log, which counts as light cover, and so provides the light cover in addition to the basic cover penalty. Swordsmen 2 is further than 1” from the intervening terrain and so the cover marker gives no extra protection. The Warrior still receives the basic cover penalty when throwing his spear at Swordsmen 2 though, as the model is still at least partially blocking the Warriors LOS. Swordsmen 3 is within 1” of the intervening terrain piece, which in this case is a thick solid stone formation. This type of terrain counts as hard cover. The terrain piece blocking LOS to Swordsmen 3 is measured to be less than half its Ht value though, so the Warrior would not receive the hard cover penalties when throwing his spear at Swordsmen 3, but would still suffer the basic cover penalty. ! A unit that has a “chant” statistic in addition to its standard statistics has the ability to use chant magic and is referred to as a “chanting” unit. Chanting units are able to use cards from their controller’s hand to summon creatures directly onto the battlefield, enhance their troops and blast deadly attacks at their enemies, among many other things! Choosing your chant deck: You must choose a deck of chant cards, that your chanting units will draw from during the game, along with the models you choose to bring with you to battle. While playing a game with a single Dragon, you must choose, at minimum, 21 cards for your deck, with no more than 3 copies of any one card and no more than 1 copy of any “unique” card. Any chant cards that you have spent points to bring to battle are included in this count. For each Dragon that your force contains beyond the first, the minimum deck size is increased by 4 cards. So in a 2 Dragon, 300 point game, your decks minimum size would be 25 cards, in a 3 Dragon, 450 point game, you decks minimum size would be 29 cards, etc. Your deck may be any size you choose and contain any cards you wish, within these restrictions. Aside from cards that you have paid points to include in your force, these cards will be shuffled and randomly dealt at the beginning of the game (see below). This will also be the deck of cards that you will be drawing from during the game. These cards will represent all the magic that your chanting units can use in the battle, so choose wisely! Starting the game and drawing cards with chant magic: Before rolling for first turn, but after the battlefield has been set up and all units have been deployed you must populate your hand from the chant cards that you have chosen. Each player will have a single hand of cards that each chanting unit in your force can cast chant magic from. !Both players follow these 5 steps at the start of each game: Step 1: Reveal to your opponent all the chant cards that you have paid points for. Step 2: Place up to 7 of those cards into your hand. Any of these cards not placed in your hand are then placed into your chant deck. Note that you are not required to reveal which of your chant cards are placed in which location. Step 3: Shuffle your chant deck so that the cards are in a completely random order. Step 4: Draw cards until you have a total of 7 cards in your hand, including the chant cards placed into your hand in step 2. If you placed 7 cards into your hand in step 2, this will mean you will not draw any additional cards in this step. Step 5: Draw 2 additional cards for each Dragon in your force beyond the first. This will be the hand of chant magic that you will begin the game with. Each chanting unit that you operate during your turn will also allow you to draw cards, to increase the selection of chant magic in your hand. Operation Draw: During the selection step of a chanting units operation, its controller draws a card. This draw will happen before either player is allowed to cast snaps during that step. Chanting units that consist of multiple models only ever provide a single draw, regardless of how many models are in the unit. These units will continue to provide their operation draw until every chanting model within it is destroyed. Maximum hand size: Maximum hand size, or your “max hand,” refers to the most cards you can have in your hand. With a force less than 300 points, which is to say a force with only a single Dragon, the most cards you can have in your hand at the end phase of your turn is 8 cards. If you have more than 8 cards in your hand in the end phase of each of your turns, you must discard cards from your hand to your “dead pile” (see page 42) until you have 8 cards in your hand. Note that this will happen before either player gets an opportunity to use snap chants. 2 or more Dragons and your max hand: When you field more than a single Dragon, their combined intellectual might increases the amount of chant magic they have to draw on. For each Dragon that your force brings to the battlefield, beyond the first, your max hand is increased by 2. If a Dragon is destroyed during the game, you immediately lose !the max hand increase that is given by that Dragon, and will have to discard down to the reduced hand size in your next end phase. Generating chant power: Chant power is the actual magical energy that each chanting unit can draw on in each round. At the start of the game after you and your opponent have deployed your forces, but before you roll for first turn, each chanting unit on the battlefield generates an amount of chant power equal to its chant statistic. This happens simultaneously with drawing your starting hand of chant cards. Each chanting unit will also generate chant power during the selection step of each of its operations. During this generation a models chant power will increase to its base chant statistic, it does not add to your existing chant power. If for any reason a chanting unit has an amount of chant power equal to or more than its base chant statistic at the beginning of its operation, its chant power does not change. Chanting units containing multiple models: If you control a unit of multiple models that have a chant characteristic, each model generates the amount of chant stated in their rules, but their chant is spent as a unit. If a model is not within unit coherency when the unit generates its chant power, it does not generate its chant power. Casting chant magic: When casting a chant card from your hand, you first nominate the model that will be casting the chant. That chanting unit pays an amount of chant power equal to the chant cost of the card. If a chanting unit that is only a single model casts a chant card, that model must pay the entire chant cost for that card. Casting chant magic with units of multiple models: When a chanting unit of multiple models casts a chant card, you must pick one of the models to be the casting model. That model spends its chant until the card is paid for, or until it runs out of chant. Any further chant power needed can be spent from the remaining models of the unit in any way the controller chooses. A unit of chanting models can only cast cards if at least some of the models can claim unit coherency. Any chanting models in a unit that are not in unit coherency cannot cast chant cards and the unit cannot use their chant power. Chant order: After the chant magic has been announced and the costs to cast it paid, if there is no other card waiting to produce its effect, or “resolve,” the controlling player places the card from their hand onto the table. If there is one or more cards waiting to resolve when you cast your card, place it on top of the other card or cards waiting to resolve instead. This pile of 1 or more cards that are waiting to resolve is referred to as a “chant order”. There can only ever be one chant order on the table at any time. All cards being cast adding to the same pile until they are able to resolve. After you place a card on the table, starting a chant order or adding to an existing one, your opponent then has the opportunity to cast a snap that will take effect before the previous cast chant cards. Note that after you cast a card, your opponent has the option of casting a snap before you have the ability to cast another card. If your opponent does wish to respond with a snap card in this way, that opponent would pay the cost for their card and add their card to the chant order by placing it on top of the pile. After the opponent has cast a snap card, or passed at !the opportunity, you can then cast another snap, or you may pass the opportunity. During this stage of casting your chants, you do not pick the targets for your effects. The targets will be chosen upon the cards resolution. Once both players have passed the opportunity to play snaps the chant order will be resolved, one card at a time. The first card resolved is the top card in the pile, then down in order one card at a time in order, until all chant cards in the pile have been resolved. This results being that the last card placed is the first card resolved. For any effects that require a target, the target is picked at this stage, when the card or effect specifically is being resolved. Once a chant order is in the process of being resolved, no other cards may be cast until that chant order is finished resolving. Note that because the only cards that can be played on an existing chant order are snap cards, and snap effects, in general there should never be more than a single non-snap card or effect in a chant order, and it will always be the last to resolve. Death of a casting unit during chant order resolution: If a chanting unit is completely destroyed during the resolution of a chant order, all unresolved cards cast by that unit still in the chant order are automatically countered, the Dragon's voice being cut off before it can complete its complex vocalization. Range and LOS for chant magic: When casting a chant card, you can only cast the card on the intended target if you are within range. Each card will have its specific range listed. If the range that is listed shows only a number the effect will have a single target and the casting model does not need to have LOS to it. (For example: Range: 12”) If the range listed is followed by an “LOS” then the casting model needs to have LOS to its desired target. (For example: Range: 12” LOS) If a chant card resolves and there is no appropriate target within range, it still resolves and goes to the dead pile as normal, but with no effect. Note that if a chant card could target a friendly model within range, that casting model/unit can target itself with that chant card. (For example: A Dragon casting Healing Breath can target itself) Chant magic with a radius: Cards that have an “RA” before the range that is listed are effects that are resolved using a radius, and can affect a large number of models at once. All models, friend and enemy, that are within that distance from the casting model are affected, unless otherwise stated. (For example: Range: RA 6”) Alliance specific chant cards: Alliance specific chant cards, which usually are cards that you have paid points for, can only be cast by chanting units of that alliance. For example, an unaligned Dragon fighting with a Builders Alliance force would not be able to cast a Madness of Kel'est, as the Madness is a Builders Alliance specific card. Paying X in the cost of a chant: X is a term that is used to show a variable value in an effect. If there is an X in the chant cost of a card, the cost may be paid with any amount of chant. The effect of the card will reference X, and that X will be equal to the amount of chant you paid for the cost of X in the chant card. If rules within a cards text give a different value for X, always use that value instead. Counter-chants: Some spells read that they “counter” a targeted chant card. When these !chant cards resolve you must choose a card that is currently waiting in the chant order to resolve. The chosen card is sent to the dead pile with no effect, regardless of what type of card it is. However, many counter-chants will only be able to affect certain types of cards, which will be clearly explained on the card. Note that the synergy rating of a spell will give a certain amount of protection to a chant card waiting to resolve in a chant order. Making a Heroic Chant: Using chant magic while trying to fly low to the ground or fight in melee is very difficult. Heroic chants reflect the difficulty of using chant magic in these extreme situations. A Dragon must cast chant magic with a heroic chant when faced with these circumstances: - When the chanting unit is engaged in melee. - After run or fly moves, and other moves that make you skip your action step. A heroic chant casts a chant card in exactly the same manner as normal, but with a few differences. A chanting unit that casts a heroic chant cannot cast other cards while the heroic chant is waiting to resolve. Also, when the card that is cast with the heroic chant resolves, it reduces the casting units chant power to 0 as a part of its effect. Opponents can respond with snap cards on a heroic chanted card as normal. Note that a chanting unit must cast snap cards with a heroic chant if it is engaged in melee, but it can still cast snap chants during all the standard situations (See “snap cards” below) Types of chant cards: Though all chant magic is cast the same way (by expending the appropriate amount of a units chant power), the cards produce wildly varying effects. Following is a list of the general types of chant magic: Snap cards: Whenever there is an opportunity to cast snap cards, either player may be able to cast one or more. The player whose turn it is first decides whether he or she would like to cast a snap card, then passes the opportunity to the other player. This process is repeated until no player wants to cast another snap card. Snap cards are special because they can be cast at a variety of times, where other chant cards can only be cast during the action step of a chanting unit. ! Effects that take place during a certain phase or step must be resolved before any player can cast the first snap. Here is a comprehensive list of each time during a players turn that they can cast a snap chant. - The beginning phase - Each selection step of each units operation. - Each movement step, after every model in the unit has finished their move. - The end phase - During the chanting models action step* *A chanting unit that is operating may cast snap cards on a chant order waiting to resolve, or to start a chant order. All other chanting units (those that are not operating) can only cast snap cards if the operating unit starts a chant order, and can only cast snaps while there is 1 or more cards in a chant order waiting to resolve. Other than that, all standard rules for casting snaps and resolving chant orders apply. During each opportunity players have to cast snap chants, all effects that are required to resolve during that phase or step must be completed before either player can start a chant order with a snap chant. When all effects have been resolved, the player whose turn it is has the first chance to cast as snap, as mentioned previously, then that player’s opponent can add to the chant order as normal. Snap cards go to the dead pile after they resolve. Note that snap cards are the only chant cards that can be cast while there are one or more cards in a chant order that are waiting to resolve. Snap missile attacks can be used while the casting model is engaged in melee, either against a model that is engaging the casting model, or at a target outside this combat. Chant missile attacks that use a template are at -1 AcR while the casting model is engaged, and all other chant missile attacks are at -1 to hit with all rolls to hit while the casting model is engaged. Snap abilities: Some abilities will be able to be used with the same timing as snap chants. In general, these abilities will have all the same timing opportunities and restrictions as casting a snap chant card. These abilities will use a place marker and can generally be countered like a snap card. Flow cards: Flow cards can be cast only during a chanting units action step, during its operation, and only if there are no cards in a chant order waiting to resolve. Flow cards are sent to the dead pile after they resolve. Enhancement cards: Enhancement cards are chants that target a unit on the battlefield. The enhancement modifies their statistics or gives them additional abilities. Enhancements can also negatively affect their targets. After resolving, an enhancement does not go to your dead pile, but instead is placed on the force card of the unit that it is affecting. This helps to remind you which enhancement is affecting which unit. Certain other chant cards and abilities can destroy or otherwise affect enhancements. !If an enhancement card is destroyed, or the unit the enhancement is affecting is completely wiped off the battlefield, that enhancement goes to the dead pile. Each unit can only have a single enhancement affecting it at a time, unless otherwise specifically stated by an enhancement cards rules. This rule only applies to your own enhancements, meaning that each unit can be affected by a single enhancement of both you and your opponent. Enhancements cannot be cast on models of a unit that are not within unit coherency of their majority group. If a player controls an enhancement affecting a certain unit, that player simply cannot target that unit with a further enhancement, unless otherwise stipulated by other rules. Enhancement cards can be cast only during a chanting units operation, during its action step. Enhancement cards cannot be cast if there is a chant order waiting to resolve. Halo enhancements: Some enhancements will have the Halo enhancement rule. A unit can have a single Halo enhancement placed on it in addition to a normal enhancement. Halo enhancements can be cast on units exactly like normal enhancements, their only difference is that they allow an extra friendly enhancement to affect the same unit. You may not cast a Halo enhancement on a unit with that exact same enhancement already affecting it. Chant creations and chant constructions: These cards are cast in the same way as other chant cards but have a much different effect. Instead of getting a single effect out of the card and then having it sent to the dead pile, these cards actually summon a specific creature or feature onto the battlefield. The chant creation or construction force listing or force card will detail how far away you can summon your model(s) and whether there are any restrictions to do so. Often chant creations and constructions will require to be placed on a certain types of terrain or have other restrictions. Make sure to note where your chant models can be created. While this creature or feature is on the battlefield, put the chant card with your other force cards so that you may track any enhancements or affects it may endure. Once the unit representing your chant creation or construction has been completely destroyed, the chant card for them then goes to the dead pile. Chant creation and chant construction cards can be cast only during the casting units operation, during its action step. They also cannot be cast while there is a chant order waiting to resolve. Note that chant creations and chant constructions are created in the same way, but are utilized on the battlefield in different ways, as explained below. ! Chant creations: The models that chant creation cards create are treated exactly like the other models in your force. They have standard statistics and operate exactly like a normal force selection, but do not normally get an operation in the turn that they are created. A chanting model can choose to cast a chant creation in “overdrive” by spending extra chant (See below), which might allow it to get an operation the turn it is created. Chant constructions: The models that chant construction cards create are not animate creatures. These models will have a limited stat bar, showing only Dex, Ar and HP and do not get an operation during your turn. Chant constructions will never have standard attacks, however their traits may detail attacks that they might be able to make in specific situations. Any chant constructions that are reduced to 0 or less HP are considered destroyed and immediately removed. Chant constructions never make survival checks or any Cr based tests. Overdrive and chant creations: A chant creation normally does not get an operation in the same turn it is created on the battlefield. A chanting model can try to avoid this drawback by casting its chant creation in “overdrive.” To do this the chanting model must declare that they are trying to overdrive their chant creation as they cast it. The casting model pays *X+1* chant power in addition to the normal chant cost of the chant creation, where X is any amount of casting units remaining chant power that it chooses to spend. If the chant creation is then successfully cast, place it on the battlefield with 1 HP of damage already sustained. The controller then rolls a D10 and adds X. If the result is 8 or greater, the model has been successfully cast in overdrive and gets a normal operation during the current turn. If the modified roll is less than 8 there is no beneficial effect and the model must wait until your next turn to get to be operated. Note that chant creations that have a starting HP of 1 cannot be cast in overdrive. Corrosion and placing a corroded unit: If the model or models in a chant creation unit must be placed in contact with a certain type of terrain feature then you can cast that card in a “corroded” state, and place each model the chant card is creating within 3” of that terrain feature instead. The unit then must make 1 perilous check of 7+, plus another perilous check of 7+ for each 1” the furthest model is being placed away from its intended terrain piece. For each perilous check that is failed, each model in the unit suffers 1 HP of damage. Dead chant cards and the dead pile: Once a chant cards effect is finished, or an enhancement, chant creation or chant construction is destroyed it is considered “dead”. Dead cards are placed in a face up pile with all other Dead cards from your chant deck. This pile is referred to as the “dead pile.” The order of your dead pile irrelevant. Note that cards can go to the dead pile from different locations, such as your hand or your command post. ! Synergy rating: A chant card will occasionally have a “synergy rating.” This reflects the synergy that the spirit of the chanting model and the spirit of the chant magic effect have when mingling. This duality of spirit creates a bond of great energy and makes it difficult to affect with other chant magic, while it is being formed. If an opponent specifically targets a chant card, while it is waiting to resolve, with a counter-chant or other hostile magic, that opponent must roll equal or greater than the synergy rating of the target card immediately after it resolves. If the roll is passed the spell can resolve as normal. If the roll is failed the hostile chant is countered and is sent to the dead pile. Place holders and chant abilities: There will occasionally be unit abilities that will be able to be used at times that a snap can be used, such as power mark activations, or will otherwise be placed in a chant order when being used. When an ability says that it is placed in a chant order, it is treated exactly like a chant card that is cast by a chanting unit, and will need a stand-in card to represent its place in the order. Drake card packages will include place holder cards that can be used to keep the ability's place in the chant order for these types of effects, but anything that can clearly represent that ability's place in the chant order is fine to use. Abilities that are resolved in this way can be stopped by any effect that can counter a chant card. In this case, if the model/unit using the ability is forced to pay chant power or some other cost to prevent its ability from being countered, only it can pay that cost and the effect will be countered unless it has the resource itself. Running out of cards: The number of cards that you bring in your chant deck will be the total amount of chant magic you have access to in your game. If you draw the last card in your deck, you have run out of magic for this battle! Do not reshuffle your dead pile or otherwise repopulate your deck. If you no longer have cards in your chant deck further draws are simply ignored. For this reason it is essential to balance the number of cards in your deck so that you will not run out of cards during the game, but will still consistently draw the cards that you want to help you win the battle. ! This section covers any rules that do not fit into one of the previous sections of the rulebook. Directional Dice: Some rules will need you to determine a random distance and direction. For this you will need to roll a standard D10, as the shape of the dice will help to determine the direction. To roll a random direction and distance, roll the D10 so that it lands in close proximity to the model, template or other game piece that is to be moved. If you look at the top face of the dice, its shape comes to a point above the listed number. This points the random direction that the model or template will be moved, and the number on the dice is the number of inches it will be moved. Draw a line through the centre of the dice out the top point to make the move in the correct direction. Effects that use a directional dice will often manipulate the roll by adding inches or dividing the result, but the method you use to point the random direction is always the same. Healing abilities and effects: Effects and abilities that cause a model to “heal” some amount of HP will let that model regain that amount of HP lost earlier in the battle. A model can never be healed above its base HP stat, and if it would be healed to a higher amount of HP than its base HP, it is healed to its base HP instead. Healing and wounded markers: If an effect or other ability “heals” a model, in any amount, that has a wounded marker, that wounded marker is removed. Healing artillery and war engines: Healing does not work as efficiently on these types of models, as parts of the unit are not alive and cannot be healed. Any time an artillery or war engine model would be healed any number of HP, it heals half that much HP instead. Cumulative action points (AP): Sometimes you will need to spend AP to pick up artifacts, open tombs or operate ancient pieces of technology, among other things. In many cases AP spent in this way are referred to as being “cumulative”. This means that the AP may be spent in this way over several turns and add up as models spend them. Unless otherwise stated, AP spent this way are not model or force specific. Any model may spend AP on top of any other, with the model that pays the final AP required receiving the artifact or effect. Perilous Checks: Occasionally you will need to make a “perilous check.” These checks are always made with a single D10. To avoid the effect ill effect of the perilous check, you must roll the number that the effect states. A perilous check of 6+ would require you to roll 6 or more on a D10, of 8+ on an 8 or more, etc. Opposing Rolls: If an effect tells you and your opponent to make an “opposing roll,” both players roll a D10. The player who controls the ability that is causing the opposing roll wins if they roll equal to or greater than the number their opponent rolls. If for any reason an opposing roll is caused by something that no player controls, your opponent will roll for the neutral effect. In this case you will re-roll ties until a !player has a winning roll. Completely within or partially within: Many effects require s model to be either completely or partially within the range of a chant card or an effect, or the boundaries of another game piece, such as a template or terrain feature. If no part of a models base is further than the range of the chant card or effect, or outside the boundaries of the game piece, it is considered completely within. If any part of a models base is outside the range of that game piece in any amount, it is considered partially within. If an effect does not specify whether a model needs to be completely or partially within the range or game piece, it only needs to be partially within. Natural rolls of a 1 or a 10: Though attack rolls hit and damage based on the targets Dex and Ar respectively, natural rolls of a 1 or a 10 are special. A roll of a 1 to hit or to damage is always an automatic fail, even if the targets Dex or Ar values are 0, or modifiers would make it hit on a roll of a 1. A roll of a 10 to hit or to damage will always be successful, even if the there are modifiers that would require you to roll greater than 10. This rule extends to all attack and damage rolls regardless of whether they are normal attacks, chant magic, terrain effects or any other roll that could cause damage. This is to prevent awkward situations where modifiers would make a dice roll impossible. Natural rolls of a 1 or a 10 when making statistic based tests: Because statistic checks need you to roll equal to or under the characteristic, rather than over, natural rolls of a 1 always pass statistic checks and natural rolls of a 10 always fail. This extends to survival checks and composure checks also. Re-roll: If an effect says that you reroll a dice, roll that dice again and ignore the first result. The second roll stands, and you can never re-roll a dice that has already been re-rolled. If there are multiple re-roll effects being applied simultaneously to a dice roll, the player who's turn it is chooses which re-roll effect will be applied. The other re-roll effect is discounted. ! Now that you know all the methods that are available to wreck havoc on your adversaries, you will need to know what you are wrecking towards! Establishing when the game ends: When two armies meet on the field of battle it is very unlikely that one of those armies will be completely wiped out. It is much more likely that one side realizes it has been defeated and withdraws or flees, the remaining members cultivating a chance to fight another day. For this reason a game of Drake will generally end before one force is completely destroyed and use a system based on “rout points,” which will dictate when a force has suffered too much to go on. Rout Points: The game will check to see if the end-game conditions have been met only at the end of every full round, so no player will take more turns than their opponent. These conditions are associated with your Dragon's HP and with points that you accumulate as your forces are destroyed, called “rout points”. Following are the 4 main ways that a player will accumulate rout points, in no particular order: #1 Unit at Half Strength: When one of your units is reduced to “half strength”, you gain rout points equal to 50% of that units points cost. If a unit was deployed as only a single model, not including attached models, that unit is at half strength when that model has sustained enough damage to bring it to 50% or less of its starting HP. ! If a unit consists of more than a single model, not including attached models, that unit is at half strength once 50% or more of its models have been destroyed, not including attached models. If a unit is reduced to half strength and then subsequently healed or otherwise repaired to above half strength, that unit’s controller does not lose the rout points they received for that unit being reduced to half strength. Also, a unit will only ever give its controller rout points for being reduced to half strength once a game, regardless of whether the unit is healed or otherwise repaired enough to allow it to happen more than once. #2 Unit Destroyed: When one of your units is completely destroyed and that units force card is sent to your dead pile, you gain route points equal to 50% of that units points cost. This means that once your unit is destroyed it will have caused you to gain 100% of its points value in route points. Attached models that are destroyed: Models that are bought with points separately from the unit they are attached to do not give 50% of their points when damaged half way, instead attached models give 100% of their points value in rout points when they are destroyed only. #3 Countered Chant Card: If a player paid points to include a chant card in their chant deck, and that card is successfully countered by an opponent when it is cast, that player receives rout points equal to that cards points cost. #4 Dragon Destroyed: If a Dragon in your force is destroyed, you immediately gain 25 rout points. Sacrifice Modifier: If the controller of a model uses an ability that intentionally destroys that model, if the destruction of that model brings its under half strength, or causes the complete destruction of that unit, you gain 25% of that units points cost in rout points, instead of the usual 50%. (For example: If a Saan Dragon destroys its last of its Marks of Ether power marks, made by a single card, with the “transmute” ability, the destruction of those power marks would only count for 25% of its points cost, which is 5 points. If a Madness of Kel'est destroys itself during its end of operation step, from its own effect, it would only count for 12.5 rout points, etc) Game End: Using these rout points, the game-end conditions are as follows: If every Dragon in a players force is at less than 50% of its starting HP and if that forces controller has rout points equal to at least 75% of that forces allotted points value, that force may “rout”, and flee the conflict. Establishing the Winner: Once the game end conditions have been met, you must calculate victory points to see if one player has gained sufficient enough advantage to claim victory. To calculate victory points (VP), take the exact points value of the force you had chosen and subtract the total amount of rout points you have. The end result is your victory points. To win the game you need to have an amount of VP more than your opponent equal to greater than 10% of the allotted points for the game. In a 150 point game you would need to have a VP total that is more than 15 VP than your opponent, in a 300 point !game you would need more than 30 VP, etc. Tie-breaker round: If neither player has enough VP to win the game, the game continues for 1 more round. The game automatically ends at the end of that round. VP is rechecked and the result stands. If neither player has gotten enough VP to win the game, its result is a Draw. (For example, Hank and Chuck are playing a 150 point game. Hanks force came to only 145 points. Chuck was able to get his force to exactly 150. At the end of one of the rounds, Chuck has received 120 rout points, enough to trigger the end of the game. Hank has only received 85 rout points. So: Chuck Hank 150 – 120 = 30 VP 145 - 85 = 60 VP The game was set at 150 points, so Hank needs greater than 15 VP more than Chuck has to win. At 30 VP more, he has won a decisive victory!) Congratulations! You have made it to the end of the Core Rules! Glossary of terms Area effect templates – See page 29. Automatic hits – See page 32. Battlefield – The surface of the table that is considered the model game play area. For more information see page 2. Breath weapons – See page 29 . Buying addition attacks with AP – See page 31. Casting chant magic – See page 37. Cumulative actions – See page 44. Chant magic – See page 35. Chant Deck -- See page 35. D10 – 10 sided dice (Page 3) Dead-eye shot – See page 32. Dead Pile – See page 42. Digging in – See page 33. Drawing chant cards – See page 35. ! Direction dice – See page 44. Force – The selection of troops you bring to the battlefield. For more information see page 4. Force Card – See page 7. Free Strikes – See page 25. General Statistic checks - Effects will occasionally require a model to make a statistic check(stat check) against statistics other than constitution and courage. To successfully pass a stat check, roll equal to or less than the statistic being checked on a D10. If the roll is higher than the statistic being checked, the model fails. If an effect causes a unit to make a stat check, each model will make the check individually. Note that courage is the exception to this, a unit takes a courage check a single time for the whole unit. When rolling stat checks, a 1 is always a pass and a 10 is always a fail, regardless of the actual statistic. Generating chant power – See page 37. Heal – See page 44. Heroic chant – See page 39. Line of sight (LOS) – See page 10. Maximum hand size – See page 36. Missile attack – See page 28. Melee attack – See page 27. Operation – See page 13. Opposing rolls – See page 44. Overdrive – See page 42. Poisoned attacks – See page 32. Rolling to hit – See page 27. Rolling to damage – See page 27. Rout Points – See page 46. ! 1's and 10's on a D10 – See page 45. Rear--arc attacks – See page 33. Range, radius and LOS for chant magic – See page 38. Statistics – See page 6 and 7. Survival checks - See page 31 Synergy rating – See page 43. Shooting into melee – See page 30. Traits – See page 9. Type of chant cards – See page 39. Terrain and terrain types – See page 19, end of page. Running out of cards – See page 43. Ambush strikes – See page 32. Unique units and cards – See page 5 Unit – See page 5 Unit types – See page 9. ! ! ! ! ! New Release Preview Blood pumping at a frantic pace, Koris raced across the battlefield. Six limbs thrusting in perfect unison, he drove hard to his target. The target was not an enemy, or even strategic high ground, but sunlight, an illuminated area recently produced by a break in the clouds. “Damn this frigid northern climate,” the massive desert reptile protested as he reached his goal. An immense shadow flashed over his position, the great wings of his foe momentarily stealing his confidence. “Fool,” he thought as the enemy Drake circled above. “A few seconds more and you would have had a chance at survival.” Koris reached the illumination and risked a moment of bliss as the warm light momentarily strengthened him. His sailback extended to capture the precious rays, filling him with vigour. A high‐ pitched shriek from his opponent broke the revere. Barrelling down on him, the Seretin Dragon seemed to have every advantage. “Farewell,” Koris thought, and began to sing. Not the loud song of the human, or the deep song of the mountain people. He sang the rolling chant of the Dragon, and the air around him listened. Shimmering lenses appeared and angled perfectly towards his enemy. A powerful and focused beam of light erupted with a massive Hissss‐aaaaam and slammed into the approaching winged Drake. For a moment the lightly armoured creature looked confused, then terrified, as it was violently blasted in two by the concentrated power of the sun. The disciplined ranks of northern soldiers below felt the impact of the blast. Many did not truly understand what they were seeing. How could their mighty reptilian leader suddenly fall into a bloody mess in the blink of an eye? ! "! ! !Koris relaxed, exhausted !from his efforts. This battle ! was one of many, and he did ! not let the momentary success distract him from the greater task at hand. The northern nations were coming. This year or the next they would strike in force, and if he did not take them down before they reached his homeland, it would be the end. The survival of his people depended on it. The spears of the south must prevail… DRAKE II: HORIZONS will bring the first new force for our amazing game system. Dynamic and powerful, the Shi nation is a long‐ established southern empire. Their ancient culture produces massive armies, completely loyal to the protection and control of their desert kingdoms. Allied with the Shaka, six‐limbed Dragons of the ancient world, the Shi nation seeks to defend their lands and strike debilitating blows against all other Dragon‐led nations in the land of Dara. ! "!