Daïkinee are the most ancient elves, they have a strong bond with the nature and they are allied with the fairies.

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

Characters Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Pure warriors Regulars Numae [Friend of the Fairies] Kurujai, Daïkinee archer 39 12,5 4 5 6 5 7-4 3 - - 45 12,5 5 4 4 4 6 5 4 2 - - Symbiotic Weapon Daïkinee Bow, STR 4: 25/45/65 Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Elites Maneos, scarab warrioress [Daïkinee Elite ] 80 12,5 5 6 7 5 10-6 3 - - Ar- Symbiotic mour M Leadership/10; Regeneration/5 M Instinctive firing; Blood brother/shaenre; Regeneration/5 M Fine blade; Master strike/2; Steadfast; Regeneration/5 Troops Pure warriors Irregulars Lookout bug [Signalling ] 8 12,5 3 1 2 2 4-0 0 - - S 1 Regulars Daïkinee archer 11 12,5 3 2 3 2 5 3 3 1 - - Daïkinee Mace Daïkinee Bow, STR 4: 25/45/65 M 3 Regeneration/5 12 12,5 3 3 6 3 5-3 1 - - M 3 Regeneration/5 Daïkinee musician 13 12,5 3 3 4 3 5-3 2 - - M 2 13 12,5 3 3 4 3 5-4 1 - - M 2 Regenera- Leadership/10; tion/5 Immuni- Reorientation; ty/fear warrior/- Regenera- Leadership/10; tion/5 standard- Daïkinee bearer Veterans Daïkinee veteran Daïkinee Bow, STR 16 12,5 3 3 4 3 5 4 4 1 - - archer 4: 25/45/65 M 3 Bull s eye; Regeneration/5 Creatures Mandigorn warrior [Spiritual Protector] 58 15 2 5 10 2 12 - -7 1 - - W 1 Specials Daïkinee scout 19 12,5 4 3 3 5 5 3 5 2 - - Daïkinee Zephyr 22 12,5 4 5 5 4 5 3 5 2 - - Assault bow, STR 5: 15/30/45 Chakram, STR 5: 15/20/25 M 2 M 3 Elites Sylph warrior Bravery; 18 12,5 3 4 6 4 5-5 2 - - M 3 [Spiritual Protector] Fairy Scarab warrior [Daïkinee Elite ] 27 12,5 4 5 6 4 8-5 2 - - Symbiotic Armour M 3 Implacable/1; Brutish charge; Regeneration/5; Fairy Scout; Bull s-eye ; Regeneration/5 Leap; Ferocious; Regeneration/5 Regeneration/5; Fine blade; Master strike/2; Regeneration/5 2

Appendix: Mystics This Section contains all you need to field Magicians and Faithful in your army. Special Capacities of Mystics Shaenre s Claw Reserved to: Shaenre Power: 0 Gems: 2 Water Difficulty: 7 Area of effect: an enemy fighter Range: 15 cm Duration: special Frequency: 1 The target of this spell suffers from a STR 6 damage roll, which benefits from the ability Toxic/2. Spells of the Symbiosis path Convocation Reserved to: Daïkinee Magicians Power: 2 Gems: 3 Water Difficulty: 7 Area of effect: special Range: 10 cm Duration: until the end of the game Frequency: 1 The magician invokes on the battlefield, within a 10cm range from him, a Lookout bug, following the normal rules of summoned fighters. Fairy Help Reserved to: Daïkinee Magicians Power: 1 Gems: X Water Difficulty: 6 Area of effect: special Range: 10 cm Duration: instantaneous Frequency: 1 This spell must target a Lookout bug and a friendly non-fairy Daïkinee in range: the familiar loses X life points and the Daïkinee recovers X-1 life points. This spell cannot kill the Lookout bug. Spells of the Water path Vigour of the wave Power: 1 Gems: 1 Water Difficulty: 5 Area of effect: all friendly fighters within range Range: 10 cm radius Duration: until the end of the round Frequency: 2 All targets get +1 STR and Brutal. Purifying pearl Power: 1 Gems: 3 Water Difficulty: 6 Area of effect: a fighter Range: contact Duration: instantaneous Frequency: 3 The target heals 1 LP. A Living-dead, Construct or fire-related elemental creature targeted by this spell lose 1 HP. Miracles Resurrection of the Mandigorn Reserved to: Characters Faithful of Earthë Aspects: Creation Fervour: 3 Difficulty: 8 Area of effect: special Range: special Duration: instantaneous This miracle has to be called on a friendly Mandigorn warrior who has been eliminated. The Mandigorn comes back into play within the Faithful s Aura of Faith following the rules for summoned fighters. The card of the Mandigorn is put in the sequence again, before the next tactical roll; he fights normally if engaged in close combat. This miracle can be called successfully only once per game. Emerald Champion Reserved to: Meari Fervour: 2 Difficulty: target s COU/FEAR Area of effect: a friendly fighter Range: 20 cm Duration: until the end of the round The target acquires the Character status. Only one fighter per army can be affected by this miracle per round. Swarm of Moths Aspects: Alteration Fervour: 1 Difficulty: 5 Area of effect: an enemy fighter Range: 20 cm Duration: until the end of the round Rolls of in the target s tests are automatic failures. This fighters loses the following abilities until the end of the turn, if he has them: Toxic/X (and eventual Toxic dice), Implacable/X and Consciousness. Example Lists Army General: Shaenre + Lookout bug with Shaenre s Claw, Fairy Help, Convocation 3x Scarab warrior 3x Daïkinee veteran archer 2x Daïkinee warrior/mace Total: 196 a.p. Notes: Shaenre can summon Lookout bugs and she has one of her own to improve her defences. She can also damage enemies that come too close to her. The rest of the army is meant to protect her and weaken enemy fighters with ranged attacks. Army General: Meari + Lookout bug with: Resurrection of the Mandigorn, Emerald Champion, Swarm of Moths 1x Mandigorn warrior 2x Sylph warrior 3x Daïkinee archer 3x Daïkinee warrior/mace Total: 192 a.p. Notes: This army fields a powerful Mandigorn warrior and Meari. Once the Mandigorn is dead, Meari can attempt to resurrect him, it is a costly miracle but well worth it! Additionally, he can improve friendly fighters such as Sylphs and debuff enemies. The rest of the army has many fighters, to keep close to Meary and grant him T.F. 3

Characters Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Magicians Initiates Shaenre, sentry Daïkinee 35 12,5 4 2 4 4 4-4 2 4 - M Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Faithfuls Water/Fayry; Blood brother/kurujai; Regeneration/5 Devouts Meari, the protector 27 12,5 3 3 3 3 5-4 3-2/1/0 M Faithful of Eartë/10; Regeneration/5 Troops Magicians Initiates Dream warrior [Spiritual Protector] 26 12,5 4 3 8 5 6-5 2 3 - Symbiotic Weapon, Symbiotic Armour M 2 Water/Symbiosis; Warriormage; Regeneration/5; Fairy Appendix: Affiliations The following, short affiliations provide a way to improve fighters and bring variety to the game. Citadel: Nuahm Guardian: Maneos Citadel/Strenuous defenders (1 a.p.): Affiliated fighters benefit from a +1 bonus to the result of their first Regeneration test each round. Solo/Carapace (3 a.p.): The fighter gets Hard-Boiled. Citadel: Defenders of Quitharyan Guardian: Elandir Citadel/Forest of the Fairies (1 a.p.): Fairies of Medium size get Reinforcement. Solo/Sylvan power (2 a.p.): This Solo is reserved to Fairies. The fighter gets Concentration/1 (INI, DEF, COU). Citadel: Searchers of Anura Guardian: Unknown Citadel/Guerrilla Tactics (2 a.p.): The fighter gets Harassment. Solo/Implacable (3 a.p.): This Solo is reserved to marksmen, who gets Rapid Reloading. Example Lists Nuahm Army General: Maneos + affiliation (free since she is the leader) + solo 2x Daïkinee scout + affiliation 2x Daïkinee archer + affiliation 3x Daïkinee warrior/mace + affiliation + solo Total: 195 a.p. Notes: Maneos is made even more resilient in his affiliation, Daikinee warriors too, and everyone regenerates even better, so they have a higher chance to stay alive and shoot at the enemy. Defenders of Quitharyan Army General: Numae + affiliation War Staff: Daïkinee musician + affiliation Daïkinee standard-bearer + affiliation 3x Sylph warrior + affiliation + solo 1x Scarab warrior + affiliation 3x Daïkinee veteran archer + affiliation Total: 197 a.p. Notes: This army uses maximises the power of Fairies: the Sylphs are made more resilient by the affiliation, they can come back due to Reinforcements and they give Numae Resolute/2. Searchers of Anura Army General: Kurujai + The Spirit-Bow + affiliation + solo 1x Mandigorn warrior + affiliation 3x Daïkinee Zephyr + affiliation + solo Total: 197 a.p. Notes: This variation of one of the initial lists makes the marksmen even more dangerous. They can move and shoot and shoot twice! The Mandigorn has no benefits, but he provides a powerful quick fighter for field control. Defenders of Quitharyan Army General: Numae + affiliation War Staff: Daïkinee musician + affiliation Daïkinee standard-bearer + affiliation 3x Sylph warrior + affiliation + solo 1x Dream warrior with: Vigour of the wave, Purifying pearl 3x Daïkinee veteran archer Total: 197 a.p. Notes: Still in combo with Fairies, this army fields a single Dream warrior, who can heal fighters and improve their power. 4