drakerys quickstart rules

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  • 8/10/2019 Drakerys Quickstart Rules

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    These Quick Start Rules are an introduction to the rules of Drakerys.Remember, Drakerys rules, as with any prototype game, are still a

    work in progress and are subject to change.

    Equipment ............................................3

    Basics ....................................................31 / Universal Action Table ........................... 32 / Critical Success ....................................... 3

    3 / Measures ................................................ 34 / The Time Path ........................................ 4

    5 / Prole cards ........................................... 56 / Stress ...................................................... 5

    7 / Unit Formation ...................................... 58 / Line of Sight .......................................... 5

    9 / Injuries .................................................... 5

    Game overview...............................61- progress of a game. ................................ 6

    2- Units actions. ......................................... 63- Headquarter Phase. ............................... 6

    4- End of the round and End of the game. 6

    Heroes & Awakened ........................ 71- Heroes - Awakened/X.......................... 7

    Combat .............................................81- Initiative .............................................. 8

    2- Combat roll ........................................ 83- Injury roll ............................................ 8

    4- Taking losses ...................................... 85- Determining the winner ..................... 8

    Ranged combat ...............................9

    Morale .............................................9

    Equipments ......................................9

    Magic ...............................................10Casting a spell ........................................10

    Spells ............................................... 11

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    To play you will need a handful of D10s (10-sideddice), miniatures from the Drakerys starter box, atape measure in centimeters, cards and markersto be printed at the end of this booklet. You will

    also need a playing surface of 90 cm x 90 cm and,of course, a partner to play with.

    In the following paragraphs you will nd a numberof rules that dene the basics to master beforeyou start your rst game of Drakerys. May theelements be ever in your favor :)

    1 / Action Table

    To resolve most of the game effects using aD10, you will need the Universal Action Table.The prole cards will determine how many diceyou need to roll and what the Action value andOpposition value are. Subtract the action value offthe opposition value (the result can be negative).Depending on the result, the table indicates theminimum value of the die needed.

    2 / Critical Success

    During a dice roll using the table action resolution,any result of 10 is a critical success and allows anadditional roll of 1D10 for that same dice roll.

    3 / Measures

    In Drakerys, measurements are always made incentimeters between the closest edges of the twoelements. You can measure any distance on thebattleeld at any time. The distance between twounits is equal to the measurement between the

    edge of the bases of the leaders of each unit.

    4 / The Time Path

    The Time Path is a board with 16 boxes (TimeSections AKA TS) that allows players to activateand play their units. At the beginning of the game,each player places an activation token on thebox START. During the game phase, the activeplayer is the player whose token is last on thetime path (closer to the START box, going up the

    path, counterclockwise). The tokens are movedclockwise. If two tokens are superimposed on thesame TS, the token having the highest position isconsidered to be the last. When a player spendsTS he must move his activation token of as manyboxes as requested by the rules. Once the move ofthe token is completed players check if the currentplayer changes. When the token of a player landson or passes the box START, right after the tokenis placed, this player has a Headquarter phase (tobe explained later).

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    There are 3 main characteristics :

    The number of actions which is themaximum number of actions that may bedone during each activation of the unit

    The power is the number of D10 that eachwarrior in a unit rolls in order to attack

    The morale is the number of D10 a unit rollswhen testing for morale

    Then there are 6 secondary characteristics :

    The initiative, used to determine whichwarriors attacks rst in combat

    The Combat and Shooting values that are

    used to hit the opponent

    The force is used to hurt the opponent

    The resistance value is used as theopposition value to withstand the blows ofthe opponent

    Health indicates the number of injuries thewarrior can receive before being removedas a casualty Will is used as an action valuewhen rolling for morale

    5 / Prole cards

    Each warrior on the battleeld is a warrior who has its owncharacteristics, equipment and special abilities. All this set ofinformation is shown on the prole card. The effects of equipmentand special abilities are described later in these rules.

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    6/ Stress

    Stress Markers represent fatigue and disruptionamong troops during the battle. At the end ofeach activation a unit automatically gets aStress marker. NB: Please note that a unit beingactivated can perform several actions during thisactivation. It will still get only one Stress markerat the end of the activation.

    7 / Unit Formation

    A unit is made of one or more models. Each modelmust be within 2.5 cm of at least one other modelin the unit and 10 cm or less the leader of the unit,at any point of the game. At the beginning of thegame, within each of its units, each player mustdesignate a model that is the leader of the unit.

    8 / Line of Sight

    A model has a eld of vision of 360 and can seeeverything around it. Line of sight is the space

    that connects the edges of the base of a gure tothe edges of the element in question. Each item(unit, gurine, scenery) in this space counts as anobstacle. Line of sight is blocked if all lines arecompletely cut by one or several obstacles.

    9 / Injuries

    When a unit suffers one or more

    wounds, they must be spread overthe units warriors. The leader does not sufferinjuries if at least one other warrior in the unitcan receive them instead. Choose a warrior, andassign as many injuries as he can withstandbefore reaching his Health value. Then allocateinjuries on other warriors in the unit the same way.

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    1- Progress of a game.

    Once the game is set up, players are going to play their units in order to complete their objectives.Players do as follows : The active player (the one with the last token on the time path) selects one unitand activates it. The unit does all its actions (Number of action stat on its card). Once all actions arecompleted, the unit gets a Stress marker. the active player moves his activation token on the Time Pathaccording to the cost in TS of each actions completed. The players check who the new active playeris. This procedure is repeated until the end of the game. Each player will thus become the active playerand activate its units during the game.

    2- Units actions.

    When a unit is active, it can do one or several actions, within the limit of its Number of Actions fromits stat card. Each action costs TS. Each stress token the unit has increases the cost of each actionby one TS.

    Walking :1TS. If the unit is not engaged, it can move up to the walking distance on itscard. The unit cannot end this movement in contact with an enemy unit. this movementdoes not allow to go over sceneries and other models.

    Combat : 1TS. The unit ghts the enemy unit in contact with it. models that are notengaged must walk in contact with the models of the enemy unit. A model cannot go overanother model and cannot exceed their walking distance.

    Charge : 3TS. the unit moves up to the charge distance on its card. The unit must

    nish its movement in contact with an enemy unit which becomes the charge target. Thecharging unit then makes a free combat action against the charge target with a +1 Initiativeand +1 Combat bonus until the end of this action.

    Range : 1TS. If not engaged, the unit makes one ranged attack.

    Magic :1TS. If the unit has at least one free mage, the unit can cast a spell.

    3- Headquarter Phase.

    When the activation token lands or passes the Start box of the Time Path, every units he owns lose

    one Stress token.

    4- End of the round and End of the game.

    A round ends when both players pass the Start box of the Time Path. A game ends after 6 rounds. Theplayers can then count VPs.

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    1- Heroes

    A Hero automatically gains +1D when rolling for combat. Plus, each time the hero receives an injury,

    they can roll a D10. On a result of 10 they ignore the injury.

    2- Awakened/X

    An awakened gains the possibility to summon elementals, a special action that can be done X timesper game and cannot be repeated as long as an elemental ally is on the battleeld.

    Elemental Summoning :2TS. First choose a vortex within 20cm of the summoner. Roll 2D10. If thevortex is free of any elemental, the player can roll additional dice at the cost of +1TS per die. On a resultof 7 or more, the summoning is a success and you can place an elemental on the vortex of the sameelement. If the vortex is already taken by another elemental, the new elemental destroys and replaces

    the former elemental.

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    When a combat between two units starts, go through the following steps:

    1- Initiative :The unit with the highest initiativeattacks rst, if both units have the same initiative,they both attack at the same time.

    2- Combat roll : The number of D10 rolledis equal to the sum of the power values of thewarriors in contact with the enemy units warrior.Each warrior of the attacking unit that is notin contact with an enemy but in contact with amodel of their unit already engaged just gives anadditional support D10. The roll needed is readon the Universal table, the action value beingthe combat value of the attacking unit and theopposition value being the combat value of theenemy unit. Each success on the roll is a hit.

    3- Injury roll :The active player rolls as manyD10s as hits from the combat roll, using theStrength of the unit as action value and theresistance of the enemy unit as opposing value.each success on the roll is an injury.

    4- Taking losses : The opponent takes off thetable the loss in the unit, according to the unitformation rules. then the enemy unit attacks too.

    5- Determining the winner : The winner ofthe combat is player with the biggest Advantagevalue. The Advantage value is calculated asfollow : +1 for a charge. +1 is the unit inictedmore injuries than it received. +1 for numericsuperiority +1 if the unit has less Stress tokensthan the enemy unit. In case of a draw, both unitare victorious. The losing unit must take a morale

    check, the opposition value being the differencebetween its Advantage value and the one of the

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    1- Ranged combat

    To make a ranged attack, a warrior of the unit must have a ranged weapon. The unit must not beengaged.1- Target an enemy unit up to the maximum range of the weapon used and in line of sight of the warrior

    who is making the ranged attack.2- Count the obstacles in the shooting corridor. Each obstacle increases the Opposition value for theranged attack by 1.3- The player rolls as many D10s as the power of the ranged weapons used. Then, using the Universalaction Table, the player determines the value for a successful roll. The action value is the Range valueof the attacking unit, the opposition value is the number of 10cm sections (even incomplete) betweenthe two units. Each successful roll is a hit.4- Then the player roll for injuries as described in Combat. The opponent then deals with their lossesbut cannot reciprocate. If the target unit had 25% or more loss, it must take a Morale test for which theopposition value is the number of losses.

    2- Morale

    When a unit must test for morale, do as follows :

    1- Morale roll : Roll as many D10s as the morale value of your unit. Action value is the will of the unit.Opposition value will vary depending on the effect causing the morale roll. If the unit is 20cm or lessfrom an ally Hero or Awakened, add a die.

    2- Morale roll effects : Depending on the number of successes on the dice :

    0 success: The Unit is withdrawn from the Battleeld.

    1 success:the unit gains a Stress token if its not during its activation. If it is, the activationends immediately.

    2 success: No effect while during the units activation. if not during the activation, it endsimmediately.

    3 success:No effect whatsoever.

    3- Equipments.

    Every soldier goes to war with their equipment. Some have special effects listed below.

    Basic weapon :Swords, Axes, Masses. No effect.

    Heavy weapon : Ignore the effect of shields. Every time a model gets at least an injury, itreceives an additional one automatically.

    Bows : ranged weapon with a range of 100 cm, Power of 1 and Strength of 3.

    Shield :When a unit of which every warrior has a shield is targeted by a ranged or Combatattack, the attacking player counts Critical shots as normal and cannot rerolls.

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    5- Casting a spell

    With these QSR, you will nd threes spell cardsfor the shaman of Ashral, Induna. To cast a spell,Induna must select a spell in the list that hasntbeen already cast during this activation. Then theplayer selects either the maelstrom or one or severalvortexes. Selected vortexes must have enoughmana to allow the spell to be cast. Remainingmana on each source can be used to reinforce aspell by giving an additional 1D10 per extra manaused. Then the player rolls 1D10 (+1D10 per extramana spent). The opposition value is the number

    of 10cm section (even incomplete) between the

    magician and the furthest magical source used tocast the spell. The action value is the magic levelof the spellcaster. Any additional source adds oneto the threshold of the roll. The effects of the spellvary with the number of success. The player canchoose to apply the effect corresponding to thenumbers of success of the roll, or any effect ofan inferior level. When a magician casts a spell,he can also provoke dramatic catastrophies.Depending on the number of 1s on the casting rolla cataclysmic effect happens :

    1: Casting the spell costs an additional 1TS

    2: Same as above and the caster gains a stress marker

    3: Same as above and the opponent chooses the target of the spell in yourstead.

    4: Casting the spell is a failure. Each warrior within 20cm of a magical sourceused to cast the spell takes a ranged Strength 3 hit. The activation of the mageimmediately ends.

    5-10: The spell casting is a failure. The spellcaster is taken out of the game.

    Additionally,if the spell was cast using a Maelstrom, the spell caster getsone injury per 1s rolled.

    4- Magic

    Magical sources allow the players to get some magical resources,called mana, and to cast spells.

    Sources can be of two sorts :

    Vortexes:They can give up to 3 mana of the vortextype to allow spellcasting.

    Maelstroms:Almost unlimited magical sourceswhich can give any number of mana the player mayneed.

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    1 Success: The area within 20cm of the spell caster is consideredas dicult terrain.Each cm of the zone counts double.

    2-3 Success: The area within 30cm of the spell caster is consideredas dicult terrain. Each cm of the zone counts double.

    4 Success or more: The area within 40cm of the spell caster isconsidered as dicult terrain. Each cm of the zone counts double.Moreover the enemy activation token

    is moved one box forward.

    1 Success: An enemy unit with20cm of the mage takes 1D10 RangedStrength 1 hits.

    2 Success: 2 enemy units with 25cmof the mage takes 1D10 RangedStrength 1 hits.

    3 Success or more: Select a point onthe battleeld within 40cm of the spellcaster. All units even partially locatedon the line between the spell caster andthis point take 1D10 Ranged Strength2 hits.

    1 Succes : An ally unit within 15 cm of the spell caster gains +2 Initiativefor the next combat.

    2 Success: An ally unit within 25 cm of the spell caster gains +2 Initiativeand +1 Combat for the next combat.

    3 Success or more: An ally unit within 40 cm of the spell caster gains+2 Initiative, +1 combat and +1 Resistance for the next combat.

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