Multiple-Dial Warriors Rules

Multiple-Dial Warriors Rules
Multiple-Dial Warriors Rules
A Mage Knight™ multiple-dial warrior represents a special creature or vehicle. It has four combat dials,
each representing a separate section of the creature or vehicle.
All Mage Knight rules apply to multiple-dial warriors, except as noted below.
Point Value
Each multiple-dial warrior has several point values, which are printed on a sticker on the bottom of its base.
You can play a multiple-dial warrior in games of various build totals by choosing from among its point
values; this adjusts its strength in the game—the higher the point value, the more powerful the multiple-dial
warrior. The sticker also indicates how many times each combat dial must be turned in order for the
multiple-dial warrior to begin the game at a particular point value. Before the game begins, choose a point
value for the multiple-dial warrior and turn each of its combat dials clockwise the indicated number of
times from the starting marker.
General Rules
Because of its enormous size and power level, a multiple-dial warrior
• cannot be a captive or a captor;
• cannot be part of any formation;
• cannot use the double-time or surge proficiencies;
• cannot be reanimated by the Necromancy or Summon special abilities or the Revenant subfaction
ability;
• ignores other warriors’ Healing, Immobilize, Magic Confusion, Magic Freeze, Magic Healing,
Magic Levitation, Strong Flier, Terrify, Tinker, and Venom special abilities;
• has no rear arc;
• fails to break away only on a die roll result of 1. If the attempt fails, the multiple-dial warrior
cannot change its facing;
• cannot be affected by the trample proficiency;
• cannot be affected by domains, items, or spells which would cause the multiple-dial warrior’s
friendly and opposing status to change; and
• cannot be the target of an enchantment.
Combat Dials
A multiple-dial warrior’s base is divided into four sections, each with its own combat dial. A section’s front
arc is equal to that section’s entire outside edge. The combat values shown in each section’s stat slot
represent the capabilities of that section.
If the stat slot of a section’s combat dial shows numbers or a combination of numbers and
symbols, it is an active section. If a symbol appears in the stat slot of an active section, the value in that
position is 0.
If the stat slot of a section’s combat dial shows three symbols, that section is an inactive
section; no more damage can be dealt to it.
A multiple-dial warrior is eliminated when a total of six symbols appear in the stat slots of its
combat dials, even if all of its sections are active.
Actions
A multiple-dial warrior can be given one or more of its controller’s actions during a turn.
An active section of a multiple-dial warrior can be given only one action per turn. An inactive
section cannot be given an action.
If a multiple-dial warrior is given an action or actions on a turn, mark it with an action token after
it resolves its first action for the turn.
You may give an action to a multiple-dial warrior anytime during your action phase. Once you
give an action to a multiple-dial warrior, however, all actions given to that warrior must be resolved before
other warriors are given actions that turn.
A multiple-dial warrior’s move actions, if any, must be resolved before it is given any close or
ranged combat action or special action that turn. Once a close or ranged combat action or special action is
given to a multiple-dial warrior on a turn, it cannot be given move actions that turn.
Base Contact
Combat dials that extend beyond a multiple-dial warrior’s base are a part of the base when determining
base contact.
Controlling Objectives
A multiple-dial warrior cannot end its movement so that it is in base contact with more than one objective
token; that is, it cannot control and/or contest more than one objective at a time.
Ending the Game
If the game ends and no player controls the majority of objectives, for tiebreaking purposes your opponent
might still receive points for your multiple-dial warrior still on the battlefield.
If your multiple-dial warrior has a total of three, four, or five symbols appearing in the stat slots
of its combat dials, if you have only one opponent he or she receives points equal to one-half the multipledial warrior’s point value (round down).
If your multiple-dial warrior has a total of three, four, or five symbols appearing in the stat slots
of its combat dials, if you have more than one opponent divide one-half the multiple-dial warrior’s point
value (round down) by the number of opponents; each opponent receives that number of points (round
down).
Measuring
All distances to and from a multiple-dial warrior are measured using its center dot.
Pushing and Damage
If a multiple-dial warrior is dealt damage that does not affect a particular section (such as by pushing), its
controller chooses which active section is dealt the damage.
Special Abilities, Relics, and Spells
A special ability applies only to the section in which it appears. However, a multiple-dial warrior with the
wave or wing speed type or the Aquatic or Flight special ability in one of its active sections is considered to
have that speed type or special ability in all of its active sections.
Other warriors’ special abilities that affect a multiple-dial warrior, such as Defend, affect only the
particular section(s) with which the other warriors are in base contact.
If another warrior is wielding or affected by a relic/item or spell that also affects warriors in base
contact with it, such relics/items or spells will affect only the particular section(s) of a multiple-dial warrior
that the other warrior is in base contact with.
Movement
A multiple-dial warrior can move in only one of two ways:
1. Change its facing by rotating on its center dot, if desired, and then move forward in a straight
line OR
2. Move backward in a straight line without changing its facing.
More than one move action given to a multiple-dial warrior on a single turn must be combined
into a single movement. To determine the total distance a multiple-dial warrior can move, add up the speed
values of all the active sections given move actions that turn.
When changing its facing and/or moving, a multiple-dial warrior ignores the bases of all other
warriors except other multiple-dial warriors; a multiple-dial warrior must end its movement when its
movement path would place it in base contact with another multiple-dial warrior.
Movement Template
A movement template is printed on a multiple-dial warrior’s packaging; cut out the template to use in the
game.
When you want to move a multiple-dial warrior, place the template on the battlefield to show
where it will be on the battlefield after the movement. Establish the movement path by drawing an
imaginary line from the center line printed on the template to the warrior’s center dot. When all players are
satisfied with the movement path, place the multiple-dial warrior on the template, and then remove the
template from the battlefield.
Breaking Away
A multiple-dial warrior must break away if any of its sections (active or inactive) are in base contact with
an opposing warrior when it is given a move action. Only one die roll is required to break away, regardless
of how many sections are in base contact with opposing warriors.
Close Combat
The target of a close combat attack made by a multiple-dial warrior must be in base contact with the active
section given the close combat action.
Ranged Combat
An active section of a multiple-dial warrior can be given a ranged combat action if all the following
conditions are true:
• It has a range value.
• It has an attack value greater than 0.
• It is not in base contact with any opposing warrior.
The line of fire is measured from the warrior’s center dot, and it must pass through the active section
given the action.
Long-Range Attack Option
If a ranged combat action is given to a titan, multiple-dial warrior, or castle section, and the target is
another titan, multiple-dial warrior, or castle section, the attacker can double its range value; this is called a
long-range attack. If an attacker makes a long-range attack, it gets –2 to its ranged damage value for that
attack.
Close Combat Attacks against Multiple-Dial Warriors
To resolve a close combat action against a multiple-dial warrior, the attacker must be in base contact with
one of the multiple-dial warrior’s active sections. If an attacker tries to affect an inactive section, the
attacker chooses any of the multiple-dial warrior’s active sections against which to resolve the attack.
If an attacker is in base contact with two sections, the multiple-dial warrior’s controller chooses
which of the two sections is affected by the close combat attack.
Warriors friendly to the attacker can use the gang up proficiency if they are in base contact with
any of the multiple-dial warrior’s sections.
Ranged Combat Attacks against Multiple-Dial Warriors
To resolve a ranged combat action against a multiple-dial warrior, the attacker’s (or primary attacker’s) line
of fire must pass through one of the multiple-dial warrior’s active sections. If an attacker tries to affect an
inactive section, the attacker chooses any of the multiple-dial warrior’s active sections against which to
resolve the attack.
A section cannot be affected by a ranged combat attack if a warrior friendly to the attacker is in
base contact with that section.
If the line of fire passes through the borderline between two sections, the multiple-dial warrior’s
controller chooses which of the two sections is affected by the ranged combat attack. If the chosen section
cannot be affected, the attack cannot be made, and the attacker must choose another use for the action.
Example. An opposing warrior attacks a Venomous Shadow Dragon with a ranged
combat attack. The line of fire crosses hindering terrain and passes through the borderline between
the left side section and the rear section of the Dragon. The Dragon’s controller chooses to have
the attack affect the rear section because that section has Stealth. Because the line of fire passes
through hindering terrain, the line of fire is blocked and the attack cannot be made.
Area of Effect Attacks
If a multiple-dial warrior is within the area of effect of an attack (such as a Bombardment attack), a single
section (only) will be affected by the attack. To determine which section, draw a straight line from the
center of the area of effect to the target multiple-dial warrior. The section the line passes through is the
affected section. If an attack affects an inactive section, the attacker chooses any of the multiple-dial
warrior’s active sections against which to resolve the attack instead. If the line passes through the
borderline between two sections, the multiple-dial warrior’s controller chooses which of the two sections is
affected by the attack. If the center of the area of effect is the center of the multiple-dial warrior, the
multiple-dial warrior’s controller chooses which section is affected by the attack.
Follow these same guidelines if the multiple-dial warrior is within the area of effect for any relic
or spell that damages or heals the warrior.
Chariots
Chariots are multiple-dial warriors that can carry passengers. They are identified by the wheel (
type.
) speed
Movement
Chariots move like other multiple-dial warriors except that they cannot move backwards.
Passengers
Each chariot has a rear compartment that can carry a single warrior that is friendly to you. A warrior
occupying this compartment is called a passenger. Multiple-dial warriors, titans, and warriors with the
horseshoe speed type cannot be passengers. A chariot can begin the game with a passenger. A chariot can
carry only one passenger at a time.
Passengers are not considered to be in base contact with anything on the battlefield. This includes
the chariot itself, warriors in base contact with the chariot, and tokens (including glyph spell elements, item
tokens, and objective tokens). Passengers can make close combat attacks, as described in Combat Actions
below. Passengers cannot be affected by items, domains or spells which would cause the passenger’s
friendly or opposing status to change.
Passengers can be given actions. They are marked with their own action tokens, which are
separate from any of the chariot’s action tokens. Passengers’ speed special abilities are ignored. While
passengers, warriors must remain in their chariots’ rear compartment until they disembark.
Boarding and Disembarking Passengers
A warrior can become a passenger if it is given a move action while in base contact with a side section or
the rear section of a chariot that is friendly to it; this is called boarding. To board a chariot, a warrior’s
speed value must be more than 0, and it cannot be a captor. Give the warrior a move action, and then place
it inside the chariot’s rear compartment. The warrior is now also a passenger.
A passenger with a speed value more than 0 that is given a move action can leave its chariot; this
is called disembarking. Place the warrior in base contact with a side section or the rear section of the
chariot.
Passengers and Items
If a passenger drops an item, or is eliminated while wielding an item, place the corresponding item token in
base contact with a side section or the rear section of the chariot.
Combat Actions
A passenger’s front arc is both side sections and the rear section of its chariot. A passenger cannot target or
affect its chariot with any attack or special ability.
Close Combat
A passenger can make a close combat attack against any warrior in base contact with its front arc. A
passenger cannot become a captor.
Ranged Combat
A passenger can make a ranged combat attack on a turn if its chariot has not yet moved that turn.
A passenger uses the chariot’s center dot when determining line of fire. If the range value of a
passenger is more than 8, it is 8 instead. A passenger’s base never blocks its own line of fire.
A passenger cannot target an opposing warrior in base contact with the chariot with a ranged
combat attack.
Damaging a Passenger
A passenger cannot be affected by any attack, ability, item, spell, or domain which deals clicks of damage
or healing. However, if a side or the rear chariot section is dealt at least 1 damage, its passenger might also
be damaged.
Whenever an effect deals at least 1 damage to a side or the rear section of the chariot, its controller
rolls one six-sided die. If the result is 5 or 6, the passenger is dealt damage equal to the damage dealt to the
chariot’s section from the effect.
Example: The side section of a chariot is dealt 4 damage. That section has the Toughness
special ability, so it is dealt only 3 damage. The attacker rolls one six-sided die to see if the
passenger is also dealt that 3 damage. The result is a 5, so the passenger is dealt 3 damage. If the
passenger also has Toughness, it would be dealt only 2 damage.
When a chariot is eliminated, remove it from the battlefield and place its passenger on the
battlefield with its center dot in the position formerly occupied by the chariot’s center dot. The warrior can
have any facing, determined by its controller. Then roll one six-sided die; the warrior is dealt damage equal
to the result.
New Glossary Terms
boarding: Becoming a passenger of a chariot.
disembarking: A passenger leaving a chariot.
long-range attack: A ranged combat attack made at up to double range by a titan, multiple-dial warrior, or
castle section against another titan, multiple-dial warrior, or castle section.
passenger: A warrior that is riding in a chariot.
rear compartment: The area on a multiple-dial warrior where a warrior sits when it becomes a passenger.
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