============================================================================== Dragon Dice (all editions) 10/05/98 ============================================================================== List by Stephen D'Angelo (dangelo@crystalkeep.com) Each basic starter comes with 9 common, 4 uncommon, 2 rare, two 8-sided terrain dice and one 12-sided dragon dice. The base set consists of 86 dice and 4 dice bags. The Coral Elf, Dwarf, Goblin and Lava Elf races are represented. Each kicker pack #1 (Monsters and Amazons) comes with 4 common, 2 uncommon, 1 rare, and 1 monster. It consists of 35 dice. Packs can contain any of the C, U or R dice from the base set and only contain abou 30-40% Amazons. One monster of each race is 4 times rarer than the others. Each kicker pack #2 (Firewalkers) comes with 4 common, 2 uncommon, 1 rare, and 1 monster. It consists of 20 dice. One rare monster is 3.5 times rarer than a common one, 2 are 2.5 times rarer, and 2 are common. Each kicker pack #3 (Undead) comes with 4 common, 2 uncommon, 1 rare, and 1 monster. It consists of 20 dice. One rare monster is 3.5 times rarer than a common one, 2 are 2.5 times rarer, and 2 are common. Each kicker pack #4 (The Feral) comes with 4 common, 2 uncommon, 1 rare, and 1 monster. It consists of 20 dice. One rare monster is 3.5 times rarer than a common one, 2 are 2.5 times rarer, and 2 are common. Each Magestorm pack comes with 1 artifact, 1 rare magic item, 2 uncommon magic items, 3 common magic items, 2 rare dragonkin, 4 uncommon dragonkin, 6 common dragonkin, and 2 minor terrain. The set consists of 33 dice by name, but there are 161 unique dice. Each kicker pack #5 (Swamp Stalkers) comes with 4 common, 2 uncommon, 1 rare, and 1 monster. It consists of 20 dice. One rare monster is 3.5 times rarer than a common one, 2 are 2.5 times rarer, and 2 are common. Each kicker pack #6 (Frostwings) comes with 4 common, 2 uncommon, 1 rare, and 1 monster. It consists of 20 dice. One rare monster is 3.5 times rarer than a common one, 2 are 2.5 times rarer, and 2 are common. There are also some promotional dice that are only available at conventions and such. Faces for 6-sided are listed as you look at the ID: Top/Bottom/Left/Right/Back. For Amazons and Undead, the face is diagonal. Angle the face to the top left before starting. For monsters, the order is presented with the ID to the top going around to the right, then around the bottom from down/left of the head (if I have the information). Rarity Tags: Tag Name Die Type Points --- -------- ---------------------- ------ D Dragon 12 sided (22 mm) M Monster 10 sided (20 mm) 4 T Terrain Large 8 sided (20 mm) t Minor Terrain Small 8 sided (10 mm) L Lord Huge (22 mm) 6 sided 4 (promotional dice only) R Rare Large (20 mm) 6 sided 3 U Uncommon Medium (18 mm) 6 sided 2 C Common Small (16 mm) 6 sided 1 A Artifact 10 sided 4 IR Item 4 sided (22 mm) 3 IU Item 4 sided (20 mm) 2 IC Item 4 sided (18 mm) 1 MR Monster Rare (3.5 or 4 times harder to find than common monsters) MU Monster Uncommon (2.5 times harder to find than common monsters) Side Types: Code Type ----- ------------------------------------------------------------------- Mag Magic Man Manuever Mel Melee Mis Missile Sav Save Atune Attune (In magic, 1 pt of any color plut convert one unit's roll) Bash Bash (In melee save, reflect one attacker's roll back at it) Breth Breath (1 point of appropriate colored dragon breath) Bulls Bullseye (In missile, do targeted damage) Cantr Cantrip (Use as magic -or- magic during non-magic roll) Charm Charm (In melee, force 4 pts of opponent to help you) Coil Coil (4 pts to target unit, melee icons during save roll hurt) Conf Confuse (In melee or missile, force 4 pts of opponent to reroll) Conv Convert (Unit of pts saves or dies, and an undead of pts joins) Count Counter (hit during roll for saves) Creat Create Fireminions (provides 4 points of whatever is needed) Crush Crush (In missile, choose 4 health of units to maneuver or die) Decap Decapitate (In melee, after opponent saves kill one that rolled ID) Disp Dispel Magic (If rolled to resist a spell, it has no effect) Doubl Double Strike (In melee, do 4 dmg and roll again) Elev Elevate (In melee, one unit's missiles count as hits) Entan Entangle (In melee, paralyze 4 pts of opponent until your next turn) Ferry Ferry (Move to another location, can bring back 4 pts of 6-sided) FiBre Firebreath (In melee, kills 2 pts of enemy without any save) FiClo Firecloud (In missile, 4 pts rull manuever or die) FiWlk Firewalking (Moves self and 3 pts to another terrain) Flame Flame (In melee, bury one 1 or 2 pt unit with no save) Flury Flurry (4 saves in melee defense; 4 hits+roll again in mel attack) Fly Fly (Use as either Manuever -or- Save) FrBre Frost Breath (Rolls halved of 4 units until end of owner's turn) Gale Galeforce (An army ignores flying rolls until end your next turn) Gore Gore (2 or less unit saves or is buried) Howl Howl (-4 to opposing army's rolls for rest of this action) Hug Hug (4 or less unit dies but gets to hit back w/o saves first) Illus Illusion (In melee, 4 pts of opponent attacked by their army) Impal Impale (In missile, after opponent saves kill one that rolled ID) Kick Kick (In melee, do 4 targeted damage) Plag Plague (Unit rolls ID or attacks a unit and dies; repeat attack) Pois Poison (In melee, 4 pts of opponent save or die then save or bury) Regen Regenerate (Use as 4 saves -or- bring back 4 pts from dead pile) Rend Rend (Use as Melee -or- Melee and roll again) Rise Rise from the Ashes (4 saves; If killed roll this to go to reserves) Roar Roar (In melee, 4 pts of opponent flee to their reserves) Scare Scare (Points in units save or goto reserves, ID and they die) Scree Screech (In melee, subtract 4 saves for rout check) Seize Seize (In missile, 4 pts save or die, and saved go to reserve) Slay Slay (Kill a unit unless it rolls its ID) Smite Smite (Melee which cannot be saved against) Smoth Smother (In melee, 4 pts of opponent roll maneuver or die) Sorti Sortie (4 saves -or- 4 melee as needed. Both against charge.) Stone Stone (In missile, 4 dmg on opponent with no save) Stun Stun (Roll again; 4 pts in units manuever or no rolls this turn) SumDr Summon Dragon (In magic, summon dragon of choice to this terrain) Surpr Surprise (In melee, no return attacks by other army) Swalw Swallow (In melee, unit rolls ID or is killed and buried) Swoop Swoop (In missile, 4 dmg on a unit with no save) Tail Tail (2 dmg to army and roll again) Tramp Trample (Use as either Manuever -or- Melee) Trump Trumpet (Doubles Feral melee or saves at same terrain) Vanis Vanish (Use as a Save and may move to any terrain or reserves) Volly Volley (Use as Missle -or- Save + immediate Missle on save roll) Wave Wave (Give -4 on opponent saves; -4 to stop your manuevers) Wayfa Wayfare (In maneuver, move to any terrain and take one die with it) Web Web (In melee, 4 pts save or paralyzed until your next turn) Withr Wither (Unit gets -pts on all rolls until next turn, 0 kills it) ============================================================================== TERRAIN (8 sided) ============================================================================== Name Faces Colors ------------------------- ---------- ------------ _____ _____ T Coastland City Magic(1) Blue + Green _____ _____ T Coastland Standing Stones Missile(4) Air + Water _____ _____ T Coastland Temple Melee(2) _____ _____ T Coastland Tower TOP(1) _____ _____ T Flatland City Magic(1) Blue + Gold _____ _____ T Flatland Standing Stones Missile(3) Air + Earth _____ _____ T Flatland Temple Melee(3) _____ _____ T Flatland Tower TOP(1) _____ _____ T Highland City Magic(3) Gold + Red _____ _____ T Highland Standing Stones Missile(2) Earth + Fire _____ _____ T Highland Temple Melee(2) _____ _____ T Highland Tower TOP(1) _____ _____ T Swampland City Magic(2) Gold + Green _____ _____ T Swampland Standing Stones Missile(2) Earth + Water _____ _____ T Swampland Temple Melee(3) _____ _____ T Swampland Tower TOP(1) ============================================================================== MINOR TERRAINS ============================================================================== A minor terrain can be put into play during a successful roll to change the major terrain face. It is rolled when brought into play and on each march. Key: Mag, Mel, Mis (You can act by major terrain mark or this mark) DbMan Double Maneuver DbSav Double Save Flood Flood (Kills all 1 health units; removed) Lands Landslide (Army takes 1 dmg per unit, maneuvers remove dmg; removed) Lost Lost (Ends march and army's action; removed) Revol Revolt (Army rolls and ID or maneuver goes reserves; removed) Name Details Colors ----------------- ------------------------------------- ------ _____ _____ t Coastland Knoll Mag Mel DbMan Mis Mis DbSav Lands Blue _____ _____ t Coastland Woods Mag DbMan DbSav DbSav Mis Mel Lost +Green _____ _____ t Coastland Village Mag Mis DbMan Mel Mel DbSav Revol _____ _____ t Coastland Bridge Mag DbMan DbMan Mis Mel DbSav Flood _____ _____ t Flatland Knoll Mag Mel DbMan Mis Mis DbSav Lands Blue _____ _____ t Flatland Woods Mag DbMan DbSav DbSav Mis Mel Lost +Green _____ _____ t Flatland Village Mag Mis DbMan Mel Mel DbSav Revol _____ _____ t Flatland Bridge Mag DbMan DbMan Mis Mel DbSav Flood _____ _____ t Highland Knoll Mag Mel DbMan Mis Mis DbSav Lands Gold _____ _____ t Highland Woods Mag DbMan DbSav DbSav Mis Mel Lost +Red _____ _____ t Highland Village Mag Mis DbMan Mel Mel DbSav Revol _____ _____ t Highland Bridge Mag DbMan DbMan Mis Mel DbSav Flood _____ _____ t Swampland Knoll Mag Mel DbMan Mis Mis DbSav Lands Gold _____ _____ t Swampland Woods Mag DbMan DbSav DbSav Mis Mel Lost +Green _____ _____ t Swampland Village Mag Mis DbMan Mel Mel DbSav Revol _____ _____ t Swampland Bridge Mag DbMan DbMan Mis Mel DbSav Flood ============================================================================== AMAZONS (white 6 sided) ============================================================================== In Flatland, Manuevers can count as Missles. Can use any color of Magic the terrain has, but cannot ever double magic. Name Class/Details --------------- --------------------------------------------- _____ _____ M Centaur Mel Kick Mis Man / Kick Mis Man Tramp Mel _____ _____ MR Chimera Mel Rend Smite Mel / Sav Flame Sav Mel Fly _____ _____ M Hydra Sav Mel Sav Mel / Sav Doubl Sav Mel Doubl _____ _____ M Medusa Sav Mel Stone Mel / Man Mel Stone Man Mel _____ _____ R War Chief Heavy Mel(4) Mel(3) Sav(3) Man(2) Smite(4) _____ _____ R Harbinger Light Mel(3) Mel(3) Sav(3) Man(3) Count(4) _____ _____ R Spearer Missile Mis(4) Mis(3) Sav(3) Mel(2) Bulls(4) _____ _____ R War Driver Cavalry Tramp(3)Tramp(3)Sav(3) Mis(3) Mel(4) _____ _____ R Oracle Magic Mag(5) Mag(4) Man(2) Sav(2) Cantr(3) _____ _____ U Warrior Heavy Mel(2) Mel(2) Man(3) Sav(2) Mel(3) _____ _____ U Envoy Light Man(3) Man(2) Mis(2) Mel(3) Sav(2) _____ _____ U Javelineer Missile Mis(3) Mis(3) Man(2) Sav(2) Mel(2) _____ _____ U Battle Rider Cavalry Man(3) Man(3) Mel(2) Mel(2) Sav(2) _____ _____ U Visionary Magic Mag(4) Mag(3) Man(2) Sav(1) Mag(2) _____ _____ C Soldier Heavy Mel(1) Mel(1) Man(1) Sav(1) Mel(2) _____ _____ C Runner Light Man(2) Man(1) Mis(1) Mel(1) Sav(1) _____ _____ C Darter Missile Mis(2) Mis(1) Man(1) Sav(1) Mel(1) _____ _____ C Charioteer Cavalry Man(1) Man(1) Sav(1) Mel(2) Man(1) _____ _____ C Seer Magic Mag(1) Mag(1) Man(1) Sav(1) Mag(2) ============================================================================== CORAL ELVES (blue & green 6 sided) ============================================================================== In Coastland, Manuevers can count as Saves. Name Class/Details --------------- --------------------------------------------- _____ _____ MR Coral Giant Sav Smite Tramp Mel/Smite Sav Tramp Count Man _____ _____ M Gryphon Mel Rend Fly Ferry / Fly Mel Fly Ferry Mel _____ _____ M Sprite Swarm Mag Fly Mis Mag / Fly Mis Mel Mag Mis _____ _____ M Tako Entan Sav Man Mel / Sav Mel Man Mel Entan _____ _____ R Champion Heavy Sav(3) Mis(2) Mel(3) Mel(4) Smite(4) _____ _____ R Herald Light Mel(3) Mel(3) Man(3) Man(3) Count(4) _____ _____ R Sharpshooter Missile Mel(2) Man(3) Mis(3) Mis(4) Bulls(4) _____ _____ R Eagle Knight Cavalry Mel(4) Mel(3) Fly(3) Fly(3) Mis(3) _____ _____ R Enchanter Magic Mel(3) Sav(2) Mag(3) Mag(4) Cantr(4) _____ _____ U Hero Heavy Man(2) Sav(2) Mel(3) Mel(3) Mis(2) _____ _____ U Courier Light Mel(2) Mel(2) Man(2) Man(3) Mis(3) _____ _____ U Archer Missile Man(2) Mel(2) Mis(3) Mis(3) Mis(2) _____ _____ U Knight Cavalry Mel(2) Mel(3) Man(2) Man(3) Sav(2) _____ _____ U Conjurer Magic Man(2) Mel(2) Mag(3) Mag(3) Mag(2) _____ _____ C Trooper Heavy Mel(1) Mel(1) Man(1) Mis(1) Mel(2) _____ _____ C Sentinel Light Mel(1) Mel(1) Man(1) Man(1) Mis(2) _____ _____ C Bowman Missile Mis(1) Mis(1) Man(1) Mel(1) Mis(2) _____ _____ C Horseman Cavalry Man(2) Man(1) Mel(1) Mel(1) Mis(1) _____ _____ C Evoker Magic Mag(1) Mag(1) Man(1) Mel(1) Mag(2) ============================================================================== DWARVES (red & gold 6 sided) ============================================================================== In Highland, Manuevers count double. Name Class/Details --------------- --------------------------------------------- _____ _____ M Androsphinx Sav Mel Mag Roar / Mel Mag Roar Sav Rend _____ _____ M Gargoyle Man Fly Smite Mel / Fly Disp Sav Mel Disp _____ _____ M Roc Swoop Rend Mel Fly / Mel Mel Fly Swoop Sav _____ _____ MR Umber Hulk Conf Mel Smite Sav / Conf Mel Smite Save Man _____ _____ R Warlord Heavy Smite(4) Sav(3) Mel(3) Mel(3) Mel(3) _____ _____ R Skirmisher Light Mel(3) Mel(4) Man(2) Man(3) Count(4) _____ _____ R Crack Shot Missile Bulls(4) Mel(4) Mis(3) Mis(3) Mis(2) _____ _____ R Mammoth Rider Cavalry Mel(3) Mel(4) Tramp(3)Tramp(3)Sav(3) _____ _____ R Wizard Magic Mel(2) Sav(3) Mag(3) Mag(4) Cantr(4) _____ _____ U Sergeant Heavy Sav(3) Man(2) Mel(2) Mel(2) Mel(3) _____ _____ U Patroller Light Mel(3) Mel(3) Man(2) Man(2) Sav(2) _____ _____ U Marksman Missile Sav(2) Mel(3) Mis(2) Mis(2) Mis(3) _____ _____ U Lizard Rider Cavalry Mel(2) Mel(3) Man(2) Man(3) Sav(2) _____ _____ U Thaumaturgist Magic Sav(2) Mel(2) Mag(3) Mag(3) Mag(2) _____ _____ C Footman Heavy Sav(1) Sav(1) Mel(1) Mel(1) Mel(2) _____ _____ C Sentry Light Mel(2) Mel(1) Man(1) Man(1) Mis(1) _____ _____ C Crossbowman Missile Sav(1) Mel(1) Mis(1) Mis(1) Mis(2) _____ _____ C Pony Rider Cavalry Mel(1) Mel(1) Man(2) Man(1) Sav(1) _____ _____ C Theurgist Magic Sav(1) Mel(1) Mag(1) Mag(1) Mag(2) ============================================================================== THE FERAL (Blue/Gold) ============================================================================== At the start of each turn, bring a 1 health Feral unit from the dead pile to each terrain you have at least one Feral at. Name Class/Details --------------- ---------------------------------------------- _____ _____ MR Bear-folk Doubl Doubl Hug Mis Mag Sav Sav Man Man _____ _____ MU Elephant-folk Tramp Sav Tramp Sav / Tramp Mel Tramp Sav Mel _____ _____ MU Lion-folk Man Doubl Sav Roar / Roar Man Sav Mel Doubl _____ _____ M Owl-folk Scree Mag Disp Fly / Mag Fly Disp Mag Swoop _____ _____ M Rhino-folk Gore Mel Sav Man / Mel Tramp Sav Man Gore _____ _____ R Tiger-folk Heavy Sav(4) Doubl(1) Mel(2) Mel(4) Sav(2) _____ _____ R Wolf-folk Light Sav(3) Rend(3) Mel(3) Mel(2) Man(4) _____ _____ R Vulture-folk Missile Mel(3) Bulls(4) Mis(2) Mis(4) Man(3) _____ _____ R Buffalo-folk Cavalry Sav(2) Count(4) Man(4) Man(3) Mel(3) _____ _____ R Wolverine-folk Magic Sav(2) Cantr(4) Mag(4) Mag(3) Mel(3) _____ _____ U Leopard-folk Heavy Man(2) Mel(3) Mel(3) Sav(2) Sav(2) _____ _____ U Fox-folk Light Man(2) Man(3) Mel(2) Mel(3) Sav(2) _____ _____ U Hawk-folk Missile Man(2) Mel(2) Mis(2) Mis(3) Man(3) _____ _____ U Horse-folk Cavalry Sav(2) Mel(3) Man(2) Man(2) Sav(2) _____ _____ U Badger-folk Magic Sav(2) Mel(3) Mag(2) Mag(3) Sav(2) _____ _____ C Lynx-folk Heavy Sav(1) Man(1) Mel(2) Mel(1) Mel(2) _____ _____ C Hound-folk Light Man(1) Sav(1) Mel(1) Mel(2) Man(1) _____ _____ C Falcon-folk Missile Man(1) Mis(1) Mel(1) Mis(2) Man(1) _____ _____ C Antelope-folk Cavalry Sav(1) Man(1) Mel(1) Man(2) Sav(1) _____ _____ C Weasel-folk Magic Sav(1) Mag(2) Mel(1) Mag(1) Sav(1) ============================================================================== FIREWALKERS (Blue/Red) ============================================================================== Get benefits in Coastland and Flatland (terrain with blue in it). During reserve phase can move from Coastland or Flatland to another without going to the reserves first. Name Class/Details --------------- --------------------------------------------- _____ _____ M Fireshadow Mel Smite Creat Fly/Cantr Creat Count Fly Mel _____ _____ MU Genie FiClo Cantr Sav Gale/Mel FiWlk Mel Mag Sav _____ _____ M Gorgon Man Sav Man FiBre / Man FiBre Man Man Sav _____ _____ MR Phoenix Seize Smite Rise Fly / Sav Fly Sav Seize Rise _____ _____ MU Salamander Mel Sav Mag Mel / Smite Sav Mel Cantr Mis _____ _____ R Sentinel Heavy Smite(4) Mel(3) Sav(3) Man(3) Mis(3) _____ _____ R Expeditioner Light Count(4) Mis(3) Mel(3) Mel(3) Man(3) _____ _____ R Firestormer Missile Bulls(4) Mis(4) Mel(3) Sav(2) Man(3) _____ _____ R Daybringer Cavalry Fly(4) Sav(2) Mel(4) Mis(4) Man(2) _____ _____ R Ashbringer Magic Cantr(3) Mag(3) Mag(3) Mag(3) Man(4) _____ _____ U Watcher Heavy Mel(3) Mel(3) Mis(2) Sav(2) Man(2) _____ _____ U Adventurer Light Mis(3) Sav(1) Mel(3) Mel(2) Man(3) _____ _____ U Firemaster Missile Mis(3) Mis(3) Mel(2) Sav(2) Man(2) _____ _____ U Nightsbane Cavalry Mel(3) Mis(3) Man(2) Man(2) Sav(2) _____ _____ U Sunflare Magic Mag(2) Mag(2) Mag(3) Mag(2) Man(3) _____ _____ C Guardian Heavy Mel(2) Mel(1) Mis(1) Sav(1) Man(1) _____ _____ C Explorer Light Mel(1) Mel(1) Mis(1) Sav(1) Man(2) _____ _____ C Firestarter Missile Mis(2) Mis(1) Mel(1) Sav(1) Man(1) _____ _____ C Shadowchaser Cavalry Man(1) Man(1) Mis(1) Mel(2) Sav(1) _____ _____ C Sunburst Magic Mag(1) Mag(1) Mag(1) Mag(1) Man(2) ============================================================================== FROSTWINGS (black and blue 6 sided) ============================================================================== When Magic used against them, they roll and subtract their non-ID magic from the opponent's roll. Can only double their ID-produced magic at Standing Stones terrain face. Name Details --------------- ---------------------------------------------- _____ _____ M Cryohydra _____ _____ MR Frost Ogre _____ _____ MU Remorhaz _____ _____ M Wolf Pack Howl Rend Mel Man Sav Man Rend Howl Mel _____ _____ MU Yeti Name Class Details --------------- -------- ------------------------------------ _____ _____ R Slayer Heavy _____ _____ R Assailer Light Fly(4) Volly(4) Mis(2) Mel(3) Mis(3) _____ _____ R Vindicator Missile Fly(4) Smite(4) Mel(2) Sav(2) Mel(3) _____ _____ R Bear Master Cavalry _____ _____ R Magi Magic _____ _____ U Dispatcher Heavy Fly(2) Mis(4) Mel(1) Sav(2) Mis(3) _____ _____ U Assaulter Light Fly(2) Mis(3) Mis(2) Mel(2) Mis(3) _____ _____ U Defender Missile Fly(2) Mel(4) Mel(3) Man(2) Mel(1) _____ _____ U Wolf Rider Cavalry _____ _____ U Magus Magic _____ _____ C Destroyer Heavy Fly(1) Mis(2) Mel(1) Sav(1) Mis(1) _____ _____ C Attaker Light Fly(1) Mis(2) Mis(1) Mel(1) Mis(1) _____ _____ C Advocate Missile Fly(1) Mel(2) Mel(1) Man(1) Mel(1) _____ _____ C Hounder Cavalry Sav(1) Man(2) Mel(1) Mis(1) Man(1) _____ _____ C Apprentice Magic Fly(1) Mag(2) Mel(1) Mis(1) Mag(1) ============================================================================== GOBLINS (gold & black 6 sided) ============================================================================== In Swampland, Manuevers count double. Name Class/Details --------------- --------------------------------------------- _____ _____ MR Death Naga Mel Pois Mag Man / Pois Mag Man Mel Sav _____ _____ M Harpy Fly Mel Sav Fly / Scree Mel Scree Fly Mel _____ _____ M Shambler Smoth Sav Mel Sav / Mel Sav Mel Smite Smoth _____ _____ M Troll Smite Sav Mel Regen / Mel Regen Man Smite Sav _____ _____ R Marauder Heavy Sav(3) Man(2) Mel(3) Mel(4) Smite(4) _____ _____ R Filcher Light Sav(3) Man(3) Mel(3) Mel(3) Count(4) _____ _____ R Deadeye Missile Sav(3) Mel(2) Mis(3) Mis(4) Bulls(4) _____ _____ R Leopard Rider Cavalry Sav(3) Mis(3) Rend(3) Rend(3) Mel(4) _____ _____ R Death Mage Magic Man(3) Sav(2) Mag(3) Mag(4) Cantr(4) _____ _____ U Cutthroat Heavy Man(3) Sav(2) Mel(2) Mel(2) Mel(3) _____ _____ U Ambusher Light Sav(2) Mel(3) Man(2) Man(3) Mis(2) _____ _____ U Slingman Missile Man(2) Mel(2) Mis(3) Mis(3) Sav(2) _____ _____ U Wolf Rider Cavalry Mel(2) Mel(2) Man(3) Man(3) Sav(2) _____ _____ U Hedge Wizard Magic Man(2) Sav(2) Mag(3) Mag(3) Mag(2) _____ _____ C Thug Heavy Man(1) Sav(1) Mel(1) Mel(1) Mel(2) _____ _____ C Mugger Light Mel(2) Mel(1) Man(1) Man(1) Sav(1) _____ _____ C Pelter Missile Sav(1) Sav(1) Mis(2) Mis(1) Man(1) _____ _____ C Wardog Rider Cavalry Mel(1) Mel(1) Man(1) Man(2) Sav(1) _____ _____ C Trickster Magic Man(1) Mel(1) Mag(1) Mag(1) Mag(2) ============================================================================== LAVA ELVES (black & red 6 sided) ============================================================================== In Highland, Manuevers can count as Saves. Name Class/Details --------------- --------------------------------------------- _____ _____ MR Beholder Charm Sav Flame Mag /Sav Illus Mel Conf Stone _____ _____ M Drider Web Man Sav Mel / Mis Mel Sav Web Man _____ _____ M Hell Hound Man Mel Sav Flame / Flame Mel Sav Man Mel _____ _____ M Rakshasha Man Illus Mel Mag / Illus Mel Mag Count Sav _____ _____ R Conqueror Heavy Sav(3) Mis(2) Mel(1) Mel(5) Smite(4) _____ _____ R Infiltrator Light Mel(1) Mel(5) Man(1) Man(5) Count(4) _____ _____ R Assassin Missile Bulls(4) Mis(5) Mis(1) Mis(3) Mel(3) _____ _____ R Wyvern Rider Cavalry Mel(2) Mel(4) Fly(1) Fly(5) Mis(4) _____ _____ R Necromancer Magic Mel(3) Sav(2) Mag(2) Mag(5) Cantr(4) _____ _____ U Duelist Heavy Man(2) Sav(2) Mel(2) Mel(4) Mis(2) _____ _____ U Spy Light Mel(1) Mel(4) Man(1) Man(4) Mis(2) _____ _____ U Dead Shot Missile Man(2) Mel(2) Mis(2) Mis(2) Mis(4) _____ _____ U Scorpion Knight Cavalry Mel(1) Mel(4) Man(2) Man(3) Sav(2) _____ _____ U Warlock Magic Man(2) Mel(2) Mag(2) Mag(2) Mag(4) _____ _____ C Bladesman Heavy Mis(1) Sav(1) Mel(1) Mel(1) Mel(2) _____ _____ C Scout Light Mel(1) Mel(2) Man(1) Man(1) Mis(1) _____ _____ C Fusilier Missile Man(1) Mel(1) Mis(1) Mis(2) Sav(1) _____ _____ C Spider Rider Cavalry Mel(1) Mel(1) Man(1) Man(2) Mis(1) _____ _____ C Adept Magic Man(1) Sav(1) Mag(1) Mag(1) Mag(2) ============================================================================== SWAMP STALKERS (Black/Green) ============================================================================== Maneuvers count as saves in Swampland. Start game with up to half as many Swamp Stalkers set aside as you have in your armies. At the start of each turn, 3 health of units in another player's reserve roll saves or are buried. You bring equal health to units buried from the set aside area to play. Name Class/Details --------------- ---------------------------------------------- _____ _____ MU Crocosaur Man Sav Tail Surpr Tail Surpr Rend Mel Mel _____ _____ M Mudman Surpr Mel Mel Mel Man Smoth Smoth Sav Sav _____ _____ MR Ormyrr Sav Man Sav Coil Mis Mel Mag Mel Mag _____ _____ M Swamp Beast Mel Man Sav Pois Pois Surpr Wave Wave Man _____ _____ MU Swamp Giant Sav Sav Pois Smite Smite Mel Tramp Tramp Man _____ _____ R Destroyer Heavy Smite(4) Mel(5) Sav(3) Sav(2) Mel(2) _____ _____ R Invader Light Pois(4) Mis(3) Man(3) Mel(4) Sav(2) _____ _____ R Deluger Missile Bulls(4) Mis(5) Mis(2) Mis(2) Sav(3) _____ _____ R Wave Rider Cavalry Man(5) Sav(3) Sav(2) Man(2) Coil(4) _____ _____ R Swamp Wizard Magic Cantr(4) Mag(5) Sav(2) Mag(3) Mel(2) _____ _____ U Annihilator Heavy Sav(2) Mel(4) Mel(3) Mel(1) Sav(2) _____ _____ U Raider Light Sav(2) Mis(2) Mis(2) Mel(3) Man(3) _____ _____ U Stormer Missile Mel(2) Mis(4) Mis(2) Mis(2) Sav(2) _____ _____ U Marsh Swimmer Cavalry Mel(2) Man(4) Sav(2) Sav(2) Man(2) _____ _____ U Marsh Mage Magic Mel(2) Mag(4) Mag(2) Mag(2) Sav(2) _____ _____ C Ravager Heavy Sav(1) Mel(1) Mel(2) Mel(1) Sav(1) _____ _____ C Attacker Light Sav(1) Mis(1) Mel(1) Mel(2) Man(1) _____ _____ C Sprayer Missile Sav(1) Mis(2) Mis(1) Mis(1) Mel(1) _____ _____ C Bog Runner Cavalry Sav(1) Man(2) Mel(1) Man(1) Sav(1) _____ _____ C Bog Adept Magic Sav(1) Mag(2) Mag(1) Mag(1) Mel(1) ============================================================================== UNDEAD (black) ============================================================================== When an Undead is killed, it is replaced with a unit from the dead area of one less health (if one is available). Cannot charge in melee. Name Class/Details --------------- ---------------------------------------------- _____ _____ MU Carrion Crawler Sav Stun Mel Man / Stun Man Mel Smite Sav _____ _____ MR Dracolich Smite Cantr Mag Fly / Rend Fly Mag Mel Sav _____ _____ M Fenhound Disp Sav Mel Man / Sav Man Mel Smite Disp _____ _____ MU Minor Death Slay Sav Plag Mel / Sav Mel Plag Man Slay _____ _____ M Skeletal Steed Man Sav Man Mel / Sav Tramp Mel Man Tramp _____ _____ R Mummy Hv Melee Withr(3) Sav(3) Mel(3) Mel(3) Mel(4) _____ _____ R Death Knight Lt Melee Sav(3) Sav(3) Mel(3) Mel(4) Scare(3) _____ _____ R Ghost Skirmish Sav(3) Man(4) Mel(3) Mel(3) Vanis(3) _____ _____ R Vampire Lt Magic Sav(3) Mag(3) Mel(3) Mel(4) Conv(3) _____ _____ R Lich Hv Magic Sav(3) Mel(3) Mag(3) Mag(3) Cantr(4) _____ _____ U Wight Hv Melee Sav(2) Sav(3) Mel(2) Mel(2) Mel(3) _____ _____ U Revenant Lt Melee Sav(2) Sav(3) Mel(2) Mel(3) Man(2) _____ _____ U Spectre Skirmish Sav(2) Sav(3) Mel(2) Mel(2) Man(3) _____ _____ U Ghast Lt Magic Sav(2) Sav(3) Mel(2) Mel(3) Mag(2) _____ _____ U Heucuva Hv Magic Mag(2) Mag(3) Mel(2) Mel(3) Sav(2) _____ _____ C Zombie Hv Melee Sav(1) Sav(1) Mel(1) Mel(1) Mel(2) _____ _____ C Skeleton Lt Melee Sav(1) Sav(1) Mel(1) Mel(2) Man(1) _____ _____ C Wraith Skirmish Man(1) Man(2) Mel(1) Mel(1) Sav(1) _____ _____ C Ghoul Lt Magic Sav(1) Sav(1) Mel(1) Mel(2) Mag(1) _____ _____ C Apparition Hv Magic Mag(1) Mag(2) Mel(1) Mel(1) Sav(1) ============================================================================== DRAGONS (12 sided) ============================================================================== Drakes: 2 tails (3 dmg + roll again), 2 wings (flies away) Wyrms: 3 tails (3 dmg + roll again), 1 treasure (promote a unit) Both: 4 claws (5 dmg), 1 breath (special), 1 jaws (10 dmg), 2 belly (does not get 5 saves), Name Breath Weapon ----------- ------------------------------------------------- _____ _____ D Black Drake Kills all units that roll their ID face _____ _____ D Blue Drake Army can only roll for saves until end next turn _____ _____ D Gold Drake 5 units of choice save or die _____ _____ D Green Drake Army rolls at 1/2 until end of next turn _____ _____ D Red Drake 5 pts in units are killed _____ _____ D Black Wyrm Kills all units that roll their ID face _____ _____ D Blue Wyrm Army can only roll for saves until end next turn _____ _____ D Gold Wyrm 5 units of choice save or die _____ _____ D Green Wyrm Army rolls at 1/2 until end of next turn _____ _____ D Red Wyrm 5 pts in units are killed ============================================================================== DRAGONKIN (any color) ============================================================================== Summoned at 3 points of magic per health point of the unit. They are summoned to a terrain and stay there. They leave if left alone at a terrain. They will not fight dragons of their color. Cannot be buried by black magic. Name Color Details --------------- -------- ------------------------------------ _____ _____ R Dragonchamp Black Breath Man(2) Mel(3) Mel(4) Belly _____ _____ R Dragonchamp Blue _____ _____ R Dragonchamp Gold _____ _____ R Dragonchamp Green _____ _____ R Dragonchamp Red _____ _____ R Dragonspy Black Breath Man(3) Mel(3) Mel(3) Belly _____ _____ R Dragonspy Blue _____ _____ R Dragonspy Gold _____ _____ R Dragonspy Green _____ _____ R Dragonspy Red _____ _____ R Dragonsteed Black Breath Mel(3) Man(3) Man(3) Belly _____ _____ R Dragonsteed Blue _____ _____ R Dragonsteed Gold _____ _____ R Dragonsteed Green _____ _____ R Dragonsteed Red _____ _____ U Dragonhero Black Man(1) Mel(3) Mel(2) Mel(2) Belly _____ _____ U Dragonhero Blue _____ _____ U Dragonhero Gold _____ _____ U Dragonhero Green _____ _____ U Dragonhero Red _____ _____ U Dragonsentry Black Man(2) Mel(2) Mel(2) Mel(2) Belly _____ _____ U Dragonsentry Blue _____ _____ U Dragonsentry Gold _____ _____ U Dragonsentry Green _____ _____ U Dragonsentry Red _____ _____ U Dragonmount Black Mel(2) Mel(2) Man(2) Man(2) Belly _____ _____ U Dragonmount Blue _____ _____ U Dragonmount Gold _____ _____ U Dragonmount Green _____ _____ U Dragonmount Red _____ _____ C Dragontroop Black Man(1) Mel(1) Mel(1) Mel(1) Belly _____ _____ C Dragontroop Blue _____ _____ C Dragontroop Gold _____ _____ C Dragontroop Green _____ _____ C Dragontroop Red _____ _____ C Dragonscout Black Man(1) Man(1) Mel(1) Mel(1) Belly _____ _____ C Dragonscout Blue _____ _____ C Dragonscout Gold _____ _____ C Dragonscout Green _____ _____ C Dragonscout Red _____ _____ C Dragonfoal Black Mel(1) Man(1) Man(1) Man(1) Belly _____ _____ C Dragonfoal Blue _____ _____ C Dragonfoal Gold _____ _____ C Dragonfoal Green _____ _____ C Dragonfoal Red ============================================================================== ARTIFACTS (any color) ============================================================================== Artifacts are attatched to a unit and must match that unit's color. Name Color Details --------------- ----- --------------------------------------- _____ _____ A Blade Golem Black Flury Flury Man Sav Sav Mel Mel Mel Mel _____ _____ A Blade Golem Blue _____ _____ A Blade Golem Gold _____ _____ A Blade Golem Green _____ _____ A Blade Golem Red _____ _____ A Dragonstaff Black Sav Sav Mel SumDr SumDr Mag Mag Mag Mag _____ _____ A Dragonstaff Blue _____ _____ A Dragonstaff Gold _____ _____ A Dragonstaff Green _____ _____ A Dragonstaff Red _____ _____ A Flying Carpet Black Sav Sav Mag Elev Elev Man Man Man Man _____ _____ A Flying Carpet Blue _____ _____ A Flying Carpet Gold _____ _____ A Flying Carpet Green _____ _____ A Flying Carpet Red _____ _____ A Mantlet Black Sorti Sav Man Sav Sorti Sav Man Mel Sav _____ _____ A Mantlet Blue _____ _____ A Mantlet Gold _____ _____ A Mantlet Green _____ _____ A Mantlet Red _____ _____ A Trebuchet Black Cruch Cruch Mel Sav Sav Mis Mis Mis Mis _____ _____ A Trebuchet Blue _____ _____ A Trebuchet Gold _____ _____ A Trebuchet Green _____ _____ A Trebuchet Red ============================================================================== ITEMS (any color) ============================================================================== Items are attatched to a unit and must match that unit's color. Name Color Class Details --------------- ----- -------- ----------------------------- _____ _____ IR 7-League Boots Black Maneuver Man(1) Man(2) Man(3) Wayfa _____ _____ IR 7-League Boots Blue _____ _____ IR 7-League Boots Gold _____ _____ IR 7-League Boots Green _____ _____ IR 7-League Boots Red _____ _____ IR Vorpal Sword Black Melee Mel(1) Mel(2) Mel(3) Decap _____ _____ IR Vorpal Sword Blue _____ _____ IR Vorpal Sword Gold _____ _____ IR Vorpal Sword Green _____ _____ IR Vorpal Sword Red _____ _____ IR Heartseeker Black Misile Mis(1) Mis(2) Mis(3) Impal _____ _____ IR Heartseeker Blue _____ _____ IR Heartseeker Gold _____ _____ IR Heartseeker Green _____ _____ IR Heartseeker Red _____ _____ IR Magi's Crown Black Magic Mag(1) Mag(2) Mag(3) Atune _____ _____ IR Magi's Crown Blue _____ _____ IR Magi's Crown Gold _____ _____ IR Magi's Crown Green _____ _____ IR Magi's Crown Red _____ _____ IR Gilt Shield Black Save Sav(1) Sav(2) Sav(3) Bash _____ _____ IR Gilt Shield Blue _____ _____ IR Gilt Shield Gold _____ _____ IR Gilt Shield Green _____ _____ IR Gilt Shield Red _____ _____ IU Winged Sandals Black Maneuver Man(1) Man(2) Man(2) Man(3) _____ _____ IU Winged Sandals Blue _____ _____ IU Winged Sandals Gold _____ _____ IU Winged Sandals Green _____ _____ IU Winged Sandals Red _____ _____ IU Dawn Blade Black Melee Mel(1) Mel(2) Mel(2) Mel(3) _____ _____ IU Dawn Blade Blue _____ _____ IU Dawn Blade Gold _____ _____ IU Dawn Blade Green _____ _____ IU Dawn Blade Red _____ _____ IU Eyebiter Black Misile Mis(1) Mis(2) Mis(2) Mis(3) _____ _____ IU Eyebiter Blue _____ _____ IU Eyebiter Gold _____ _____ IU Eyebiter Green _____ _____ IU Eyebiter Red _____ _____ IU Ring of Stars Black Magic Mag(1) Mag(2) Mag(2) Mag(3) _____ _____ IU Ring of Stars Blue _____ _____ IU Ring of Stars Gold _____ _____ IU Ring of Stars Green _____ _____ IU Ring of Stars Red _____ _____ IU Silver Buckler Black Save Sav(1) Sav(2) Sav(2) Sav(3) _____ _____ IU Silver Buckler Blue _____ _____ IU Silver Buckler Gold _____ _____ IU Silver Buckler Green _____ _____ IU Silver Buckler Red _____ _____ IC Speed Slippers Black Maneuver Man(1) Man(2) Man(1) Man(2) _____ _____ IC Speed Slippers Blue _____ _____ IC Speed Slippers Gold _____ _____ IC Speed Slippers Green _____ _____ IC Speed Slippers Red _____ _____ IC Flicker Foil Black Melee Mel(1) Mel(2) Mel(1) Mel(2) _____ _____ IC Flicker Foil Blue _____ _____ IC Flicker Foil Gold _____ _____ IC Flicker Foil Green _____ _____ IC Flicker Foil Red _____ _____ IC True Flyer Black Misile Mis(1) Mis(2) Mis(1) Mis(2) _____ _____ IC True Flyer Blue _____ _____ IC True Flyer Gold _____ _____ IC True Flyer Green _____ _____ IC True Flyer Red _____ _____ IC Sightstone Black Magic Mag(1) Mag(2) Mag(1) Mag(2) _____ _____ IC Sightstone Blue _____ _____ IC Sightstone Gold _____ _____ IC Sightstone Green _____ _____ IC Sightstone Red _____ _____ IC Bronze Targe Black Save Sav(1) Sav(2) Sav(1) Sav(2) _____ _____ IC Bronze Targe Blue _____ _____ IC Bronze Targe Gold _____ _____ IC Bronze Targe Green _____ _____ IC Bronze Targe Red ============================================================================== DICE BAGS ============================================================================== Name ------------------------- _____ _____ Black with Red writing _____ _____ Blue with Green writing _____ _____ Red with Yellow writing _____ _____ Yellow with Black writing ============================================================================== PROMO DICE (Huge 6 sided) ============================================================================== The Dragon Lords and Masters. If either ID or TSR is rolled in combat against a dragon, take control of the dragon. The white Lord can control any dragon. The colored Masters only their color. Masters count the TSR face as a 1/2 ID face. The King's Die sits in reserves and can promote a non-monster troop of the race you roll that in reserves with it to a one larger die. TSR=any race. The Red and Blue Dragon Champions gets 4 automatic saves unless it rolls its belly icon. It otherwise follows dragonkin rules. The Dragonslayer kills a dragon if TSR rolled in combat with it. The TSR otherwise counts as nothing. Melee side when rolled for saves, missile or magic instantly slays a unit at that terrain with no saves. Name Details ------------ ------------------------------------------------ _____ _____ L Black Master Mel(4) Smite(4) Cantr(4) Fly(4) TSR _____ _____ L Blue Master (purpleish) Mel(4) Smite(4) Cantr(4) Fly(4) TSR _____ _____ L Gold Master (brownish) Mel(4) Smite(4) Cantr(4) Fly(4) TSR _____ _____ L Green Master (blackish) Mel(4) Smite(4) Cantr(4) Fly(4) TSR _____ _____ L Red Master Mel(4) Smite(4) Cantr(4) Fly(4) TSR _____ _____ L White Lord Mel(4) Smite(4) Cantr(4) Fly(4) TSR _____ _____ L King's Die TSR, Coral Elf, Dwarf, Goblin, Lava Elf, Amazon _____ _____ L Blue Dragon Champion: Breth(1) Belly(1) Smite(4) Fly(4) TSR _____ _____ L Red Dragon Champion: Breth(1) Belly(1) Smite(4) Fly(4) TSR _____ _____ L Dragonslayer Smite(4) Count(4) Mel(4) Sav(4) TSR ==============================================================================