============================================================================== Dragon Dice Action Icons 12/13/96 ============================================================================== by Stephen D'Angelo (dangelo@crystalkeep.com) ------------------------------------------------------------------------------ Basic Action Icons ------------------------------------------------------------------------------ Ability Code Definition ------------- ----- -------------------------------------------------------- ID ID X points of whatever is being rolled, where X is the number of health the unit has. Magic Mag One point of magic in a magic roll. Maneuver Man One point of manuever in a maneuver roll. Melee Mel One hit in a melee roll. Missile Mis One hit in a missile roll. Save Sav One save in a save roll. ------------------------------------------------------------------------------ Common Action Icons ------------------------------------------------------------------------------ Special abilities take effect prior to dealing with the basic roll being made. Ability Code Definition ------------- ----- -------------------------------------------------------- Bullseye Bulls During a missile action, the bullseye targets one unit of the acting player's choice. Each bullseye icon inflicts 1 point of damage. Only the target rolls for saves. If the resulting damage equals or exceeds the target's health, the unit is immediately killed--it's removed before rolling for saves against any missile damage. During a dragon attack, the bullseye counts as normal missile damage. Cantrip Cantr During a magic action, the cantrip counts as normal magic. When rolling for maneuvers, the cantrip is negated and can't be used for anything. During any other action (including rolling for saves or during a dragon attack), the cantrip can be used to purchase immediate spells. Counter Count During a skirmish attack or a skirmish counter-attack, or during a charge attack, the counter acts as a normal melee icon. During a roll for saves, it counts as a normal save. During a roll for saves in melee-- including a defender's roll during a charge-- it counts as both a save and an immediate hit upon the attacking army, which may not roll saves against it. During a dragon attack, the counter functions as both a save and a normal hit against a dragon. Fly Fly This icon provides either maneuvers or saves (not both) as needed. Rend Rend During a melee attack, the rend counts as normal hits. The rending unit may be rolled again immediately, applying the new result as well. If another rend comes up, the unit rolls again. This cycle of roll and apply continues unti the unit fails to roll a rend. During the manuever step, rends instead count as maneuvers but are not rolled again. During a dragon attack, rends count as normal melee hits and are rolled again as above. Smite Smite During a skirmish melee attack, no saves (including spells already in play) can stop these hits. Units killed by a smite are chosen by the unit's owner; the hits can be divided up however the player sees fit. The units are removed before the army rolls to save against any other damage incurred. During a dragon attack, or a charge, smites count as normal melee damage and can be stopped by saves. Trample Tramp This icon usually counts as either a maneuver or a melee hit as needed. During a charge, however, a trample counts as both a maneuver and a melee hit, thus inflicting double damage. During a dragon attack, a trample counts as either a melee or a maneuver result, as the owning player sees fit. ------------------------------------------------------------------------------ Special Action Icons ------------------------------------------------------------------------------ Special abilities take effect prior to dealing with the basic roll being made. Ability Code Definition ------------- ----- -------------------------------------------------------- Attune Atune When magic is being rolled, an attune result counts as 1 point of any color desired. It also can convert the magic result (not ID face) of one unit in the same army to that specified color. Regardless of the color chosen, an army cannot cast spells otherwise denied them. (For example, an all-Dwarf army cound not cast a blue Firewalker-only spell.) Bash Bash When saves are being rolled during melee, a bash result reflects the normal melee action result of one opposing die (of the basher's choice) back upon that die, which then rolls to save against its own attack. Charm Charm During melee, this effect forces four health worth of opposing units (your choice) to add their rolls to your side of the conflict. Coil Coil During a melee action, inflict 4 points of damage on a single target unit. The target unit rolls to save; any melee results on the save roll inflict damage on the coiling unit, which cannot roll saves against the damage. Confuse Conf During melee or missile combat, after your opponent rolls, choose four health worth of units and force them to reroll. Convert Conv When rolled during melee, choose a target unit of less health than the number of convert icons rolled. Unless the target saves, it is killed, and an undead unit of equal or lesser health is added to the vampire's army from its dead unit area. Create Creat This ability creates a shadowy being that provides the Fireminions acting army with four points of magic, melee, missiles, manuever, or saves--whichever result it needs. Crush Crush When rolled during missile attacks, choose 4 health-worth of opposing units to roll maneuvers or be killed. Any that are killed must immeidately roll a save or be buried. Decapitate Decap When a decapitate result is rolled during a skirmish attack or counterattack, the defender rolls to save normally, then the attacker chooses one unit with an ID result to be killed. Dispel Magic Disp Whenever magic targets this unit or the army or the terrain it occupies, you may roll this unit to resist immediately after all spells are declared. If the dispel face comes up, the spell or spells are negated before they can take effect. Double Strike Doubl During melee, hit for four points and then reroll this unit and count the new result as well. *The Feral* During a melee action, this counts as normal hits; roll again and count the new result as well. Elevate Elev When roled during a melee attack, elevate allows one unit's normal missile results to apply in combat. Entangle Entan When rolled during melee, four health of your choice in the opposing army are paralyzed (cannot make any further rolls) until the beginning of your next turn. Killing the monster negates this effect. Ferry Ferry Immediately move the monster to another terrain, if desired. It may stay there or immediately return with four health of six-sided units. Troops moved into combat through use of this power are immediately rolled and counted toward final totals. Firebreath FiBre During melee, this effect kills two health worth of enemy units. Target units cannot save. Firecloud FiClo During missile, your choice of four health of opposing dice must each roll at least one maneuver or be killed. Firewalking FiWlk The monster may move itself and up to three health of allied units from its present terrain to any other in play. The monster remains with the units at their new location. This power is usable regardless of what face is showing on the terrain. Flame Flame During melee, kill _and_ bury one unit of two health or less, with no save possible. Flurry Flury When rolled during a skirmish attack or counterattack, this icon counts as 4 hits and the die is immediately rolled again. When rolled while defending during melee, the icon counts as 4 saves. Galeforce Gale The target army ignores all its flying results until the end of the monster controller's next turn. Gore Gore During a melee action, counts as 2 hits on a target unit. It may roll saves. If killed, the target is immediately buried. Hug Hug During a melee action, counts as 4 hits on a target unit. The unit gets no saves, but does roll to immediately counter-attack the hugging unit, which cannot roll saves against this damage. Illusion Illus During melee, choose four health of the enemy to be attacked by the rest of their army. The attack on the enemy units by the rest of their army is resolved in a separate roll after the current round of melee has been resolved. Impale Impal When an impale result is rolled during a missile attack, the defender rolls to save normally, then the attacker chooses one unit with an ID result to be killed. Kick Kick During melee inflict four damage on a unit of your choice. Plague Plag When this icon is rolled during melee, choose an opposing unit to become a plague bearer. Unless the target unit rolls its ID face as a save, it becomes plagued. Your opponent chooses another unit from the same army to resist the plague. Roll the plague bearer for a melee attack on the defender; the plague bearer then perishes. If the attack kills the defender, that unit becomes a new plague bearer: it makes a melee attack against another defender of the opponent's choice, and then perishes. The plague continues until a bearer fails to kill its target. Poison Pois During melee, choose four health of opposing units to save or be killed. Any that are killed must save again or be buried. Regenerate Regen Counts as four saves, or bring back four health of units from your dead to this location. Troops brought back from the dead with this power are rolled immedaitely and counted toward final totals in combat. Rise from Rise When rolling for saves, this face counts as four. If the Ashes the monster is ever killed or buried, roll the dice again, and if this face comes up, the monster instead goes to the reserve area. Roar Roar During melee, choose four health of opposing units to immediately flee to their reserves. Scare Scare When rolled during melee, for each scare icon rolled, choose one health worth of target unit or units. Each must roll a non-ID save or immediately flee to its owner's reserves. Targets that roll an ID faces are killed (die of fright). Screech Scree During melee, a screech subtracts four from the opponent's saves for purposes of rout only. *The Feral* During a melee action, subtracts 4 from the opponent's saves. Seize Seize During missile, this effect kills four health worth of your choice of units in the target army, unless they roll a save individually. Those that save return to the owner's reserves. Slay Slay When rolled during melee, kill the unit of your choice in the opposing army unless that unit folls its ID face to save. Smother Smoth During melee, your choice of four health of opposing units must each roll a maneuver result or be killed. Sortie Sorti Sortie counts as either 4 saves or melee results as needed. When defending against a charge, it counts as both. Stone Stone During missile, inflict four damage on the target army, with no possible saves. Stun Stun When rolled during a skirmish, choose four health worth of opposing units to be stunned, then roll this monster again. Each targeted unit may roll a maneuver result to avoid the stun. Those that do not avoid the stun can make no further rolls for the duration of your turn. Summon Dragon SumDr When rolling for magic, this result brings the dragon of your choice (regardless of color) to the terrain this die occupies. This power is spontaneous and occurs whether the player wishes it or not. Surprise Surpr During a melee attack, this icon indicates that the opposing army has been surprised--no return attacks can be made by that army. Swoop Swoop During missile, inflict four damage on a single unit in the enemy army, with no saves possible. Tail Tail During a melee action, the crocosaur's tail icon counts as 2 points of damage aginst the target army and the die is rolled again, counting the next result as well. Saves are compared to the total damage. Trumpet Trump When rolling for melee hits or saves, rallies all Feral at that terrain, doubling their results. Vanish Vanis When rolling for saves, each icon counts as a save _and_ the unit rolling it may immediately move to any other terrain or its reserves. Wave Wave When any opposing army rolls for saves at a terrain occupied by the swamp beast (which has this icon), you may roll this unit. If the wave icon comes up, subtract 4 save results from the army's roll. If this icon comes up during a maneuver roll, subtract 4 maneuver results from the opposing army. Web Web During melee, unless they immediately roll a save, four health of your choice in the opposing army are paralyzed (cannot make any further rolls) until the beginning of your next turn. Wayfare Wayfa When rolling to maneuver, a wayfare result allows the "wayfaring" die to be moved immediately to any other terrain or its reserves, taking one unit along with it. This result is not mandatory and is only used at the player's discretion. Wither Withr When rolled during melee, choose a target unit. The unit suffers a penalty of -1 for each wither icon rolled to all its rolls until the beginning of your next turn. It if rolls an adjusted result of 0 or less, it is killed. ------------------------------------------------------------------------------