============================================================================== Dragon Dice Race Abilities 12/13/96 ============================================================================== by Stephen D'Angelo (dangelo@crystalkeep.com) ------------------------------------------------------------------------------ Special Race Abilities ------------------------------------------------------------------------------ Amazons: - The Amazons count maneuver icons as missile results when making a missile attack in flatland terrain. - The Amazons can cast magic based on the colors of the terrain they are in. They can double those results only when in possession of a terrain with Standing Stones. - When in the reserve area, Amazons may use missile fire to attack targets at their owner's home terrain or the frontier die. When Amazons are part of a multiracial army in reserve, their missile results are counted when the other units roll for magic. - Can carry magical items (or artifacts) of any color. Coral Elves: - The Coral Elves count their maneuver results as additional saves when rolling for saves in coastland terrain. - Can use blue and green magic. Dragonkin: - For every full 3 points of other units a player brings to a game, he is allowed (but not required) to bring one point of dragonkin. - Dragonkin are not in an army before play starts. Like dragons, they are summoned into play by magic; they cannot be summoned into reserves. Once summoned, dragonkin act as a normal part of the army. - Dragonkin have armored skin, giving them automatic saves equal to their health. These apply to the army's and the dragonkin's own save rolls. - Killed dragonkin do not go to the dead area. They are removed from play until summoned again. - Dragonkin are not included in any rolls for missile or magic. - Dragonkin cannot leave the terrain to which they are summoned. - Any army cannot consist solely of dragonkin. If all other army units are killed or leave the terrain, the dragonkin are removed from play until summoned again. - Dragonkin cannot weild magic items or artifacts and do not count for the one-to-one unit-to-item ratio. - Dragonkin will not battle dragons of their own color. During a dragon attack, the dragonkin are not rolled, and their saves do not apply. However, they can be chosen as casualties during the attack. Dwarves: - The Dwarves double their maneuver results in highland terrain. - Can use gold and red magic. The Feral: - At the start of your turn, every terrain occupied by one of your armies with at least one Feral unit attracts a 1-health Feral unit from the dead pool to that location. - Can use gold and blue magic. Firewalkers: - During the reserve phase, the Firewalkers may move from any coastland or flatlands terrain (terrain with air/blue aspects) to any other territory without returning to the reserve area first. - Can use blue and red magic. Goblins: - The Goblins double their maneuver results in swampland terrain. - Can use black and gold magic. Lava Elves: - The Lava Elves count their maneuver results as additional saves when rolling for saves in highland terrain. - Can use black and red magic. Swamp Stalkers: - The Swamp Stalkers count maneuvers as saves when rolling for saves in swampland terrain. - At the beginning of the game, set aside half as many health-worth of Swamp Stalker units as you include in your army. These units can be any size up to 3 health and become your "promotional pool"; they are not included in the point cost of your army and thus are not "in the game" and can't be affected. - At the start of your turn, for each of your armies that contains a Swamp Stalker unit, you may target up to 3 health-worth of units in another player's reserve. This is called mutating. You may target a player's reserve only once each turn. Those units roll for a save; any that do not save are killed and buried. Units from your promotional pool equal to the health of the units buried are brought in. If you have no units remaining in your promotional pool, your armies cannot mutate (and thus cannot kill units in reserve). - Can use black and green magic. Undead: - When an undead unit is "killed", it can be traded in for an undead unit of one health less from the dead area. - An army containing undead cannot charge. - Can only use black magic. - Can only carry black magical items (or artifacts). ------------------------------------------------------------------------------ Magic Items and Artifacts ------------------------------------------------------------------------------ Magical Items: - Magic item four-sided dice come in three different sizes just like the six-siders. The small (18 mm) ones count as 1 health in your forces, the medium (20 mm) ones count as 2 health, and the large (22 mm) ones count as 3 health. - Magic items do not gain the benefits of any race. - Magic results rolled on a magic item die can be applied to the color of the magic item. However, spells purchased must be usable by that army. (For example, an all-Coral Elf army with a blue magic item could not cast Firewalker-only spells). Magic results rolled on a magical item die cannot be doubled. - Magic items cannot be "killed"; that is, they cannot be discarded to account for hits on the army in which they are included. - Each unit can carry one magical item (or artifact) of a color matching the unit. If not enough units in the army match the color of the magical items, the extra four-siders are taken out of play immediately and buried. The owner chooses which items to discard. - Magical items cannot move on their own. Whenever a unit moves from one terrain to another, it may take one magical item of matching color with it. This also applis to moves to or from the reserves. - When in reserves, magical items do not function. When a reserve army is rolled, ignore any results from its magical items. Artifacts: - Artifacts are worth 4 health each. The single icon on each face counts as 4 points of the appropriate type. The ID icon counts as 4 points of the desired type. - Follows the rules for magical items. - The Dragon Staff ID icon can be counted when doubling magic results. These magic results may be used to purchase appropriately colored spells from any of the published Dragon Dice spell lists--even spells that ordinarily cannot be cast by that army. ------------------------------------------------------------------------------