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sais [2018/07/18 14:42] – external edit 127.0.0.1 | sais [2021/05/26 06:30] (current) – Corrected Hoof icon admin | ||
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In addition to normal action and ID icons, certain units and items in #@DDtm@# also have Special Action Icons (SAIs). What differentiates SAIs from the other icons is that SAIs can have effects other than simply generating save, maneuver, melee, missile, or magic results. | In addition to normal action and ID icons, certain units and items in #@DDtm@# also have Special Action Icons (SAIs). What differentiates SAIs from the other icons is that SAIs can have effects other than simply generating save, maneuver, melee, missile, or magic results. | ||
- | Many SAIs generate a number of results based on the type of die or number of icons. To simplify this, SAIs use **//X//** in their descriptions. Whenever X appears in the description of an SAI it refers to the number of results. This is how to determine the value of X: | + | Many SAIs generate a number of results based on the type of die or number of icons. To simplify this, SAIs use X in their descriptions. Whenever X appears in the description of an SAI it refers to the number of results. This is how to determine the value of X: |
* On a six-sided die, X is equal to the number of icons rolled (three icons equals three results). | * On a six-sided die, X is equal to the number of icons rolled (three icons equals three results). | ||
* On a large item or large Dragonkin unit, X is equal to three results (one icon equals three results). | * On a large item or large Dragonkin unit, X is equal to three results (one icon equals three results). | ||
- | * On a monster, artifact, medallion or Dragonkin Champion, X is equal to four results (one icon equals four results). | + | * On a monster, artifact, medallion, relic or Dragonkin Champion, X is equal to four results (one icon equals four results). |
If an SAI does not have X in the description it only does what is described. | If an SAI does not have X in the description it only does what is described. | ||
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=== Application === | === Application === | ||
- | SAIs only apply during certain rolls. Each SAI's description | + | SAIs only apply during certain rolls. Each SAI in the table below states which rolls it applies to in the ' |
The types are: | The types are: | ||
- | ^ Dragon Attack | When the army rolls in response to a dragon attack | + | ^ Dragon Attack | When the army rolls in response to a [[dragons# |
^ Magic | Any time the army or unit is rolling for magic results. | ^ Magic | Any time the army or unit is rolling for magic results. | ||
^ Maneuver | Any time the army or unit is rolling for maneuver results. | ^ Maneuver | Any time the army or unit is rolling for maneuver results. | ||
^ Melee | Any time the army or unit is rolling for melee results. | ^ Melee | Any time the army or unit is rolling for melee results. | ||
^ Missile | Any time the army or unit is rolling for missile results. | ^ Missile | Any time the army or unit is rolling for missile results. | ||
- | ^ Save | Any time the army or unit is rolling for save results against damage. Some SAIs only apply during save rolls against a specific type of damage and are noted as **//Save*//** (for example, "save against melee" | + | ^ Save | Any time the army or unit is rolling for save results against damage. Some SAIs only apply during save rolls against a specific type of damage and are noted as 'Save*' |
^ Non-Maneuver | Any roll that does not include maneuver results. | ^ Non-Maneuver | Any roll that does not include maneuver results. | ||
^ Individual | Any roll to avoid a spell or effect that targets a unit or X health worth of units. | ^ Individual | Any roll to avoid a spell or effect that targets a unit or X health worth of units. | ||
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There are a number of rules which must be observed with relation to SAIs: | There are a number of rules which must be observed with relation to SAIs: | ||
- | * Unless the word **//may//** appears in the SAI description, | + | * Unless the word "may" |
- | * Only SAIs that generate save results function in the #@DUA@#, unless the SAI specifically states otherwise. | + | * In the #@DUA@#, the only SAIs that will function are SAIs that generate save results, unless the SAI specifically states otherwise. |
- | * See Combination Rolls on page 29 for applying SAI results during a combination roll. | + | * See [[rulesreference# |
=== Targeting === | === Targeting === | ||
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The following rules apply to the targeting of all SAIs: | The following rules apply to the targeting of all SAIs: | ||
* The same army or unit may not be targeted or affected by multiple SAI effects that multiply or divide the same type of result. | * The same army or unit may not be targeted or affected by multiple SAI effects that multiply or divide the same type of result. | ||
- | * Multiple | + | * Multiples |
- | * SAIs that target | + | * SAIs that target |
- | * When an SAI targets an opponent’s army or units you must apply the SAI’s effect to the fullest extent possible by selecting the maximum number of targets (units and/or health-worth) allowed. | + | * When an SAI targets an opponent's army or units you must apply the SAI's effect to the fullest extent possible by selecting the maximum number of targets (units and/or health-worth) allowed. |
* When an SAI targets a friendly army or unit, any number of health or units may be selected, from 0 up to the maximum allowed by the SAI. | * When an SAI targets a friendly army or unit, any number of health or units may be selected, from 0 up to the maximum allowed by the SAI. | ||
* Any SAI that targets an individual unit will continue to affect that unit even if they move to another army. | * Any SAI that targets an individual unit will continue to affect that unit even if they move to another army. | ||
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{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_attune~~ | + | ~~SNIPPET_O1746993409~~sai_attune~~ |
^ Attune | ^ Attune | ||
^ Magic | During a magic action, Attune generates X magic results of any color. Attune may also count the normal (non-ID, non-SAI) magic results of one unit in the marching army as the same color. | ^ Magic | During a magic action, Attune generates X magic results of any color. Attune may also count the normal (non-ID, non-SAI) magic results of one unit in the marching army as the same color. | ||
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{{http:// | {{http:// | ||
{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_bash~~ | + | ~~SNIPPET_O1746993409~~sai_bash~~ |
^ Bash || | ^ Bash || | ||
^ Dragon Attack, Save* | During a save roll against a melee attack, target one unit from the attacking army. The targeted unit takes damage equal to the melee results it generated. The targeted unit must make a save roll against this damage. Bash also generates save results equal to the targeted unit's melee results.\\ \\ During other save rolls, Bash generates X save results.\\ \\ During a dragon attack choose an attacking dragon that has inflicted damage. That dragon takes damage equal to the amount of damage it did. Bash also generates save results equal to the damage the chosen dragon did. | | ^ Dragon Attack, Save* | During a save roll against a melee attack, target one unit from the attacking army. The targeted unit takes damage equal to the melee results it generated. The targeted unit must make a save roll against this damage. Bash also generates save results equal to the targeted unit's melee results.\\ \\ During other save rolls, Bash generates X save results.\\ \\ During a dragon attack choose an attacking dragon that has inflicted damage. That dragon takes damage equal to the amount of damage it did. Bash also generates save results equal to the damage the chosen dragon did. | | ||
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{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_belly~~ | + | ~~SNIPPET_O1746993409~~sai_belly~~ |
^ Belly || | ^ Belly || | ||
^ Any | During any roll, the unit loses its automatic save results. | ^ Any | During any roll, the unit loses its automatic save results. | ||
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{{http:// | {{http:// | ||
{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_breath~~ | + | ~~SNIPPET_O1746993409~~sai_breath~~ |
^ Breath | ^ Breath | ||
^ Melee | During a melee attack, target X health-worth of units in the defending army. The targets are killed. | ^ Melee | During a melee attack, target X health-worth of units in the defending army. The targets are killed. | ||
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{{http:// | {{http:// | ||
{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_bullseye~~ | + | ~~SNIPPET_O1746993409~~sai_bullseye~~ |
^ Bullseye | ^ Bullseye | ||
^ Dragon Attack, Missile | During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.\\ \\ During a dragon attack, Bullseye generates X missile results. | ^ Dragon Attack, Missile | During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.\\ \\ During a dragon attack, Bullseye generates X missile results. | ||
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{{http:// | {{http:// | ||
{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_cantrip~~ | + | ~~SNIPPET_O1746993409~~sai_cantrip~~ |
^ Cantrip || | ^ Cantrip || | ||
^ Magic, Non-Maneuver | During a magic action or [[racial_ability_fr_magic_negation|Magic Negation (Frostwings)]] roll, Cantrip generates X magic results.\\ \\ During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as ' | ^ Magic, Non-Maneuver | During a magic action or [[racial_ability_fr_magic_negation|Magic Negation (Frostwings)]] roll, Cantrip generates X magic results.\\ \\ During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as ' | ||
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{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_charge~~ | + | ~~SNIPPET_O1746993409~~sai_charge~~ |
^ Charge | ^ Charge | ||
^ Melee* | During a melee attack, the attacking army counts all Maneuver results as if they were Melee results. Instead of making a regular save roll or a counter-attack, | ^ Melee* | During a melee attack, the attacking army counts all Maneuver results as if they were Melee results. Instead of making a regular save roll or a counter-attack, | ||
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{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_charm~~ | + | ~~SNIPPET_O1746993409~~sai_charm~~ |
^ Charm || | ^ Charm || | ||
^ Melee | During a melee attack, target up to X health-worth of units in the defending army; those units don't roll to save during this march. Instead, the owner rolls these units and adds their results to the attacking army's results. Those units may take damage from the melee attack as normal. | ^ Melee | During a melee attack, target up to X health-worth of units in the defending army; those units don't roll to save during this march. Instead, the owner rolls these units and adds their results to the attacking army's results. Those units may take damage from the melee attack as normal. | ||
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{{http:// | {{http:// | ||
- | ~~SNIPPET_O1746993408~~sai_choke~~ | + | ~~SNIPPET_O1746993409~~sai_choke~~ |
^ Choke || | ^ Choke || | ||
^ Melee | During a melee attack, when the defending army rolls for saves, target up to X health-worth of units in the that army that rolled an ID result. The target units are killed. Their ID results are not counted towards the army's save results.\\ \\ //Note: Choke works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.// | ^ Melee | During a melee attack, when the defending army rolls for saves, target up to X health-worth of units in the that army that rolled an ID result. The target units are killed. Their ID results are not counted towards the army's save results.\\ \\ //Note: Choke works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.// | ||
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^ Dragon Attack, Melee | During a melee attack, target four health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.\\ \\ During a dragon attack, Double Strike generates four melee results. | ^ Dragon Attack, Melee | During a melee attack, target four health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.\\ \\ During a dragon attack, Double Strike generates four melee results. | ||
~~SNIPPET_C~~sai_doublestrike~~ | ~~SNIPPET_C~~sai_doublestrike~~ | ||
+ | |||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | ~~SNIPPET_O1746993409~~sai_elemental_relic~~ | ||
+ | ^ Elemental Relic || | ||
+ | ^ Non-Maneuver | When rolled with an army, the Elemental Relic icon indicates which element units must contain to be affected by the relic. The SFR Logo contains all elements and ivory.\\ \\ Multiple Elemental Relics in an army may cancel each other. Elemental Relics that roll the same element have no effect on that roll. Note that the SFR logo matches all elements.\\ \\ During any non-maneuver roll, X health-worth of matching units in the army carrying this relic may be re-rolled once, ignoring the previous result, or you may recruit X small (1 health) matching units to, or promote X health-worth of matching units in, the army carrying this relic. Results may be split between recruiting, promoting, and re-rolling in any way you choose. Any promotions and recruitments happen all at once. | | ||
+ | ~~SNIPPET_C~~sai_elemental_relic~~ | ||
{{http:// | {{http:// | ||
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~~SNIPPET_C~~sai_gore~~ | ~~SNIPPET_C~~sai_gore~~ | ||
- | {{http:// | + | {{http:// |
~~SNIPPET_O1746993409~~sai_hoof~~ | ~~SNIPPET_O1746993409~~sai_hoof~~ | ||
^ Hoof || | ^ Hoof || | ||
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^ Non-Maneuver | During any non-maneuver roll, you may return up to four health-worth of units from your #@DUA@# to the army carrying this medallion. | ^ Non-Maneuver | During any non-maneuver roll, you may return up to four health-worth of units from your #@DUA@# to the army carrying this medallion. | ||
~~SNIPPET_C~~sai_sfrtsrlogomg~~ | ~~SNIPPET_C~~sai_sfrtsrlogomg~~ | ||
+ | |||
+ | == Elemental Relic == | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | {{http:// | ||
+ | |||
+ | ~~SNIPPET_O1746993409~~sai_elemental_relic~~ | ||
+ | ^ Elemental Relic || | ||
+ | ^ Non-Maneuver | When rolled with an army, the Elemental Relic icon indicates which element units must contain to be affected by the relic. The SFR Logo contains all elements and ivory.\\ \\ Multiple Elemental Relics in an army may cancel each other. Elemental Relics that roll the same element have no effect on that roll. Note that the SFR logo matches all elements.\\ \\ During any non-maneuver roll, X health-worth of matching units in the army carrying this relic may be re-rolled once, ignoring the previous result, or you may recruit X small (1 health) matching units to, or promote X health-worth of matching units in, the army carrying this relic. Results may be split between recruiting, promoting, and re-rolling in any way you choose. Any promotions and recruitments happen all at once. | | ||
+ | ~~SNIPPET_C~~sai_elemental_relic~~ | ||