Special Actions Icons (SAIs)

In addition to normal action and ID icons, certain units and items in Dragon Dice® 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:

  • 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 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 a specific SAI description conflicts with the general rules for SAIs, the specific SAI description takes precedence.

Application

SAIs only apply during certain rolls. Each SAI in the table below states which rolls it applies to in the 'Applies' column. If a type of roll is not listed in the 'Applies' column description, that SAI has no effect in that type of roll.

The types are:

Dragon Attack When the army rolls in response to a dragon attack.
Magic Any time the army or unit is rolling for magic 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.
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”).
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.
Special Check the SAI details for more information.

There are a number of rules which must be observed with relation to SAIs:

  • Unless the word “may” appears in the SAI description, the effect is mandatory.
  • In the Dead Unit Area (DUA), the only SAIs that will function are SAIs that generate save results, unless the SAI specifically states otherwise.
  • See Combination Rolls in the Rules Reference section for applying SAI results during a combination roll.

Targeting

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.
  • Multiples of the same SAI that do not multiply or divide any army or unit's results, or target an individual unit, may be combined by adding their effects together to count as one larger effect SAI. Alternatively, they may be resolved one by one.
  • SAIs that target 'one unit' (such as Coil & Hug) may not be combined and are always resolved one by one.
  • 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.
  • Any SAI that targets an individual unit will continue to affect that unit even if they move to another army.

SAI List

A to C

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.

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.

Belly
Any During any roll, the unit loses its automatic save results.

Breath
Melee During a melee attack, target X health-worth of units in the defending army. The targets are killed.

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.

Cantrip
Magic, Non-Maneuver During a magic action or 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 'Cantrip' from the spell list.

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, the defending army makes a combination save and melee roll. The attacking army takes damage equal to these melee results. Only save results generated by spells may reduce this damage. Charge has no effect during a counter-attack.

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.

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.

Cloak
Dragon Attack, Individual, Magic, Save During a save roll or dragon attack, add X non-magical save results to the army containing this unit until the beginning of your next turn.

During a magic action, Cloak generates X magic results.

During a roll for an individual-targeting effect, Cloak generates X magic, maneuver, melee, missile, or save results.

Coil
Dragon Attack, Melee During a melee attack, target one unit in the defending army. The target takes X damage and makes a combination roll, counting save and melee results. Any melee results that the target generates inflict damage on the Coiling unit with no save possible.

During a dragon attack, Coil generates X melee results.

Confuse
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army after they have rolled for saves. Re-roll the targeted units, ignoring all previous results.

Note: Confuse 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.

Convert
Melee During a melee attack, target up to 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. The attacking player may return up to the amount of heath-worth killed this way from their Dead Unit Area (DUA) to the attacking army.

Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.

Create Fireminions
Any Non-Individual During any army roll, Create Fireminions generates X magic, maneuver, melee, missile or save results.

Crush
Dragon Attack, Missile During a missile attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed. Each unit killed must make a save roll. Those that do not generate a save result on this second roll are buried.

During a dragon attack, Crush generates X missile results.

D to H

Decapitate
Dragon Attack, Melee During a melee attack, when the defending army makes its save roll, target one unit that rolled an ID icon. The target is killed. None of their results are counted towards the army's save results.

Note: Decapitate 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.

During a dragon attack, kill one dragon that rolled Jaws. If no dragon rolled Jaws, Decapitate generates three melee results.

Dispel Magic
Special Whenever any magic targets this unit, the army containing this unit or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon is rolled, negate all unresolved magic that targets or effects this unit, its army or the terrain it occupies. No other icons have any effect during this special roll. Magic targeting other units, armies, or terrains is unaffected by this SAI.

Double Strike
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.

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.

Elevate
Dragon Attack, Maneuver, Missile, Save* During a maneuver roll, Elevate generates X maneuver results.

During a missile attack, double one unit's missile results.

During a save roll against a melee attack, double one unit's save results.

During a dragon attack, double one unit's missile or save results.

Entangle
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets are killed.

Ferry
Non-Maneuver During any non-maneuver roll, the Ferrying unit may move itself and up to four health-worth of units in its army to any terrain.

Firebreath
Melee During a melee attack, inflict X points of damage on the defending army with no save possible. Each unit killed makes a save roll. Those that do not generate a save result are buried.

Firecloud
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed.

Firewalking
Maneuver, Non-Maneuver During a maneuver roll, Firewalking generates X maneuver results.

During any non-maneuver roll, this unit may move itself and up to three health-worth of units in its army to any terrain.

Flame
Melee During a melee attack, target up to two health-worth of units in the defending army. The targets are killed and buried.

Flaming Arrow
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. Each unit killed must make another save roll. Those that do not generate a save result on this second roll are buried.

During a dragon attack, Flaming Arrow generates X missile results.

Flurry
Dragon Attack, Melee, Save* During a melee attack, Flurry generates X melee results. Roll the item again and apply the new result as well.

During a save roll against a melee attack, Flurry generates X save results.

During a dragon attack, Flurry generates either X save results, or X melee results. If it generates melee results, roll the item again and apply the new result as well.

Fly
Any During any roll, Fly generates X maneuver or X save results.

Frost Breath
Melee, Missile During a melee or missile attack, target an opposing army at the same terrain. Until the beginning of your next turn, the target army halves all results they roll.

Galeforce
Magic*, Melee, Missile During a melee or missile attack, or a magic action at a terrain, target an opposing army at any terrain. Until the beginning of your next turn, the target army subtracts four save and four maneuver results from all rolls.

Gore
Dragon Attack, Melee During a melee attack, target one unit in the defending army. The target takes two points of damage. If the unit is killed by Gore, it is then buried.

During a dragon attack, Gore generates four melee results.

Hoof
Dragon Attack, Maneuver, Save During a maneuver roll, Hoof generates X maneuver results.

During a save roll, Hoof generates X save results.

During a dragon attack, Hoof generates X save results.

Howl
Melee, Missile During a melee or missile attack, the defending army subtracts X save results.

Hug
Dragon Attack, Melee During a melee attack, target one unit in the defending army. The target unit takes X points of damage with no save possible. The targeted unit makes a melee roll. Melee results generated by this roll inflict damage on the Hugging unit with no save possible.

During a dragon attack, Hug generates X melee results.

Hypnotic Glare
Melee During a melee attack, when the defending army rolls for saves, all units that roll an ID result are hypnotized and may not be rolled until the beginning of your next turn. None of their results are counted towards the army's save results. The effect ends if the glaring unit leaves the terrain, is killed, or is rolled. The glaring unit may be excluded from any roll until the effect expires.

Note: Hypnotic Glare 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.

I to So

Illusion
Magic, Melee, Missile During a magic, melee or missile attack, target any of your armies. Until the beginning of your next turn, the target army cannot be targeted by any missile attacks or spells cast by opposing players.

Impale
Dragon Attack, Missile During a missile attack, when the defending army makes their save roll, target one unit that rolled an ID icon. The target is killed. None of their results are counted towards the army's save results.

Note: Impale 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.

During a dragon attack, kill one dragon that rolled Jaws. If no dragon rolled Jaws, Impale generates three missile results.

Kick
Dragon Attack, Melee, Save During a melee attack, target one unit in the defending army. The target takes X points of damage.

During a save roll, Kick generates X save results.

During a dragon attack, Kick generates X melee and X save results.

Net
Individual, Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. Each targeted unit makes a maneuver roll. Those that do not generate a maneuver result are netted and may not be rolled or leave the terrain they currently occupy until the beginning of your next turn. Net does nothing during a missile attack targeting an opponent's Reserve Army from a Tower on its eighth face.

When saving against an individual targeting effect, Net generates X save results.

Plague
Melee During a melee attack, target one unit in the defending army. The target makes a save roll. If the target fails to generate a save result it is killed. That unit's owner then targets another unit in the same army to save or be killed. Continue to target units with Plague until a targeted unit generates a save result.

Poison
Melee During a melee attack, target X health-worth of units in the defending army. Each targeted unit makes a save roll. Those that do not generate a save result are killed and must make another save roll. Those that do not generate a save result on this second roll are buried.

Regenerate
Non-Maneuver During any non-maneuver roll, choose one: Regenerate generates X save results, OR, you may return up to X health-worth of units from your Dead Unit Area (DUA) to the army containing this unit.

Rend
Dragon Attack, Maneuver, Melee During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well.

During a maneuver roll, Rend generates X maneuver results.

Rise from the Ashes
Save, Special During a save roll, Rise from the Ashes generates X save results.

Whenever a unit with this SAI is killed or buried, roll the unit. If Rise from the Ashes is rolled, the unit is moved to your Reserve Area. If an effect both kills and buries this unit, it may roll once when killed and again when buried. If the first roll is successful, the unit is not buried.

Roar
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets are immediately moved to their Reserve Area before the defending army rolls for saves.

Scare
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are immediately moved to their Reserve Area before the defending army rolls for saves. Those that roll their ID icon are killed.

Screech
Melee During a melee attack, the defending army subtracts X save results.

Seize
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. Roll the targets. If they roll an ID icon, they are immediately moved to their Reserve Area. Any that do not roll an ID are killed.

Slay
Melee During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed.

Sleep
Melee During a melee attack, target one unit in an opponent’s army at this terrain. The target unit is asleep and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn.

Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.

Smother
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed.

Sneak Attack
Dragon Attack, Magic, Melee, Missile During a missile attack or magic action, Sneak Attack inflicts X damage on an opposing army at this terrain with no save possible. Dragonkin killed by this damage are buried.

During a melee or dragon attack, Sneak Attack generates X melee results.

Sortie
Dragon Attack, Melee, Save During a melee attack, Sortie generates X melee results.

During a save roll, Sortie generates X save results.

During a dragon attack, Sortie generates X save and X melee results.

St to W

Stomp
Dragon Attack, Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed and must make a save roll. Those that do not generate a save result are buried.

During a dragon attack, Stomp generates X melee results.

Stone
Dragon Attack, Melee, Missile During a melee or missile attack, Stone does X damage to the defending army with no save possible.

During a dragon attack, Stone generates X missile results.

Stun
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are stunned and cannot be rolled until the beginning of your turn, unless they are the target of an individual-targeting effect which forces them to roll. Stunned units that leave the terrain through any means are no longer stunned. Roll this unit again and apply the new result as well.

Summon Dragon
Magic During a magic action at a terrain, target any dragon (Elemental, Hybrid, or an Ivory Hybrid) that contains the color of this item, or an Ivory Dragon, and summon it to any terrain. Summon Dragon may not be used to summon a White Dragon. Roll this die again and apply the new result as well.

During a magic action in reserves, Summon Dragon generates X magic results.

Surprise
Melee During a melee attack, the defending army cannot counter-attack. The defending army may still make a save roll as normal. Surprise has no effect during a counter-attack.

Swallow
Melee During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed and buried.

Tail
Dragon Attack, Melee During a dragon or melee attack, Tail generates two melee results. Roll this unit again and apply the new result as well.

Teleport
Maneuver, Non-Maneuver During a maneuver roll, Teleport generates X maneuver results.

During any non-maneuver roll, this unit may move itself and up to three health-worth of units in its army to any terrain.

Trample
Any During any roll, Trample generates X maneuver and X melee results.

Trumpet
Dragon Attack, Melee, Save During a dragon attack, melee attack or save roll, each Feral unit in this army doubles its melee and save results.

Vanish
Save During a save roll, Vanish generates X save results. The unit may then move to any terrain or its Reserve Area. If the unit moves, the save results still apply to the army that the Vanishing unit left.

Volley
Dragon Attack, Missile, Save* During a save roll against a missile attack, Volley generates X save and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Volley generates X save results.

During a missile attack, Volley generates X missile results.

During a dragon attack, Volley generates X save and X missile results.

Wave
Melee, Maneuver During a melee attack, the defending army subtracts X from their save results.

During a maneuver roll while marching, subtract X from each counter-maneuvering army’s maneuver results. Wave does nothing if rolled during a counter-maneuver.

Wayfare
Dragon Attack, Maneuver During a maneuver roll, Wayfare generates X maneuver results. Instead of generating maneuver results, the item and one unit able to carry it may move to any other terrain or your Reserve Area.

During a dragon attack, Wayfare allows the item and a unit able to carry it to move to any terrain or your Reserve Area.

Web
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. The targets make a melee roll. Those that do not generate a melee result are webbed and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn. Web does nothing during a missile action targeting an opponent's Reserve Army from a Tower on its eighth-face.

Wild Growth
Non-Maneuver During any non-maneuver roll, Wild Growth generates X save results or allows you to promote X health-worth of units in this army. Results may be split between saves and promotions in any way you choose. Any promotions happen all at once.

Wither
Melee During a melee attack, target any opposing army at the same terrain. Until the beginning of your next turn, the targeted army subtracts X results from all rolls it makes.

SFR/TSR Logos

Dragonkin Champions

SFR/TSR Logo (Dragonkin Champion)
Melee, Individual When saving against an individual targeting effect, the SFR/TSR logo generates four save results. During a melee attack, you may move a summoned dragon that contains the same color as this Dragonkin Champion from one terrain to another.
Eldarim Champions

SFR/TSR Logo (Eldarim Champion - Dragonlord)
Dragon Attack, Individual During a save roll against an individual-targeting effect, the SFR/TSR logo generates four save results.

During a dragon attack, a Dragonlord may tame ANY type of dragon.
SFR/TSR Logo (Eldarim Champion - Dragonmaster)
Any, Dragon Attack, Individual During a save roll against an individual-targeting effect, the SFR/TSR logo generates four save results.

During a dragon attack, a Dragonmaster may tame any dragon that contains its color. Note: A Dragonmaster may NOT tame a White Dragon.

During any other roll, this SAI is considered to be an ID icon which generates two results.
SFR/TSR Logo - Tame a Dragon (Eldarim Champion - Dragonlord, Dragonmaster)
During the dragon attack phase, when rolling an army's response to a dragon attack, a unit that rolls this SAI may tame a single dragon that attacked their army this turn. Any non-breath damage that dragon rolled during this dragon attack is ignored.

On future turns, a tamed dragon will not attack an army containing the unit that tamed it. Tamed dragons still attack other dragons as normal. During the Retreat Step of the Reserves Phase, the taming unit may ride the dragon, moving itself and the tamed dragon to any other terrain. The dragon remains tamed when they move in this way.

A White Dragon becomes untamed during the Effects Expire step of the taming player's turn. Any other dragon remains tamed by this unit unless any of the following occur:

  • If the taming unit tames another dragon. A unit may only ever have one dragon tamed at any time.
  • The dragon leaves the terrain without the taming unit (e.g. is summoned away or killed).
  • The taming unit leaves the terrain without the dragon (e.g. moves or is killed).
  • The dragon is tamed or controlled by another unit.
SFR/TSR Logo (Eldarim Champion - Dragonslayer)
Dragon Attack, Individual During a save roll against an individual-targeting effect, the SFR/TSR logo generates four save results.

During a dragon attack, a Dragonslayer may slay ANY type of dragon.
SFR/TSR Logo (Eldarim Champion - Dragonhunter)
Any, Dragon Attack, Individual During a save roll against an individual-targeting effect, the SFR/TSR logo generates four save results.

During a dragon attack, a Dragonhunter may slay any dragon that contains its color. Note: A Dragonhunter may NOT slay a White Dragon.

During any other roll, this SAI is considered to be an ID icon which generates two results.
SFR/TSR Logo - Slay a Dragon (Eldarim Champion - Dragonslayer, Dragonhunter)
During the dragon attack phase, when rolling an army's response to a dragon attack, a unit that rolls this SAI may slay a single dragon that attacked their army this turn. Any non-breath damage that dragon rolled during this dragon attack is ignored.

A slain dragon is not returned to its owner's Summoning Pool, but is instead removed from the game entirely. If a White Dragon is slain, roll the dragon. If it rolls a jaws result, the slaying unit is buried. No units are promoted when a dragon is slain.
SFR/TSR Logo (Eldarim Champion - Dragoncrusader)
Dragon Attack, Individual During a save roll against an individual-targeting effect, the SFR/TSR logo generates four save results.

During a dragon attack, a Dragoncrusader may control ANY type of dragon.
SFR/TSR Logo (Eldarim Champion - Dragonzealot)
Any, Dragon Attack, Individual During a save roll against an individual-targeting effect, the SFR/TSR logo generates four save results.

During a dragon attack, a Dragonzealot may control any dragon that contains its color. Note: A Dragonzealot may NOT control a White Dragon.

During any other roll, this SAI is considered to be an ID icon which generates two results.
SFR/TSR Logo - Control a Dragon (Eldarim Champion - Dragoncrusader, Dragonzealot)
During the dragon attack phase, when rolling an army's response to a dragon attack, a unit that rolls this SAI may control a single dragon that attacked their army this turn. Any non-breath damage that dragon rolled during this dragon attack is ignored.

On future turns, during the dragon attack phase, the controller may have the controlled dragon not roll, or may have it attack any other dragon, even a type of dragon that it would not usually attack. If another dragon attacks the controller's army, roll the controlled dragon and add any damage it inflicts to the melee results of the army, ignoring any Wings results. The dragon is not considered to be a part of the army and may not take damage when a dragon attacks the controller's army in this way.

A White Dragon becomes uncontrolled during the Effects Expire step of the controlling player's turn. Any other dragon remains controlled by this unit unless any of the following occur:

  • The controlling unit controls another dragon. A unit may only ever control one dragon at any time.
  • The dragon leaves the terrain (e.g. is summoned away or killed).
  • The controlling unit leaves the terrain (e.g. moves or is killed).
  • The dragon is controlled or tamed by another unit.
Medallions

SFR/TSR Logo (Bronze Medallion)
Magic, Non-Maneuver During a magic action, this SAI generates X magic results of any elemental color.

During any non-maneuver roll, this SAI works like the Cantrip SAI, which generates X magic results that allow you to cast spells marked as 'Cantrip' from the spell list, ignoring the normal species or color requirements.
SFR/TSR Logo (Silver Medallion)
Non-Maneuver During any non-maneuver roll, choose one of the following:

  • Return one item from your Buried Unit Area (BUA) to the army carrying this medallion.
  • Return one Dragonkin unit or minor terrain from your Buried Unit Area (BUA) to your Summoning Pool.
  • If at a terrain, you may summon or promote one health-worth of Dragonkin to the army carrying the medallion.
SFR/TSR Logo (Gold Medallion)
Non-Maneuver During any non-maneuver roll, you may return up to four health-worth of units from your Dead Unit Area (DUA) to the army carrying this medallion.
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.