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Special Icons
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  -Unless the effect says otherwise, it have no effect during initiative or save.
  -If a check is needed, the number of points required is the number of point of the effect(Ex:
   if the unit roll 4 points of coil, the number of melee point required to negate the effect is
   4).
  
Attuned      During a magic action, it counts for 1 spell point of any color and also convert any
             kept or just rolled spell points to any color(take note of the number of multi-
             colored spell points kept). 

Bash         If rolled during save, a number of damage equaled to the number of Bash points that
             are reflected back to the target that cannot save against that damage.

Bullseye     During a missile action, each point rolled deals one damage on the target. The
             target cannot save against that damage.

Cantrip      During missile, melee and magic actions, a spell can be immediatly cast and each
             point count as 1 spell point that cannot be kept if not rolled during a magic
             action. Kept spell points cannot be used it the spell is casted during melee or
             missile actions

Charm        Unless the target of the melee action rolls a save check, it changes side. At the
             beginning of each round, the target must roll a save check to negate that effect.

Coil:        Unless the target of the melee action rolls a melee check, it cannot perform anymore
             actions. At the beginning of each round, the target must roll a melee check to
             negate that effect. Only one unit can be affected by that unit's Coil effect at one
             time.

Confuse      Unless the target of the melee or the missile action rolls a save check, the target
             cannot perform any more actions. At the beginning of each round, the target must
             roll a save check to negate that effect.

Convert      Unless the target of the melee action rolls at least 1 save ICON, it's killed and
             raised as undead controlled by that unit.

Counter      Count as save and melee icon.

Create       Create a unit, controled by this unit, that has 4 LP, 4 FP and that automaticaly
Fireminions  gives 4 points of anything needed. Represent the Fireminion by a counter and place
             it around this unit. If there is no room, no Fireminion can be created. Only one
             Fireminion can be controled by this unit at the same time. 

Crush        Unless the target of the missile action makes a maneuver check, it's killed.

Decapitate   Unless the target of the melee action makes a maneuver check, it's killed.

Dispel       Whenever a spell is casted, a unit with that icon may be rolled and if that icon
magic        comes up, the spell is dispelled.

Double       During melee, it counts as normal damage and the die is rerolled only once, whatever
Strike       the result of the second roll(even ID).

Elevate      Until the user decide to end the effect, this unit cannot perform melee actions
             unless the target is also flying and only missile actions can be performed against
             that unit unless the source is also flying

Entangle     Unless the target of the melee action rolls a melee check, it cannot perform anymore
             actions. At the beginning of each round, the target must roll a melee check to
             negate that effect. Only one unit can be affected by that unit's Coil effect at one
             time.

Ferry        Count as maneuver and if rolled during initiative, that unit can teleport 15 squares
             from itself.

FireCloud    Unless the target of the missile action makes a save check, it's killed.

FireWalking  Count as maneuver and if rolled during initiative, that unit can teleport 15 squares
             from itself.

Flame        Unless the target of the melee action rolls a save check, it's killed

Flurry       During the save step, each Flurry point count as 1 save and the die is rerolled only
             once, whatever the result of the second roll(even ID).

Fly          Count as save or maneuver.

Gore         During melee actions, each point count as 1 damage and the die is rerolled only
             once, whatever the result(even ID). If the unit is killed during this melee action,
             it can't be raised.

Hug          Unless the target of the melee action rolls a melee check, it cannot perform anymore
             actions. At the beginning of each round, the target must roll a melee check to
             negate that effect. Only one unit can be affected by that unit's Coil effect at one
             time.

Illusion     Unless the target of the melee action makes a save check, the target cannot perform
             any actions. At the beginning of each round, the target must roll a save check to 
             negate that effect.
           
Impale       Unless the target of the missile action makes a save check. the unit is killed.

Poison       During melee, each point count as 1 damage. The target save normaly but has no
             effect on the damage inflicted, the save affect the poison. Each point of poisonous
             damage that is not saved against will deal another point of poison damage. Repeat
             this process until no more poison damage is dealt.

Regenerate   During a magic action, all the deads are brought back as undead where they died
             under the control of that unit. It's considered a spell and deads that cannot be
             raised, cannot be regenerated.

Rend         During melee, each Rend point count as 1 damage and the die is rerolled only once
             (even if an ID is rolled). If that Icon comes up during initiative, each point count
             as maneuver but the die is not rerolled.

Rise from    Counts as save but if the unit dies, the die is rolled and if that icon comes up,
the ashes    the unit is conisdered undamaged.

Roar         During a melee action, the target must flee 5 squares and loses all its remaining
             actions for that round unless it makes a save check. All damage done before that
             icon was rolled still apply.

Scare        Unless the target of the melee rolls an ID, it's killed. The ID doesn't count as a
             luck point. Otherwise, if what's rolled is not at least a save point, the target
             must flee 5 squares. 

Screech      Before the target of the melee action makes it's save roll, this unit is rolled and
             the target gets a penalty to its save equal to the number of Screech points rolled.
             Other icons cannot be converted into Screech points.

Seize        During a missile action, each point count as a missile damage. for each point not 
             saved against, the target flee 5 squares.

Slay         Unless the target of the melee action makes a save check, it's killed. 

Smite        During a melee action, each Smite point count as one damage. Save points have no
             effect against that damage.

Smother      Unless the target of the melee action makes a maneuver check, it's killed.

Sortie       Count as save or melee icon as needed.

Stone        During a missile action, each point rolled deals one damage on the target. Save
             points have no effect against that damage.

Stun         Unless the target of the melee action makes a maneuver check, it cannot save or make
             any more actions this round. This unit is rerolled.

Summon       Summon a Dragon as if the spell was casted
Dragon

Suprised     Each time that unit is the target of a melee action, the die is rolled and if that
             icon comes up, an immediate melee attack is made upon the source by that unit.

Swoop        During a missile action, each point rolled deals one damage on the target. Save
             points have no effect against that damage.

Tail         During melee, each point count as 0.5 damage and the die is rerolled.

Trample      During a melee action, each Trample point count as 1 damage(2 damage if rolled
             during a charge).

Trumpet      All units in an ennemy army flee 5 squares unless they each roll a save check. This
             effect applies whenever it's rolled. Damage previously rolled still apply.

Vanish       If rolled during save, all the damage has no effect and that unit can immediatly
             move up to 5 squares, ignoring treat zones.

Waves        Before the target of the melee action makes it's save roll, this unit is rolled and
             the target gets a penalty to its save equal to the number of Screech points rolled.
             Other icons cannot be converted into Screech points.

Wayfare      During initiative, if that icon comes up, the unit can teleport 15 squares away.

Wither       During a melee action, each wither point gives a penalty of -1 to all rolls made by
             the target until the beginning of this unit's next turn.

Web          Unless the target of the melee action makes a save check, the target cannot perform
             any actions. At the beginning of each round the target must roll a save check to
             negate that effect.

Undead
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  - Players may not take a undead as his character.
  - An undead controled by a unit will try to free itself each midnight. To free itself,
    it must make a mind(magic Icons) check. It needs HU + (HC - HU) icons where HC is the Health
    of the controler and HU is the health of the Undead. 

Dragons
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  - It's consided a normal unit exept that they attack(the DM rolls the die) the nearest unit at
    the start of any turn unless there is another Dragon on the battlefield. In that case, it
    will attack the other dragon unless they are of the same color. They meet each other half way
    from where they are. Free attacks still apply.
  - It takes 4X2 spaces and any units below it are knocked down and must take 1 action to stand.
    Place the die to the nearest square in the Dragon's treat zone. A knocked down unit do not
    have a treat zone.
  - If it's killed, no promotion and no recruiting are made.
  - They are considered an army in itself.
  - Dragons have 5 automatic saves.
  - A Dragon will never flee the combat unless the apropriate Icon is rolled.
  - Wings and Treasure: The dragon flee the combat after it attacks exept in their lair where
                        those icons count as maneuver. Immediate skirmish attacks still apply.
  - Belly, claws, jaws, tail: Unchange.
  - Breath: Randomly select the starting square, in the Dragon's treat zone, of the breath. Now,
            make a triangle starting with that square(range 5 squares). All units(and only those
            units) cought in breath area are hit by the breath.

DragonKins
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  - Breath: Follow the same rules than Dragon breath of the same color but only affect the target
            it attack in melee.
  - DragonKins have H automatic saves.
  - A Spell caster can only control one DragonKin at a time.
  - Their level are of the lowest for their health.

Magical Items.
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  - The DM determines for what a MI may be used for and it can only be used for that kind of
    actions.
  - The DM decides if MI may combined their results or not but they are generaly not combined.
  - To use the result of a MI, the unit itself must roll more than 0 of the required points.