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Official Dragon Dice FAQ and Rules Clarifications
(C)1996 TSR, Inc. All Rights Reserved.
Permission to copy and distribute the information contained in this
document is granted as long as this header is included.
--------------------------------------------------------------------------------
The information contained in this document should be taken as an extension
of the rules booklet contained in the Dragon Dice boxed set. Its purpose
is to supplement the rules booklet by clarifying the most confusing parts
of the game. This document will be updated on a regular basis as new
questions are asked and new rules clarifications are necessary.
--------------------------------------------------------------------------------
Part Four - Amazons, Monsters, and Monster Special Action Icons (v. 0.96)
Note that this FAQ is a prerelease. We are asking that all
interested players examine it, and make suggestions concerning
rules that were not discussed.
*** AMAZONS
Maneuvers as Missiles
"The Amazons count maneuver icons as missile results when
making a missile attack in the flatland. (Remember, missile
attacks can target an army at the same terrain, or an adjacent
one, as defined in the Rules Book.)"
-Kicker Pack 1.
A) The special racial bonus only takes effect when the acting
Amazon army (the firing army) is in Flatland (blue-gold) terrain.
B) Transmute Rock to Mud and Wall of Fog can, by reducing the
maneuver rolls, reduce the amount of missile results generated.
C) The effect of Wind Walk does NOT add additional missile results.
D) The effect of Doubling Maneuvers via the Eighth Face is
cumulative, generating additional missile hits.
Amazonian Magic
"The Amazons can cast magic based on the colors of the terrain
they're in. (This means that an Amazon in coastland can cast
both blue and green magic, for example.) They can double those
magic results only when in possession of a terrain with
standing stones."
-Kicker Pack 1
A) Amazons CAN NOT cast magic from reserves.
B) It is impossible for Amazon units to cast black (death) magic.
C) Amazons are a direct exception to the Terrain Advantage rule
in the Rules Book. Despite that they cast magic matching a
terrain's color, this magic does NOT double, unless the
Amazons are in the possession of a standing stones.
D) To double magic, Amazons must control the terrain (possess
the Eighth Face) at which the Standing Stones are present.
Amazons in Reserves
"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."
-Kicker Pack 1
A) Amazons CAN NOT cast magic from reserves.
B) Maneuver rolls do NOT count as missile results in the
reserve, regardless of whether the Amazon home terrain die is
a Flatland or not.
C) When an multiracial army with Amazons takes an action in the
reserves, only one roll is made. Amazon units generate missile
results, which can be applied to strike an army at their home
or at the frontier. Simultaneously, other units generate magic
results.
D) Only one army can be targeted from the missile reserve fire,
just as a normal missile action.
E) When an army containing Amazon units takes an action from
reserves, they must indicate which army will be the target of
missile fire before the units are rolled, just as during a
normal missile action.
*** MONSTERS
General Rules
A) Monsters are worth 4 health each.
B) The ID icon of a monster counts as four points of effect of
whatever is currently being rolled for.
C) Each normal icon on a monster unit counts as four point of
effect.
EXAMPLE: A single maneuver icon counts as 4 points of maneuver.
A single melee icon counts as 4 points of damage, etc.
D) Special racial abilities apply to normal monster icons (and
special action icons, see below). Each monster has the special
racial abilities of its race.
EXAMPLE: Umber Hulks are Dwarven monsters. If a Umber Hulk rolls
a maneuver in the Highland, the result is doubled.
EXAMPLE: Coral Giants are Coral Elf monsters. If a Coral Giant
is rolling for saves and rolls a maneuver in the Coastland, the
results do count as saves.
EXAMPLE: Centaurs are Amazon monsters. If a Centaur is rolling
during a missile action in the Flatland and rolls a maneuver,
the results count as missile hits.
Sprite Swarm
A) The ID icon of the Sprite Swarm counts as four points of
effect and the die is rerolled, adding that effect as well.
Continue to reroll until the ID icon is not indicated.
B) If the result of a second (or third, etc. if multiple ID icons
are rolled) roll is not relevent (i.e, a magic icon is rolled
during a missile action), ignore it.
C) Each ID icon rolled counts as one ID icon for the purposes
of Routing.
*** MONSTER SPECIAL ACTION ICONS
General Rules
A) When the term "during melee" is used, it is intended to
indicate an effect that occurs only during (A) a skirmish
attack, (B) a skirmish counter-attack, or (C) a charge roll by
attacker or defender. Unless otherwise noted, the effect does
NOT occur during a save roll,
B) When the term "during missile" is used, it is intended to
indicate an effect that occurs only during a missile attack of
the attacking army. Unless otherwise noted, the effect does NOT
occur during a save roll.
C) When the terms "opposing army," "opposing units," or "enemy
units" are used, it indicates that the effect MUST be targeted
on the enemy army which has already been targeted in the melee
or missile action.
EXAMPLE: Army A skirmishes Army B, and rolls a Entangle
special action icon. The Entangle must affect units in Army B,
even if there were another army present at the terrain.
D) Unless otherwise noted, monster special action icons obey
the rules of special actions laid out in FAQ 1. In short, these
are:
1) Unaffected by spells
2) Bonuses due to terrain (special racial bonuses and
Eighth Face bonuses) apply. Note this applies directly to
Rends, Tramples, and Flies. None of the new monster special
action icons benefit from special racial bonuses. Regenerate is
the only new special action icon which can benefit from the
Eighth Face.
3) Resolved first
Notes on individual monster special action icons follow.
Charm: During melee, this effect forces four health of opposing
units (your choice) to add their rolls to your side of the
conflict.
A) The affected unit(s) must be in the army already targeted
during the melee action.
B) The affected unit(s) return to their owner's control
immediately after the current roll.
C) During a skirmish attack or counterattack, the affected
units are chosen BEFORE the roll for saves is made.
D) During a charge, the affected units are indeed chosen after
the results are seen. (This does not violate the principle that
dice once rolled cannot be voided. The affected unit's results
are not voided or affected; they change sides).
E) Charmed units can be cbosen as casualties by their owner,
but their results are still added to the side of the charming
monster.
E) During a dragon attack, Charm has no effect.
Confuse: During a melee or missile combat, after your opponent
rolls, choose four health of his units and force them to reroll.
A) This is a special case that DOES violate the principle that
dice once rolled cannot be voided.
B) During a dragon attack, Confuse has no effect.
Dispel Magic: When one or more spells target an army containing
this unit or the terrain the unit occupies, you may roll this
unit to resist. If the dispel face comes up, the spells have no
effect.
A) The dispel face itself must roll up to nullify magic; ID
icons do NOT count in this instance.
B) If an individual unit with a dispel face is targeted by a
spell, it may attempt to nullify the effect.
EXAMPLE: A Gargoyl