- 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, but not alloys.
- 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.
Attune
Applies in: 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
Applies in: Save, Dragon attack
- 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 inflicted. Bash also generates save results equal to the damage the chosen dragon did.
Belly
Applies in: Any roll
- During any roll, the unit loses its automatic save results.
Belly
Breath
Applies in: Melee
Breath
Against another dragon, a dragon breath inflicts 5 (10 for a White Dragon) points of damage; roll the dragon again and apply the new result as well.
If breath is rolled in an attack against an army:
- 5 health-worth of units in the army are killed.
- The elemental breath effect is applied, according to the elements of the dragon.
Bullseye
Applies in: Missile, Dragon attack
- 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
Applies in: Non-maneuver rolls
- Amazons
- Coral Elves
- Dwarves
- Eldarim
- Feral
- Firewalkers
- Firewalkers
- Frostwings
- Goblins
- Lava Elves
- Scalders
- Swamp Stalkers
- Treefolk
- Undead
- During a magic action or Magic Negation 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
Applies in: 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 that would add to a save roll may reduce this damage. Charge has no effect during a counter-attack.
Charm
Applies in: 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
Applies in: Melee
- During a melee attack, this effect is applied when resolving Delayed Effects. Target up to X health-worth of units in that army that rolled an ID icon. The targets are killed. None of their results are counted towards the army’s save results.
Claw
Cloak
Applies in: Magic, Save, Dragon attack, Individual rolls
- 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
Applies in: Melee, Dragon attack
- 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
Applies in: Melee, Missile
- During a melee or missile attack, this effect is applied when resolving Delayed Effects. Target up to X** health-worth of units in that army. Re-roll the targeted units, ignoring all previous results.
Control a Dragon (Eldarim Dragoncrusader)
Applies in: Dragon attack
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During the dragon attack phase, when rolling an army’s response to a dragon attack (step 6), 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.
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During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
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Control a Dragon (Eldarim Dragonzealot)
Applies in: Any roll
Note: Only white Eldarim Champions may affect a white Dragon with these abilities.
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During the dragon attack phase, when rolling an army’s response to a dragon attack (step 6), a unit that rolls this SAI may control a single dragon that both contains an element of this unit and 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.
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During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
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During any other roll, this SAI is considered to be an ID icon which generates 2 results.
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Convert
Applies in: 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 DUA to the attacking army.
Counter
Applies in: Melee, Save, Dragon attack
- Amazons
- Coral Elves
- Dragonkin
- Dwarves
- Eldarim
- Eldarim
- Feral
- Firewalkers
- Goblins
- Lava Elves
- Scalders
- Treefolk
- During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army, which may not roll for saves. Only save results generated by spells that would add to a save roll 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
Applies in: Any roll
- During any army roll, Create Fireminions generates X magic, maneuver, melee, missile or save results.
Crush
Applies in: Missile, Dragon attack
- 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.
Decapitate
Applies in: Melee, Dragon attack
- During a melee attack, this effect is applied when resolving Delayed Effects. Target one unit that rolled an ID icon. The target is killed. None of their results are counted towards the army’s save results.
- During a dragon attack, kill one dragon that rolled Jaws. If no dragon rolled Jaws, Decapitate generates 3 melee results.
Dispel Magic
Applies in: Special situations (see details)
- 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 accounted, 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
Applies in: Melee, Dragon attack
- 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.
Elevate
Applies in: Missile, Maneuver, Save, Dragon attack
- 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
Applies in: Melee
- During a melee attack, target up to X health-worth of units in the defending army. The targets are killed.
Ferry
Applies in: Non-maneuver rolls
- 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
Applies in: 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
Applies in: 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
Applies in: Any roll
- 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
Applies in: 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
Applies in: Missile, Dragon attack
- 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
Applies in: Melee, Save, Dragon attack
- 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
Applies in: Any roll
- Amazons
- Amazons
- Coral Elves
- Coral Elves
- Dragonkin
- Dwarves
- Dwarves
- Eldarim
- Feral
- Firewalkers
- Frostwings
- Goblins
- Lava Elves
- Scalders
- Undead
- During any roll, Fly generates X maneuver or X save results.
Frost Breath
Applies in: 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
Applies in: Melee, Missile, Magic
- 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 4 save and 4 maneuver results from all rolls.
Gore
Applies in: Melee, Dragon attack
- 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
Applies in: Maneuver, Save, Dragon attack
- 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
Applies in: Melee, Missile
- During a melee or missile attack, the defending army subtracts X save results.
Hug
Applies in: Melee, Dragon attack
- 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
Applies in: Melee
- During a melee attack, this effect is applied when resolving Delayed Effects. All units that roll an ID icon 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.
Illusion
Applies in: Melee, Missile, Magic
- 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
Applies in: Missile, Dragon attack
- During a missile attack, this effect is applied when resolving Delayed Effects. Target one unit that rolled an ID icon. The target is killed. None of their results are counted towards the army’s save results.
- During a dragon attack, kill one dragon that rolled Jaws. If no dragon rolled Jaws, Impale generates 3 missile results.
Jaws
Kick
Applies in: Melee, Save, Dragon attack
- 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.
Logo (Bronze Medallion)
Applies in: Non-maneuver rolls
- During a magic action, this SAI generates X magic results of any element.
- During any non-maneuver roll, this SAI works like the Cantrip SAI, which generates X magic results that only allow you to cast spells marked as ‘Cantrip’ from the spell list, ignoring the normal species or element requirements.
Logo (Gold Medallion)
Applies in: Non-maneuver rolls
- During any non-maneuver roll, you may return up to four health-worth of units from your DUA to the army carrying this medallion.
Logo (Silver Medallion)
Applies in: Non-maneuver rolls
- During any non-maneuver roll, choose one of the following:
- Return one item from your BUA to the army carrying this medallion.
- Return one Dragonkin unit or minor terrain from your BUA to your Summoning Pool.
- If at a terrain, move a small (1 health) Dragonkin unit from the Summoning Pool to the army, or promote one health-worth of Dragonkin to the army carrying the medallion.
- During any non-maneuver roll, choose one of the following:
Logo (Dragonkin)
Applies in: Melee, Individual rolls
- When saving against an individual targeting effect, the SFR/TSR logo generates X save results.
- During a melee attack, you may move a summoned dragon that contains the same element as this Dragonkin Champion from one terrain to another.
Net
Applies in: Melee, Missile, Individual rolls
- 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
Applies in: 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 in this way until a targeted unit generates a save result.
Poison
Applies in: 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
Applies in: Non-maneuver rolls
- 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 DUA to the army containing this unit.
Rend
Applies in: Melee, Maneuver, Dragon attack
- 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
Applies in: Special situations (see details)
- 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
Applies in: Melee
Scare
Applies in: 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
Applies in: Melee
Seize
Applies in: Missile
- During a 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
Applies in: 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.
Slay a Dragon (Eldarim Dragonhunter)
Applies in: Any roll
Note: Only white Eldarim Champions may affect a white Dragon with these abilities.
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During the dragon attack phase, when rolling an army’s response to a dragon attack (step 6), a unit that rolls this SAI may slay a single dragon that both contains an element of this unit and 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.
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During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
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During any other roll, this SAI is considered to be an ID icon which generates 2 results.
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Slay a Dragon (Eldarim Dragonslayer)
Applies in: Dragon attack, Individual rolls
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During the dragon attack phase, when rolling an army’s response to a dragon attack (step 6), 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.
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During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
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Sleep
Applies in: Melee
Smite
Applies in: Melee, Dragon attack
- Amazons
- Coral Elves
- Dragonkin
- Dwarves
- Eldarim
- Firewalkers
- Frostwings
- Goblins
- Lava Elves
- Scalders
- Swamp Stalkers
- Treefolk
- Undead
- 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
Applies in: 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
Applies in: Melee, Missile, Magic, Dragon attack
- 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
Applies in: Melee, Save, Dragon attack
- 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.
Stomp
Applies in: Melee, Dragon attack
- 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
Applies in: Melee, Missile, Dragon attack
- 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
Applies in: 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. 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
Applies in: Magic
- During a magic action at a terrain, target any dragon (Elemental, Hybrid, or Ivory Hybrid) that contains the element 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
Applies in: 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
Applies in: 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
Applies in: Melee, Dragon attack
- During a dragon or melee attack, Tail generates 2 melee results. Roll this unit again and apply the new result as well.
Tail
Tame a Dragon (Eldarim Dragonmaster)
Applies in: Any roll
Note: Only white Eldarim Champions may affect a white Dragon with these abilities.
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During the dragon attack phase, when rolling an army’s response to a dragon attack (step 6), a unit that rolls this SAI may tame a single dragon that both contains an element of this unit and 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 tame one dragon at a 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.
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During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
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During any other roll, this SAI is considered to be an ID icon which generates 2 results.
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Tame a Dragon (Eldarim Dragonlord)
Applies in: Dragon attack
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During the dragon attack phase, when rolling an army’s response to a dragon attack (step 6), 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 tame one dragon at a 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.
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During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
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Teleport
Applies in: Any roll
- During a maneuver roll, Teleport generates X maneuver results.
- During any non-maneuver roll, this unit may move itself and up to 3 health-worth of units in its army to any terrain.
Trample
Applies in: Any roll
- During any roll, Trample generates X maneuver and X melee results.
Treasure
- If the dragon is attacking an army, one unit in that army may be promoted.
Trumpet
Applies in: Melee, Save, Dragon attack
- During a dragon attack, melee attack, or save roll, each Feral unit in this army doubles its melee and save results.
Vanish
Applies in: 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
Applies in: Missile, Save, Dragon attack
- During a save roll against a missile attack, Volley generates X save results and inflicts X damage upon the attacking army, which may not roll for saves. Only save results generated by spells that would add to a save roll 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
Applies in: Melee, Maneuver
- During a melee attack, the defending army subtracts X 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
Applies in: Maneuver, Dragon attack
- 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
Applies in: 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
Applies in: Non-maneuver rolls
- 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.
Wing
- A dragon’s wings inflict 5 points of damage. After the attack, if the dragon is still alive, it flies away. Return the dragon to its owner’s Summoning Pool.
Wither
Applies in: 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.