Dice Commander

  1. 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.
  2. Belly

    Applies in: Any roll

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

    • The dragon’s automatic saves do not count during this attack.
  4. Breath

    Applies in: Melee

    • During a melee attack, target X health-worth of units in the defending army. The targets are killed.
  5. 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.
  6. 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.
  7. Cantrip

    Applies in: Non-maneuver rolls

    • 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.
  8. 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, which may not roll for saves, 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.
  9. 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.
  10. Choke

    Applies in: Melee

    • During a melee attack, this effect is delayed until after the target army rolls for saves. Target up to X health-worth of units in the that army that rolled an ID icon. The targets are killed. None of their results are counted towards the army’s save results.
  11. Claw

    • A dragon’s claws inflict 6 points of damage.
  12. 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.
  13. 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.
  14. Confuse

    Applies in: Melee, Missile

    • During a melee or missile attack, this effect is delayed until after the target army rolls for saves. Target up to X health-worth of units in the that army. Re-roll the targeted units, ignoring all previous results.
  15. 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.
  16. Counter

    Applies in: Melee, Save, Dragon attack

    • 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.
  17. Create Fireminions

    Applies in: Any roll

    • During any army roll, Create Fireminions generates X magic, maneuver, melee, missile or save results.
  18. 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.
  19. 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.
  20. Entangle

    Applies in: Melee

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

    Applies in: Magic, Save

    • During any army save roll, Fabricate generates X saves.
    • During a magic action, up to X value of equipment may be summoned from the summoning pool.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
  26. 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.
  27. 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.
  28. Fly

    Applies in: Any roll

  29. 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.
  30. 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.
  31. Gate

    Applies in: Non-maneuver rolls

    • During any non-maneuver roll, this unit may move up to four health-worth of other Dracolem of a matching alloy in its army to any terrain or the Reserve Area.
  32. 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.
  33. 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.
  34. Howl

    Applies in: Melee, Missile

    • During a melee or missile attack, the defending army subtracts X save results.
  35. 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.
  36. Hypnotic Glare

    Applies in: Melee

    • During a melee attack, this effect is delayed until after the target army rolls for saves. 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.
  37. 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.
  38. Impale

    Applies in: Missile, Dragon attack

    • During a missile attack, this effect is delayed until after the target army rolls for saves. 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 three missile results.
  39. Jaws

    • A dragon’s jaws inflict 12 points of damage.
  40. 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.
  41. For the promo Champion unit, this face acts as the Gate SAI:

    During any non-maneuver roll, this unit may move up to four health-worth of other Dracolem of a matching alloy in its army to any terrain or the Reserve Area.

  42. Logo (Eldarim Dragoncrusader)

    Applies in: Dragon attack

    • 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.
    • During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
  43. Logo (Eldarim Dragonhunter)

    Applies in: Any roll

    Note: Only white Eldarim Champions may affect a white Dragon with these abilities.

    • 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.
    • During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
    • During any other roll, this SAI is considered to be an ID icon which generates 2 results.
  44. Logo (Eldarim Dragonslayer)

    Applies in: Dragon attack, Individual rolls

    • 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.
    • During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
  45. Logo (Eldarim Dragonmaster)

    Applies in: Any roll

    Note: Only white Eldarim Champions may affect a white Dragon with these abilities.

    • 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.
    • During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
    • During any other roll, this SAI is considered to be an ID icon which generates 2 results.
  46. Logo (Eldarim Dragonlord)

    Applies in: Dragon attack

    • 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.
    • During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
  47. Logo (Eldarim Dragonzealot)

    Applies in: Any roll

    Note: Only white Eldarim Champions may affect a white Dragon with these abilities.

    • 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.
    • During a save roll against an individual-targeting effect, the SFR/TSR logo generates 4 save results.
    • During any other roll, this SAI is considered to be an ID icon which generates 2 results.
  48. 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.
  49. Magic Suppression

    Applies in: Melee, Missile, Magic

    • During a melee or missile attack, target an opposing army at any terrain. Until the beginning of your next turn, the target army subtracts 4 magic results from all rolls.
    • During a magic action, Magic Suppression generates 4 magic.
  50. 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.
  51. 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.
  52. 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.
  53. 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.
  54. 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.
  55. 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.
  56. Roar

    Applies in: 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.
  57. 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.
  58. Screech

    Applies in: Melee

    • During a melee attack, the defending army subtracts X save results.
  59. 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.
  60. 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.
  61. Sleep

    Applies in: 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.
  62. Smite

    Applies in: Melee, Dragon attack

    • 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.
  63. 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.
  64. 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.
  65. Spell Disruption

    Applies in: Melee, Missile, Magic

    • During a melee or missile attack, target an opposing army at any terrain. Cause 4 points of spells that are cast on that army to immediately expire.
    • During a magic action, Spell Disruption generates 4 magic results.
  66. 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.
  67. 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.
  68. 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.
  69. 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.
  70. 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.
  71. 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.
  72. Tail

    • The dragon’s tail inflicts 3 points of damage; roll the dragon again and apply the new result as well.
  73. 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.
  74. Trample

    Applies in: Any roll

    • During any roll, Trample generates X maneuver and X melee results.
  75. Treasure

    • If the dragon is attacking an army, one unit in that army may be promoted.
  76. 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.
  77. 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.
  78. 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.
  79. 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.
  80. 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.
  81. 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.
  82. 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.
  83. 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.