BOW + 1
1d4 Effect Notes
1-2 No Effect -
3-4 Magic Missile Add one to the roll of a single Archer unit this turn.
Note: You must have at least one Archer unit in your army/party in order to use a Bow + 1.
BANNER OF BRAVERY
1d4 Effect Notes
1-2 No Effect -
3 Rally Subtract one from the number of dice which show a '2' or '3' during a Morale Check
4 Inspire Subtract two from the number of dice which show a '2' or '3' during a Morale Check
Note: You must have at least one General unit in your army/party in order to use a
Banner of Bravery. If you have multiple Generals, and multiple Banners, the
effects ARE cumulative.
SWORD + 2
1d4 Effect Notes
1-2 No Effect -
3 Magic Attack Add one to the roll of a single Infantry unit this turn
4 Magic Attack Add two to the roll of a single Infantry unit this turn
Note: You must have at least one Infantry unit in your army/party in order to use a Sword + 2
SHIELD + 2
1d4 Effect Notes
1-2 No Effect -
3 Magic Defense Subtract one from the roll of a single enemy Infantry or Archer unit this turn
4 Magic Defense Subtract two from the roll of a single enemy Infantry or Archer unit this turn
Note: You must have at least one Infantry unit in your army/party in order to use a Shield + 2.
BOW + 2
1d4 Effect Notes
1-2 No Effect -
3 Magic Missile Add one to the roll of a single Archer unit this turn
4 Magic Missile Add two to the roll of a single Archer unit this turn
Note: You must have at least one Archer unit in your army/party in order to use a Bow + 2.
SCROLL OF SUMMONING
1d4 Effect Notes
1 Battlecry May immediately hire 1d4 units. These unit may consist of any type except Monsters.
2 Minor Conjuration May immediately hire 1d4 units. These units may consist of any type.
3 Major Conjuration May immediately hire 1d6 units. These units may consist of any type.
4 Call of the Hordes May immediately hire 2d4 units. These units may consist of any type.
Note: The Scroll of Summoning is ALWAYS discarded after one use.
You must have at least one Mage unit in your army/party
in order to use a Scroll of Summoning.
STAFF OF WIZARDRY
1d4 Effect Notes
1-2 No Effect -
3 Power Add one to the roll of a single Mage unit this turn
4 Power Add two to the roll of a single Mage unit this turn
Note: You must have at least one Mage unit in your army/party in order to use a Staff of Wizardry.
WINGS OF THE PEGASII
1d4 Effect Notes
1-2 No Effect -
3 Flight Add one to the roll of a single Cavalry unit this turn
4 Flight Add two to the roll of a single Cavalry unit this turn
Note: You must have at least one Cavalry unit in your army/party in
order to use the Wings of the Pegasii.
1d4 Effect Notes
1-2 No Effect -
3 Leadership Add one to the roll of a single General unit this turn
4 Leadership Add two to the roll of a single General unit this turn
Note: You must have at least one General unit in your army/party in
order to use a Crown of Command
ORB OF THE ARCHMAGI
1d4 Effect Notes
1-2 No Effect -
3-4 Omniscience The orb can be used to manipulate one Magic Effects Table
result, by either subtracting one, or adding one.
Note: You must have at least one Mage unit in your army/party in
order to use an Orb of the Archmagii.
ORB OF KINGS
1d4 Effect Notes
1-2 No Effect -
3-4 Foresight The orb can be used to manipulate one Tactics Effect Table
result, by either subtracting one, or adding one.
Note: You must have at least one General unit in your army/party in
order to use an Orb of Kings.
ORB OF LEGIONS
1d4 Effect Notes
1-2 No Effect -
3-4 Intuition The orb can be used to manipulate one Maneuver Effect Table
result, by either subtracting one, or adding one.
Note: You must have at least one Cavalry unit in your army/party in
order to use an Orb of Legions.
WAND OF DEATH
1-2 No Charges Left Discard Artifact
3 No Effect -
4 Death Kill one enemy unit this turn.
Note: You must have at least one Mage unit in your army/party in
order to use a Wand of Death.
SWORD + 3
1d4 Effect Notes
1 No Effect -
2 Magic Attack Add one to the roll of a single Infantry unit this turn
3 Magic Attack Add two to the roll of a single Infantry unit this turn
4 Magic Attack Add three to the roll of a single Infantry unit this turn
Note: You must have at least one Infantry unit in your army/party in order to use a Sword + 3
BOW + 3
1d4 Effect Notes
1 No Effect -
2 Magic Missile Add one to the roll of a single Archer unit this turn
3 Magic Missile Add two to the roll of a single Archer unit this turn
4 Magic Missile Add three to the roll of a single Archer unit this turn
Note: You must have at least one Archer unit in your army/party in order to use a Bow + 3.
Return to Battle Dice Main Ruleset
by C. GERARD LUFT
OVERVIEW
Millions of years in the future, admits a universe dying a cold,
premature death, mankind has overcome great challenges. They have conquered
and outlived every alien race. They have overthrown a millennial reign of a
cruel quasi-immortal tyrant. They have occupied all the remaining habitable
galaxies of the Universe. But their greatest challenge is now themselves.
The Human species has evolved into two different peoples: the Morlocks
and the Eloi. And now they battle each other to determine which of them
shall be masters of the universe.
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