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Game rules - DDM Guild

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Antimagic Eye (All creatures within line of sight must roll 11+ when casting a spell or lose the<br />

spell) Declare the spell or power first, then make the roll. Treat a lost spell as having been<br />

cast: The creature expends one spell use or the appropriate number of power points, and<br />

effects dependent on casting a spell or using psionics still apply.<br />

any: (Keyword) This spell or special ability does not follow the usual restriction of targeting only<br />

the nearest enemy or nearest ally. (Line of sight and range restrictions still apply, unless<br />

indicated otherwise.) For example, the phrase “switch positions of any two creatures” can<br />

affect any two creatures in line of sight of the acting creature and within the spell’s range.<br />

any warband: (Range) A spell range similar to “your warband” (see that entry, on page 47)<br />

except that you can choose any one warband as the target: your own, a teammate’s, or even<br />

an opponent’s.<br />

Arrow Catching Shield (Enemy ranged attacks against adjacent creatures target this creature<br />

instead) Determine line of sight, range, and cover as if the original target were still the<br />

target of the attack.<br />

assembly tile: Certain creatures published before the War Drums set had abilities that referred<br />

to “assembly tiles.” In all such abilities, replace the words “assembly tile” with “starting area.”<br />

Attack: (Creature Statistic) A number representing a creature’s ability to hit with an attack in<br />

combat. There are two types of Attack numbers: Melee Attack and Ranged Attack. Many<br />

bonuses and penalties conferred by spells and special abilities affect a creature’s Attack<br />

number. If no attack form is specified, the effect applies to both melee and ranged attacks.<br />

A few special abilities, such as Gaze Attack, use the word “Attack” in their names, but they<br />

still follow the <strong>rules</strong> for special abilities rather than the <strong>rules</strong> for attacks.<br />

attack/attack roll: An attempt to damage an enemy with a melee attack or a ranged attack.<br />

See page 11.<br />

attack of opportunity: A single, immediate melee attack a creature makes against an adjacent<br />

enemy that moves. See page 13.<br />

Backstab +[#] (Damage +[#] when using any Sneak Attack) This extra damage is cumulative<br />

with that dealt by any Sneak Attack.<br />

Battlefield Promotion (When a commander in your warband is eliminated and you have no<br />

other commander, choose a creature in your warband with Battlefield Promotion to gain<br />

Commander 1) If you have multiple creatures with this ability in your warband, choose only<br />

one to get the promotion. Another could be promoted later if the first-promoted creature is<br />

eliminated.<br />

battle map: An illustrated battle area, gridded with 1-inch squares, with specified starting areas,<br />

exits, and victory areas for two opposing warbands.<br />

Beastmaster [#]: Animals and Magical Beasts in your warband whose Level (Save) number is<br />

equal to or lower than this creature’s Beastmaster rating are treated as if they did not have<br />

the Difficult or Wild special abilities. For example, a commander with Beastmaster 2 could<br />

put under command any number of Hyenas and Wolves (level 2) in its warband, but not an<br />

Owlbear (level 5 and Difficult).<br />

If all creatures with the Beastmaster ability in a warband are eliminated, Animals and Magical<br />

Beasts in that warband revert to their original Difficult ratings or Wild status.<br />

blind/blinded: (Keyword) A creature that is blind does not have line of sight to any other<br />

creatures, and moves at half speed (each square costs double). It cannot make ranged<br />

attacks or use a spell or special ability that targets another creature, unless that spell or<br />

ability has a range of touch. Adjacent creatures are Invisible to this creature.<br />

Blind-Fight: This creature can roll twice against an enemy creature’s Conceal ability when<br />

making a melee attack. If either result is a success, the attack hits. This creature can also<br />

move at normal speed even if it can’t see. Attackers that this creature can’t see do not get<br />

an attack bonus against it. Creatures with Blind-Fight are immune to Gaze Attacks. A<br />

creature with Blind-Fight still can’t see Invisible enemies, so it can’t make attacks of<br />

opportunity against them.<br />

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