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Summary of Acolytes of Eldarim Rules

 
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cliffwiggs
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PostPosted: Mon Sep 21, 2009 2:08 pm GMT    Post subject: Summary of Acolytes of Eldarim Rules Reply with quote

As always, the rules for all dice are in the current version of the online rulebook. http://www.sfr-inc.com/StarterRules.pdf

However, for easy reference, here is an extract of some of those rules that are specific to Acolyte Rules.

The Eldarim:

They were the lonely legends of Esfah; the ancient race of Eldarim, Dragonhunters and Dragonmasters. Their power against dragons inspired awe; their might in arms and magic aroused wonder. Their solitary existence lasted for centuries. Whether they were originally of Nature or Death no one knew, but each held the power of one of Esfah’s elements in hand. A select few even gained power over all the elements, and became mighty Dragonlords and Dragonslayers. Yet, although they were wanderers throughout the land, they attracted small groups of followers. The Eldarim began teaching these curious ones the powers of the elements they knew. As the acolytes gained control over their element, they also began to gain control over the elemental creatures of Esfah. True, they were no match for the dragons, but the dragonkin found in them kindred souls-elemental beings who were somewhat less than their mightier cousins. Skilled warriors, swift cavalry, crafty shield-bearers, and elemental mages learned to harness powers they had little dreamed of. Some of the very gifted were selected for advanced training in secret locations and rose to the status of Dragonhunter or Dragonmaster themselves. Communities of these acolytes soon took root. As they did, they were drawn into the battles between the children of Nature and the minions of Death. They found welcome in many of the armies in the land, and even beyond. With their affinity to the Dragonkin, they brought a new, singular fury and new elemental powers to the battlefield. Once again the balance of power in Esfah is changing-but who will gain from it?

Resist Fear: When Eldarim are part of the same army as dragonkin, dragonkin are allowed to roll against elemental dragons of the same color, hybrid dragons with a matching color, ivory dragons, or white dragons. Pick dragonkin up to the health of Eldarim with the exact matching color to roll in this dragon attack.

Sacrifice Dragonkin: During your Initial Effects phase, one of your Eldarim units in the DUA may be exchanged for any dragonkin unit in play of equal health. Dragonkin go back to the summoning pool, while the Eldarim joins the army which had the dragonkin. When an Eldarim unit is killed by an individual-targeting effect, instead of sending it to the DUA you may instead send a summoned dragonkin unit in the same army of equal health back to the summoning pool.

Promoted Eldarim and dragonkin are not required to be of an identical color (element).


Elemental Spells

All elemental spells are available to be cast in any of the 5 elemental colors. All points for the spell must come from the same color of units and/or magic items. In the case of racial spells, all the points for the spell must come from the same color race’s units and/or magic items with matching colors.

Promote Dragonkin Casting Cost: 3 Spell List: Eldarim
Target one of your dragonkin in any of your armies with the same color as the magic used to cast this spell. This dragonkin can be immediately promoted. Multiple castings target multiple units or increase the health. This spell allows you to promote to a unit of greater health (not just one health more) with multiple castings.

Rise of the Eldarim Casting Cost: 3 Spell List Eldarim
Target Eldarim units in your DUA. The target unit is immediately recruited into the casting army or promoted into your casting army. Multiple castings increase the number of health affected. This spell allows you to recruit or promote to a unit of greater health (not just one health more) with multiple castings.

Demote Dragonkin Casting Cost: 4 Spell List: Eldarim
Target one color of an enemy army’s Dragonkin with a color different from the color magic used to cast this spell. All dragonkin of that color must immediately roll an ID icon or be demoted (one health only). If any roll belly then they are buried. Dragonkin that cannot be demoted are simply returned to the summoning pool. All the dragonkin of the targeted color in the casting army are buried. Multiple castings target multiple armies.

Dispel Dragonkin Casting Cost: 4 Spell List: Eldarim
Target any enemy dragonkin with a different color than the color used to cast this spell. Immediately inflict one point of damage to the target unit with no save possible. Multiple castings increase the effect or target another unit.
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chuckpint
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PostPosted: Mon Sep 21, 2009 7:22 pm GMT    Post subject: Reply with quote

There was also the question asked about the number of dice, and the icons. There are 5 colors (black, blue, gold, green, red) of Eldarim. Each and every die show in the listing at the end of the rules, is made in all five colors. So to see how many different dice are in the set:

Commons:
5 types X 4 variations of each type X 5 colors = 100 different dice

Uncommons:
4 types X 3 variations of each type X 5 colors = 60 different dice

Rares:
3 types X 2 variations of each type X 5 colors = 30 different dice

So the grand total is 190 dice in the set.

But that's just for collectors. If you want a playable set, ignore the variations, it's just different icons, but exactly the same die as far as results are concerned.

Commons:
5 types X 5 colors = 25 different color/types

Uncommons:
4 types X 5 colors = 20 different color/types

Rares:
3 types x 5 colors = 15 different color/types

So the grand total ignoring variations is 60.
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