The Technokrates ~~~~~~~~~~~~~~~~ by Mark Molnar, 2000-2003, mark@ludens.elte.hu Last modified: 2004-02-05 This file can be downloaded from my homepage; in English and in Hungarian as well. http://ludens.elte.hu/~mark/dragondice.html Thanks to... ~~~~~~~~~~~~ Akos Tasnadi, Thaur, thaur@ludens.elte.hu Jeno Szabo, ]enoe, jenoe@appaloosacorp.hu Beatrix Bukkosy & Tibor Pongracz, Bride & WRACK, wrack@alarmix.net Andras Timar Geng, AmpeR, amper@777westel.hu Tony Newton, tnewton69@fictionym.com My apologies, first of all ~~~~~~~~~~~~~~~~~~~~~~~~~~ Sorry for my poor English. I've been learning English for a while, several years ago, but haven't been practising it for another couple of years. I've been trying to do my best while translating this document, but... you know. I hope you'll understand everything. Now, let's have a look at the rules! Introduction ~~~~~~~~~~~~ The technokrates are only intruders on the world of Esfah. They are one of those few races that already have found the key to planar travelling. They don't have a share in the Five Elements of Esfah, and, though Death is alien from them, their base behavior is destruction and demolition. The technokrates slowly but surely poison the newly found worlds. After they have come, there remain no clean rivers, nor seas, nor fertile plains. Even the air disappears. There are only pools of oil, searing, barren fields, nosy smoke and clounds. Now, they're here get round to Esfah. Will this world fall on evil days as well as the others?... General rules ~~~~~~~~~~~~~ The technokrates' home terrain is the Industrial Terrain. Their minor terrain die is the Factory. Their new elements are Life and Machine. Their magic isn't really the classic spell-casting magic, they're rather doctors and servicemen. The Industrial Terrain die has 3 magic, 1 missile and 3 melee sides. The Factory minor terrain has 2 magic sides. Its disaster-side is Explosion. When this side comes up, one unit in the affected army will be killed. This unit will be buried immediately, unless it saves. The Factory must be removed from play. (Unless using the optional rules) Racial abilities ~~~~~~~~~~~~~~~~ The Technokrates build and radio-control Machine Dragons and Dragonkins, rather than summoning them. So Machine Dragons and Dragonkins can be built anywhere, even in reserves, and can be forced to fly to any terrain. However well it sounds, remote controlling of Dragons and Dragonkins is not a safe method. In several cases it could happen, that the Dragon or Dragonkin doesn't obey. Technically: when the player wants to radio-control a Machine Dragon(kin) from its reserve, or to force a Machine Dragonkin to fly to another terrain, he/she must roll the die, and if the ID face comes up, the spell fails, the dragon gets lost. The Dragon(kin) returns to the dragons or remains at its terrain. This roll is *NOT* a dragon-attack-roll, and must *NOT* rerolled if a tail icon comes up. Machine Dragon breath - Smog ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Five healths from the attacked army die unless they save. The killed units will be burried unless they save again. The remainder of the army, until the beginning of its next turn, can count its ID faces only as saves. This comes into force immediately, so when saving against the dragon attack, too. Machine Dragonkin breath ~~~~~~~~~~~~~~~~~~~~~~~~ Same as Mahine Dragon breath, but only common units may be afected. The ID faces of the remaining units count as saves until the beginning of the Dragonkin's owner's next turn. Technokrate action icons ~~~~~~~~~~~~~~~~~~~~~~~~ Simple action icons ~~~~~~~~~~~~~~~~~~~ Saw Melee Cross-hairs Missile Wrench Magic Rut Maneuver Armour plate Save Known (and recognizable) SAIs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Two saws crossed Counter Broken armour Smite Big cross-hairs Bullseye Gear Cantrip Broken wrench Dispel magic Caterpillar Trample More known (but hard recognizable) SAIs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Propeller Wings Phone Ferry New Technokrate SAIs ~~~~~~~~~~~~~~~~~~~~ Telescope (Telescope icon) ~~~~~~~~~~~~~~~~~~~~~~~~~~ When rolling for missiles, this icon counts as four points of missile damage. In other cases (except maneuvering, casting in reserves, and saving as a unit) the army can fire a snap-shot. The army can target with this snap-shot any opposing army that it could attack normally. The Telescope icon counts as two points of missile damage. The missile results of the army can be added to this two points. Every another Telescope counts as 4 points. No other SAIs, like Bullseye or Stoning, have effect in this snap-shot. Oiler (Oiler icon) ~~~~~~~~~~~~~~~~~~ When rolling for maneuvers, the effect is the same as of the Filling Station spell. In other cases, the icon has no effect. Radiation danger (Radiation icon) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ During a melee attack or defense the player can choose one unit from the opposing army. This unit dies unless it rolls save or maneuver. If rolling maneuver, the unit flees to its reserve immediately. If the unit dies, it must be buried immediately, unless it saves. Rebellion (Banner icon) ~~~~~~~~~~~~~~~~~~~~~~~ The Secret Agent's owner can chose a unit from an arbitrary army at the same terrain. This unit will co-operate with the Secret Agent unless it rolls its ID face immediately. The units owner will roll the co-operating unit, and the result can be added to the Secret Agent's army's result. During rolling for saves or during charging, a member of the attacking or the defending army can only be selected if it does not takes a part of the action, eg. does not roll anything valuable (melee, for example). During maneuvering the icon has no effect. The co-operating unit actually won't be a member of the army, so it cannot take any damage from the Secret Agent's army's damage. Herosim (comet(?) icon) ~~~~~~~~~~~~~~~~~~~~~~~ This die (the General) and the ID faces of the army's other dice can be re-rolled. The results can be added together. When saving as a unit, the icon counts as saves. Recruit/Promote (honours icon) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Recuitment or promption of one unit. The icon has no effect during maneuvering and when rolling for saves as a unit. Magic ~~~~~ The Technokrate units can cast Life and Machine spells. Life magic has no effect to the units of Death: the Undeads, the Goblins, the Lava Elves and the Frostwings. These races cannot cast Life spells either, even when they own an Industrial Terrain with Standing Stones. Common Life spells ~~~~~~~~~~~~~~~~~~ 2 Steroids ~~~~~~~~~~ One unit gets 1 more health point until the beginning of your next turn. This implies only the maximum damage this unit can bear, its ID doesn't increases. The health bonus cannot be greater than the unit's original health (One for common units, two for uncommon units and so on). 3 Recruit & Promote ~~~~~~~~~~~~~~~~~~~ Recruitment or promotion of one health. Cannot be multiplied. Dragonkins cannot be promoted. 3 Sleeping Draught ~~~~~~~~~~~~~~~~~~ One enemy unit falls asleep until the beginning of your next turn unless it saves. A sleeping unit can roll for saves only as a unit, it can't roll as a member of an army. If a sleeping unit dies, it must be buried, unless it saves immediately. 4 Ambulance ~~~~~~~~~~~ Until the beginning of your next turn, the killed units in the targeted army go to their reserves, if they roll Maneuver. Technokrate Life spells ~~~~~~~~~~~~~~~~~~~~~~~ 5 Heroism ~~~~~~~~~ The IDs in the chosen army can be re-rolled until the beginning of your next turn. Can be cast only once on a specific army. The results can be added together. 6 Organ bank ~~~~~~~~~~~~ At most as many dead units rise from the death as the player can bury from the remainder. The resurrected and buried units must be of the same race. The casting player can choose how many of his/her units to bury and resurrect. Common Machine spells ~~~~~~~~~~~~~~~~~~~~~ 3 Build Machine Dragonkin ~~~~~~~~~~~~~~~~~~~~~~~~~ Builds a one-health Machine Dragonkin. Multiple castings affect multiple or larger Dragonkin units. The Dragonkin units can be built in reserve as well, and can then radio-controlled to another terrain, but only by the Technokrates. In this case the Dragonkin must be rolled. If its ID face comes up, the spell fails. 4 Minefield ~~~~~~~~~~~ Choose one terrain! During maneuvering on this terrain, any units rolling their ID face next time, will step on a mine. These units roll for saves together against one point of physical damage. The remainder of these units rolls again for maneuvers. The spell remains effective until the mine explodes. Multiple castings increase the damage. 5 Smog ~~~~~~ The ID rolls of an enemy army can be counted only as saves until the beginning of your next turn. 7 Build Machine Dragon ~~~~~~~~~~~~~~~~~~~~~~ Builds a Machine Dragon and radio-controls it to a terrain. The Dragon can be built in the reserve as well, and then can be radio-controlled to a terrain, but only by the Technokrates. In this case the Dragon must be rolled, if its ID face comes up, the spell fails. 8 Build Machine Elemental ~~~~~~~~~~~~~~~~~~~~~~~~~ The player can build a Machine Elemental (aka Terminator) from his/her Factory minor terrain die. 9 Radiation ~~~~~~~~~~~ The player can choose at most five health from an opposite army. Every unit dies unless it rolls save or maneuver. If rolling maneuver, the unit flees to its reserve immediately. Technokrate Machine spells ~~~~~~~~~~~~~~~~~~~~~~~~~~ 3 Filling Station ~~~~~~~~~~~~~~~~~ During maneuvering, until the beginning your next turn, every Technokrate unit gains +1 bonus, but only if it does roll maneuver. 7 Airstrike ~~~~~~~~~~~ The units in the selected army must save against as many points of damage as their number (not their health). This is a powerful weapon against large armies with no protecting spells. The spell cannot be multiplied. Statistics ~~~~~~~~~~ What's on the dice? ~~~~~~~~~~~~~~~~~~~ Units Melee Missile Magic Maneuver Save Special ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Soldier 1,1,2 - - 1 1 - Sergeant 2,3,3 - - 2 2 - Commandant 3,4,4sm - - 2 3 Smite ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scout 2 1 - 1 1,1 - Veteran 2,3 2 - 3 2 - Rambo 3,3,4co 3 - 3 4co Counter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rifleman 1 1,1,2 - 1 - - Gunner 2 2,3,3 - 2 - - Artilleryman 3 3,3,4bu - - 3 Bullseye ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Driver 1,1 - - 1,2 1 - Truck Driver 2,2 - - 3,3 2 - Tank Driver 3,3tr,3tr 4 - 3tr,3tr 3 Trample ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mechanic 1 - 1,1,2 - 1 - Operator 2 - 2,2,3 - 3 - Engineer 3 - 3,3,4ca - 3 Cantrip What's on the monsters? ~~~~~~~~~~~~~~~~~~~~~~~ Monsters Melee Missile Magic Maneuver Save Special ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Artillery 4,4 - Trample 4tr,4tr 4te,4te 4tr,4tr 4,4,4 Telescope ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plane - 4,4,4 - Bullseye 4bu 4w,4w,4w 4w,4w,4w Wings Phone ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Robot - 4,4,4 - 4,4 Cantrip 4co 4ca 4co Counter Biohazard Oiler ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Secret Agent 4 4 - 4 4 Dispel Phone Rebellion ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ General 4 4 4 4 4 Heroism Promote