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Effects
Effect syntax is the same as used elsewhere in Fantasy Grounds:
- For effects that modify a value, use the following syntax - "Modifier: Value(s)"
- For conditions, simply enter the condition name in the effect line by itself.
Modifier | Value | Notes |
---|---|---|
ROLL MODIFIERS | ||
ATK | Number | Attack tests |
DEF | Number | Defense |
POW | Number | Power tests |
TOU | Number | Toughness |
MOR | Number | Morale tests |
COM | Number | Command tests |
DMG | Number | Damage - both attack and power tests |
ATKDMG | Number, Dice | Damage - Only for attack tests |
POWDMG | Number, Dice | Damage - Only for power tests |
ADVTEST | Attack, power, morale, command, diminished, rally, harrowing, battle magic | Advantage on test |
DISTEST | Attack, power, morale, command, diminished, rally, harrowing, battle magic | Disadvantage on test |
GRANTADVATK | Grant advantage on attack tests made against this unit | |
GRANTDISATK | Grant disadvantage on attack tests made against this unit | |
GRANTADVPOW | Grant advantage on power tests made against this unit | |
GRANTDISPOW | Grant disadvantage on power tests made against this unit | |
GRANTADVDIM | Targets damaged by units with this effect have advantage when rolling for diminishment | |
GRANTDISDIM | Targets damaged by units with this effect have disadvantage when rolling for diminishment | |
AUTOPASS | Attack, power, morale, command, diminished, rally, harrowing | Automatically succeed on tests |
POWERDIE | Number | Sets the value used by PDIE |
PDIE | See Using Power Dice | Uses value from POWERDIE effect |
RESIST | Number, infantry, cavalry, artillery, aerial | Resist damage from unit types. Enter a number value to specify flat damage reduction. Ex. RESIST: 1 infantry |
VULN | Number, infantry, cavalry, artillery, aerial | Vulnerable to damage from unit types. Enter a number value to specify flat damage addition. |
IMMUNE | Number, infantry, cavalry, artillery, aerial, attack, power | Immune to damage from unit types |
ACID | Number | Deals damage every round. Damage equals the effects duration. Enter number to specify damage per token. Ex. ACID: 2 |
BLEED | Number | Deals damage every round. Damage equals the effects duration. Enter number to specify damage per token. Ex. BLEED: 2 |
FIRE | Number | Deals damage every round. Damage equals the effects duration. Enter number to specify damage per token. Ex. FIRE: 2 |
POISON | Number | Deals damage every round. Damage equals the effects duration. Enter number to specify damage per token. Ex. POISON: 2 |
CONDITIONS | ||
Fearless | Immune to harrowing | |
Broken | Can be rallied | |
Disbanded | Cannot be rallied | |
Rallied | Cannot be rallied | |
Hidden | Attacking units have disadvantage | |
Weakened | Disadvantage on power tests | |
Disorganized | ||
Disoriented | ||
Misled | ||
Snared |
Some effects only work if either the active unit or their target meets some condition, for these, you can use the IF and IFT conditional effects.
What both these functions do is test a condition and if it is found to be true then the next part of the statement will be carried out, otherwise it will be ignored.
Let’s take the example IF: diminished; ADVTEST: power. What this is saying is that if the unit on which this effect is placed is diminished then they will have advantage on power tests, otherwise nothing happens.
The difference between the two components is that IF looks at the source (i.e. the creature on which the effect is sitting) whilst IFT looks at the target of the creature on which the effect is sitting.
Not only can IF and IFT test conditions (such as diminished, rallied, weakened, etc.) but they can also test for unit types, unit ancestry, and compare casualties. Below is a list of uses for IF and IFT
- Conditions (diminished, rallied, weakened, etc)
- If the target has fewer casualties than the unit - IFT: stronger;
- If the target has more casualties than the unit - IFT: weaker;
- Unit type - IFT: TYPE(artillery);
- Options: infantry, artillery, cavalry, aerial
- Unit ancestry - IFT: ANCESTRY(undead);
- Options: human, dwarf, elf, orc, goblinoid, undead
For effects relating to the use of Power Dice, see the page Using Power Dice for more details.
You can stack multiple conditions to get even more specific. Ex. IF: diminished; IFT: TYPE(infantry, cavalry); GRANTDISPOW. This effect is only active if the unit is diminished AND the unit is being attacked by an infantry or cavalry unit. If both of those are true, then the attacking unit has disadvantage on power tests against this unit.