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Old 05-08-2019, 01:30 PM   #1
Shkutinho
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Default "Legends of Signum" Glossary (constantly updating)

Hello folks!

As the new characters are constantly appearing along with new factions (currently they are in mercenaries), it's possible that new abilities will be appearing during our campaigns.
Thus, if you have a miniature, but cannot find its ability in Rule Book Glossary - this is a place where you find it!
Also, feel free to ask about mechanics (to clearly understand what it does) or brand new abilities. We will add them as soon as receive confirmed version.

This Glossary will be constantly updating.
Some wording of old abilities can also be changed, so refer to it as to the most actual version.

For ease of use, I divide it by the following colours:

Standard - no changes.
Yellow - old abilities, but the wording has been changed.
Green - brand new abilities.


Glossary

A

-Х from attacks, ability, modifier — when receiving damage from a successful hit, the creature receives X less points of damage.

Agile, ability — the creature cannot be a target for Backstab.

Armour Х, ability — prevents first X wounds from non-magical attacks on a creature with armour.

Aura Х: [text], ability — all your creatures, unless indicated otherwise, at a distance within X receive an ability or effect described in [text]. The source of the Aura cannot receive the same benefits.

B

Battle Mage, ability — the creature can declare Magical Shot if it moved this turn.

Berserk Х, ability — while the creature is wounded (has wound markers on its card), this creature receives +X strength.

Buckshot, triggered ability — if a target of this shot is within M distance and the shot has been successful, the target creature is moving backward from the shooter at S distance along the drawn LoS. If it leaves a contact, it does not receive a Backstab. If a target of this shot cannot be moved for the full distance, it receives an additional 1 point of damage.

C

Cautious Х, ability — the creature with this ability must assign at least X dice into defense in melee combat, but no more than the creature’s strength.

Charge: [text], triggered ability — the creature receives [text] till the end of the current turn if it moved before attacking in melee, once per turn.

Contract: [text], triggered ability — at the start of the turn of any creature with Contract, the active player can pay 1 Prosperity point and this creature will receive all effects indicated in [text] until end of the active player’s turn.

Concentration Х, activated ability — you can activate your creature to gain X tokens.

Control Х, activated ability, impact — take control of an opponent’s character within Line of Sight. Roll X dice, if at least one Bullseye is rolled, a targeted opposing character within XL distance goes under your control until the end of your turn and can be activated.

D

Defender, ability — if an enemy creature declares a melee attack while in contact with the Defender, it must select it as the target. If there are several creatures with this ability in contact with the attacker, it can choose which one to strike.

Defense against ranged attacks, ability — if a miniature is currently standing in contact with a terrain template with this ability and becomes the target of ranged attack or that template is on the Line of Sight, the owning player can reroll any failed rolls to defend against Shot or Throwing one time per each successful ranged attack. In case of a Magical Shot, the creature receives a single defense die, as if it were a target of Shot, following standard ranged attack rules.

Difficult target, ability — when performing a ranged attack on a target with this ability, the attacker must reroll all successful hits.

Difficult, terrain ability — if a creature without Flight touches the template of this terrain during movement, its movement distance decreases to S. Running through such terrain is not possible. If a character has already moved beyond S distance before touching the terrain template, it must immediately stop upon contact. If a creature starts its turn in Difficult terrain, its movement distance is S until the end of its turn.

Durability Х, ability — a relic ability. When relic with durability is played, it receives X armour. Any non-magical attack at the hero deals damage first to relics with this effect. When the relic no longer has armour tokens, it is destroyed and the hero loses all its effects.

E

Executioner: [text], triggered ability — gains [text] while attacking its victim. Chooses its victim right after this Executioner has been summoned to the Battlefield or when the current victim is dead.

Expert of Attack X, triggered ability — if a creature assigns all available dice to attack in melee combat, it receives additional X attack dice.

Expert of Defense X, triggered ability — if a creature assigns all available dice to defense in melee combat, it receives additional X defense dice.

F

Fast, ability — obsolete ability (replaced by Quick). Allows a creature to attack in melee combat even if it used Run before the attack.

First word, triggered ability — it takes effect when playing this card from the player’s Hand.

Flight, ability — the miniature can ignore obstacles when moving across the Battlefield, including other miniatures and terrain. Miniatures with this ability still can't end their movement on bases of other miniatures or in impassable areas.

Fortitude, ability — creatures with this ability always hit its target in melee when rolling Axe or Shield whether they are wounded or not.

H

Hammerblow, ability — when attacking in melee combat, every successful hit deals 2 points of damage.

Healer X, activated ability, impact when activating, choose the target and roll X dice. Heal the target by a number of successful rolls (see "Healing"). If the target is in contact with its healer, "Axe" and "Shield" are considered successful rolls; if the target is not in contact within XL distance, only "Bullseye" is considered successful. If the creature cannot be healed or situated at a distance more than XL from Healer, this creature cannot be targeted by this Healer.

Healing (Heal) Х, activated or triggered ability, impact — remove X wound tokens from a target of healing. If there are less wounds than the ability can heal, they all are removed and a creature is considered fully healed. If a target does not have any wound tokens, healing can still be performed, and all triggered features are activated.

Howl X: [text], ability — all creatures within X distance gain [text] until end of the turn. [text] can contain additional limits for targets of Howl. The source of the Howl cannot receive the same benefits.

I

Initiative, ability — players assign their Strength dice following common rules. The creature with Initiative strikes first. Its target can defend as normal, but it attacks second and will not attack if it is killed by this character with Initiative. If both combatants have Initiative, melee combat occurs according to common rules.

J

Jump, ability — the miniature can ignore other miniatures while moving along the Battlefield. In this case, the jump can be carried out only in a straight line, not necessarily for the entire distance. You cannot cross terrain. A miniature cannot finish its movement on bases of other miniatures or terrain after Jump.

L

Last word, triggered ability — takes effect when the character or support card is discarded to the Graveyard.

M

Magical Shot Х, ability — a magical ranged attack within XL distance, that allows you to roll X dice. Magical Shot is considered successful if roll result is Bullseye. Each successful hit deals 1 wound, and creatures cannot defend from successful Magical Shot.

Magical Strike Х, ability — a magical melee attack that can be declared on a creature in contact with the attacker. You can roll X attack dice, each successful hit deals 1 wound, creatures cannot defend from successful Magical Strike.

Master of Attack Х, ability — the creature can reroll up to X different dice that it assigned to attack in melee combat.

Master of Defense Х, ability — the creature can reroll up to X different dice that it assigned to defense in melee combat.

Master of Magic Х, ability — the creature can reroll up to X different dice that it used for a Magical Shot.

Master of Shooting Х, ability — the creature can reroll up to X different dice that it used for a Shot or Throwing.

Master of Healing Х, ability — the creature can reroll up to X different dice that it used for healing.

Multiple uses Х: [text], relic ability — ability, specified in [text] can be used X times. The relic is destroyed immediately after the hero used it a specified number of times and all effects it gives cease to function.

P

Pathfinder, ability — a creature ignores all Difficult terrains penalties.

Persecution Х, triggered ability — if a creature with Persecution eliminates an opponent's character in melee combat, it can declare movement up to S distance into contact with another one opponent’s creature and perform another melee attack, X times per turn.

Predator, ability — if a creature with Predator enters melee combat with wounded opponent’s creature, gains +1 Strength until end of its turn.

Q

Quick, abilityallows a creature to attack in melee combat even if it used Run before the attack.

Quick shooter, ability
— a creature can declare Shot or Throwing even if it moved in its turn, and if Run was not used in this.

R

Reckless Х, ability — in melee combat, this creature must assign at least X dice into an attack, but no more than its Strength value. If the creature is in melee combat again during the opponent’s turn, after the first attack it must assign all its dice to defense following common melee combat rules.

Regeneration Х, ability — at the start of its turn roll X dice. For each rolled “Bullseye”, this creature is healed by 1.

Rush, triggered ability — a character can be activated immediately after being summoned to the Battlefield.

S

Shield from [text], ability — the creature cannot be targeted by [text].

Shot Х, ability — non-magical ranged attack within XL distance and with a Line of Sight that allows you to roll X dice. A shot is considered successful for every Bullseye result. Each successful hit deals 1 point of damage. A target rolls the number of dice equal to the number of successful hits for defense. Each rolled Shield decreases the number of successful hits by 1.

Slow, ability — a creature with this ability cannot use Run.

Sniper, triggered ability — a creature with this ability can reroll all of its Shot dice at the distance within L-XL to its target. At the same time, each successful Shot result within this distance deals 2 points of damage.

Stamina, ability — characters with this ability can assign its melee combat dice into attack during all opponent creatures attacks.

Steam Engine: [text], ability — takes effect when the character declares an ability or action that is indicated in [text], once per turn. The player must roll a die to see the results of the Steam Engine and perform [text] before the ability takes its effect.

Stealth, ability — characters with Stealth cannot be targeted by attacks or impact effects of the opponent’s creatures as long as they have a Stealth token on them, but can be targeted by spells.

T

Throwing Х, ability — a non-magical ranged attack that can be declared on a target within L distance and within Line of Sight. Allows you to roll X dice. Throwing is successful if Axe or Shield is rolled. Each successful hit deals 1 point of damage.

V

Vampirism, triggered ability — whenever the creature with Vampirism deals wounds in melee combat, this creature is healing by 1.

Veteran, ability — when attacking a creature with Veteran in melee combat, the attacker must reroll all successful dice results.

Last edited by Shkutinho; 06-19-2019 at 12:55 PM.
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Old 05-08-2019, 08:46 PM   #2
ornithologist
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Join Date: Apr 2019
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Okay, now this might be a print error. Roland has the ability Quick. Now, I think it corresponds to Fast, but a clarification might be useful.
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Old 05-09-2019, 09:07 AM   #3
Shkutinho
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Yes, Fast is an obsolete one (edited in Glossary). Some abilities could be changed since the first release due to different reasons (flavors, wording, modification of rules, etc).
Also, who bought our miniatures or read the rules before the Kickstarter campaign may find Stalwart (Fortitude), Strike (Charge), Dash (Rush), Coin Jingle (Contract).
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Old 05-22-2019, 07:14 PM   #4
Balgin
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Join Date: May 2019
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Quote:
Quick, ability — allows a creature to attack in melee combat even if it used Run before the attack.
That would have been really useful to know on Monday . It felt odd that cavalry type figures couldn't perform longer charges.
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Old 09-17-2019, 05:01 PM   #5
Dragon Herder
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Three of the calvarly have the praetorian ability. It is not in the list yet the meaning is equivalent to guard in Latin. So it looks like they get x number more dice when defending.
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Old 09-18-2019, 10:44 AM   #6
Shkutinho
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Join Date: Aug 2019
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Quote:
Originally Posted by Dragon Herder View Post
Three of the calvarly have the praetorian ability. It is not in the list yet the meaning is equivalent to guard in Latin. So it looks like they get x number more dice when defending.
It means an affiliation to praetorians cavalry. When the card is referring to "praetorians" - it interacts with the cards with "Praetorian".
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