Centaur

ID ID: Counts as four points of whatever the owning army is rolling for. If the owner is rolling for magic, and the terrain is a standing stones, the colors of the terrain may be doubled. Magic can never be cast from reserves.

Melee Melee: Counts as four melee hit points.

Kick Kick: During a melee attack, for each unit that generates Kick results choose one unit in the defending army. Kick immediately inflicts four points of damage on the target unit, which must generate saves against this damage. During a dragon attack or melee avoidance roll, Kick generates four melee results.

Missile Missile: Counts as four missile hit points.

Move Move: Counts as four movement points.

Missile Missile: Counts as four missile hit points.

Kick Kick: During a melee attack, for each unit that generates Kick results choose one unit in the defending army. Kick immediately inflicts four points of damage on the target unit, which must generate saves against this damage. During a dragon attack or melee avoidance roll, Kick generates four melee results.

Melee Melee: Counts as four melee hit points.

Trample Trample: During any roll, Trample generates four maneuver or four melee results.

Move Move: Counts as four movement points.
Back