Centaur
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: Counts as four melee hit points.
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: Counts as four missile hit points.
Move: Counts as four movement points.
Missile: Counts as four missile hit points.
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: Counts as four melee hit points.
Trample: During any roll, Trample generates four maneuver or four melee results.
Move: Counts as four movement points.
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