Umber Hulk
ID: Counts as four points of whatever the owning army is rolling for.
If the owner is rolling for magic and the terrain has gold or red in it, the matching color effect may be doubled.
Confuse: During a melee attack or missile action, after the defending army rolls for saves but before they apply any
unique or special resolution SAIs, choose up to four health-worth of units in the defending army and force
them to roll again. Selected units ignore their original roll and apply the new roll instead.
Melee: Counts as four melee hit points.
Smite: During a melee attack, Smite immediately inflicts four points of damage on the defending army or unit;
no saves (including those provided by spells) can stop this damage.
During a dragon attack or melee avoidance roll, Smite generates four melee results
Save: Counts as four save points.
Melee: Counts as four melee hit points.
Confuse: During a melee attack or missile action, after the defending army rolls for saves but before they apply any
unique or special resolution SAIs, choose up to four health-worth of units in the defending army and force
them to roll again. Selected units ignore their original roll and apply the new roll instead.
Move: Counts as four movement points.
Save: Counts as four save points.
Smite: During a melee attack, Smite immediately inflicts four points of damage on the defending army or unit;
no saves (including those provided by spells) can stop this damage.
During a dragon attack or melee avoidance roll, Smite generates four melee results
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