Owl-Folk

ID ID: Counts as four points of whatever the owning army is rolling for. If the owner is rolling for magic and the terrain has blue or gold in it, the matching color effect may be doubled.

Screech Screech: During a melee attack, after the defending army rolls for saves but before they finalize any results, subtract four from the save results.

Magic Magic: Counts as four spell points.

Dispel Magic Dispel Magic: Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s). Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.

Fly Fly: During any roll, Fly generates four maneuver or four save results.

Fly Fly: During any roll, Fly generates four maneuver or four save results.

Magic Magic: Counts as four spell points.

Seize Seize: During a missile action, choose up to four health-worth of units in the defending army to immediately roll an ID icon individually or be killed. Those that roll an ID icon flee to reserve area.

Magic Magic: Counts as four spell points.

Dispel Magic Dispel Magic: Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s). Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.
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