Owl-Folk
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: During a melee attack, after the defending army rolls for saves but before they finalize any results, subtract four from the save results.
Magic: Counts as four spell points.
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: During any roll, Fly generates four maneuver or four save results.
Fly: During any roll, Fly generates four maneuver or four save results.
Magic: Counts as four spell points.
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: Counts as four spell points.
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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