Drider
ID: Counts as four points of whatever the owning army is rolling for.
If the terrain has red in it, red magic can be doubled.
Black magic may be doubled by the number of health dead from any one player's DUA.
Web: During a melee attack, choose up to four health-worth of units in the defending army to be webbed unless each
targeted unit immediately rolls a melee result. Target units that fail their avoidance roll cannot be rolled until
the beginning of your next turn.
Move: Counts as four movement points.
Save: Counts as four save points.
Melee: Counts as four melee hit points.
Melee: Counts as four melee hit points.
Missile: Counts as four missile hit points.
Move: Counts as four movement points.
Web: During a melee attack, choose up to four health-worth of units in the defending army to be webbed unless each
targeted unit immediately rolls a melee result. Target units that fail their avoidance roll cannot be rolled until
the beginning of your next turn.
Save: Counts as four save points.
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