Hell Hound
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.
Move: Counts as four movement points.
Melee: Counts as four melee hit points.
Save: Counts as four save points.
Flame: During a melee attack, choose up to two health-worth of units in the defending army to be immediately killed
and buried with no save possible.
Melee: Counts as four melee hit points.
Flame: During a melee attack, choose up to two health-worth of units in the defending army to be immediately killed
and buried with no save possible.
Melee: Counts as four melee hit points.
Move: Counts as four movement points.
Save: Counts as four save points.
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