Ettercap
ID: Counts as four points of whatever the owning army is rolling for.
If the owner is rolling for magic and the terrain has green or red in it, the matching color effect may be doubled.
Magic: Counts as four spell points.
Move: Counts as four movement points.
Missile: Counts as four missile hit points.
Bullseye: During a missile action, Bullseye immediately inflicts four points of damage. The total
damage may individually target one or more units in the defending army as the acting player
chooses. Each target unit must immediately generate saves against the damage assigned to it. During
a dragon attack or missile avoidance roll, Bullseye generates four missile results.
Move: Counts as four movement points.
Missile: Counts as four missile hit points.
Scorching Shield: Counts as four save points. When rolling for saves during the attack phase of a melee action, generates four points of damage
back against the attacking army. Only magical saves protect against this damage.
Melee: Counts as four melee hit points.
Scorching Shield: Counts as four save points. When rolling for saves during the attack phase of a melee action, generates four points of damage
back against the attacking army. Only magical saves protect against this damage.
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