Ettercap

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 green or red in it, the matching color effect may be doubled.

Magic Magic: Counts as four spell points.

Move Move: Counts as four movement points.

Missile Missile: Counts as four missile hit points.

Bullseye 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 Move: Counts as four movement points.

Missile Missile: Counts as four missile hit points.

Scorching Shield 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 Melee: Counts as four melee hit points.

Scorching Shield 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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