Mudmen
Group Monster: During any roll counts as four points of effect [magic, maneuver, melee, missile or save] for the army or unit; roll this unit again and
apply the new result as well. If the terrain has green in it, green magic can be doubled.
Black magic may be doubled by the number of health dead from any one player's DUA.
If the monster needs an ID result to avoid an effect, it can never get it, because this is never the final result.
Conversely, if it needs an ID result to be effected, it can never be effected.
Move: Counts as four movement points.
Smother: During a melee attack, choose up to four health-worth of units in the defending army to immediately roll a
maneuver result individually or be killed.
Melee: Counts as four melee hit points.
Save: Counts as four save points.
Save: Counts as four save points.
Surprise: During a melee action, the defending army cannot make its counter-attack roll; however, it may make
its save roll.
Melee: Counts as four melee hit points.
Smother: During a melee attack, choose up to four health-worth of units in the defending army to immediately roll a
maneuver result individually or be killed.
Melee: Counts as four melee hit points.
Back