Mudmen

Group Monster 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 Move: Counts as four movement points.

Smother 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 Melee: Counts as four melee hit points.

Save Save: Counts as four save points.

Save Save: Counts as four save points.

Surprise Surprise: During a melee action, the defending army cannot make its counter-attack roll; however, it may make its save roll.

Melee Melee: Counts as four melee hit points.

Smother 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 Melee: Counts as four melee hit points.
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