Ormyrr

ID ID: Counts as four points of whatever the owning army is rolling for. 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.

Save Save: Counts as four save points.

Magic Magic: Counts as four spell points.

Move Move: Counts as four movement points.

Save Save: Counts as four save points.

Melee Melee: Counts as four melee hit points.

Magic Magic: Counts as four spell points.

Coil Coil: During a melee attack, for each unit that generates Coil results choose one unit in the defending army. Immediately inflict four points of damage to the target unit. The target unit makes a combination roll: to generate saves against the Coil damage and/or inflict melee damage on the coiling unit. The coiling unit cannot roll to save against this damage. During a dragon attack or melee avoidance roll, Coil generates four melee results.

Melee Melee: Counts as four melee hit points.

Missile Missile: Counts as four missile hit points.
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