Ormyrr
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: Counts as four save points.
Magic: Counts as four spell points.
Move: Counts as four movement points.
Save: Counts as four save points.
Melee: Counts as four melee hit points.
Magic: Counts as four spell points.
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: Counts as four melee hit points.
Missile: Counts as four missile hit points.
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