Swamp Beast

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.

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.

Save Save: Counts as four save points.

Move Move: Counts as four movement points.

Wave Wave: During a melee attack, after the defending army rolls for saves but before they finalize any results, subtract four from their save results. During a maneuver roll, after all the counter-maneuvering armies roll for maneuvers but before they finalize any results, subtract four from each counter-maneuvering army’s maneuver results.

Melee Melee: Counts as four melee hit points.

Poison Poison: During a melee attack, choose four health-worth of units in the defending army. Each target unit must immediately generate a save or be killed. Any units that are killed must roll a save or be buried.

Wave Wave: During a melee attack, after the defending army rolls for saves but before they finalize any results, subtract four from their save results. During a maneuver roll, after all the counter-maneuvering armies roll for maneuvers but before they finalize any results, subtract four from each counter-maneuvering army’s maneuver results.

Poison Poison: During a melee attack, choose four health-worth of units in the defending army. Each target unit must immediately generate a save or be killed. Any units that are killed must roll a save or be buried.
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