Swamp Beast
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: 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.
Save: Counts as four save points.
Move: Counts as four movement points.
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: Counts as four melee hit points.
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: 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: 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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