Satyr
ID: Counts as four points of whatever the owning army is rolling for.
If the owner is rolling for magic and the terrain has green or gold in it, the matching color effect may be doubled.
Magic: Counts as four spell points.
Hoof: Counts as four movement points.
Volley: During a missile action, Volley generates four missile results. During a save roll, Volley generates four save results.
During a save roll in a missile action, Volley generates both four save results and immediate four missile results upon
the attacking army. Only magical saves protect against this damage. During a dragon attack, Volley generates
four save and four missile results.
Sleep: During a melee attack, choose one unit in an opposing army to be immediately put to sleep, with no save
possible. The target unit cannot be rolled until the end of your next turn.
Missile: Counts as four missile hit points.
Confuse: During a melee attack or missile action, after the defending army rolls for saves but before they apply any
unique or special resolution SAIs, choose up to four health-worth of units in the defending army and force
them to roll again. Selected units ignore their original roll and apply the new roll instead.
Volley: During a missile action, Volley generates four missile results. During a save roll, Volley generates four save results.
During a save roll in a missile action, Volley generates both four save results and immediate four missile results upon
the attacking army. Only magical saves protect against this damage. During a dragon attack, Volley generates
four save and four missile results.
Magic: Counts as four spell points.
Sleep: During a melee attack, choose one unit in an opposing army to be immediately put to sleep, with no save
possible. The target unit cannot be rolled until the end of your next turn.
Back