Satyr

ID 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 Magic: Counts as four spell points.

Hoof Hoof: Counts as four movement points.

Volley 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 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 Missile: Counts as four missile hit points.

Confuse 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 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 Magic: Counts as four spell points.

Sleep 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.
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