Fenhound
ID: Counts as four points of whatever the owning army is rolling for.
Black magic may be doubled by the number of health dead from all players' DUAs.
Dispel Magic: Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit
occupies, you may roll this unit after all spells are announced but before any are resolved. If the
Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s).
Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.
Save: Counts as four save points.
Melee: Counts as four melee hit points.
Paw: Counts as four movement points.
Paw: Counts as four movement points.
Save: Counts as four save points.
Dispel Magic: Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit
occupies, you may roll this unit after all spells are announced but before any are resolved. If the
Dispel Magic icon comes up, immediately negate all unresolved magic that applies to the target(s).
Only one dispel attempt is made per unit and, if it fails, then all the spell(s) are resolved normally.
Smite: During a melee attack, Smite immediately inflicts four points of damage on the defending army or unit;
no saves (including those provided by spells) can stop this damage.
During a dragon attack or melee avoidance roll, Smite generates four melee results
Melee: Counts as four melee hit points.
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