Leviathan
ID: Counts as four points of whatever the owning army is rolling for.
Swallow: During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed and buried.
Move: Counts as four movement points.
Tail: During a dragon or melee attack, Tail generates two melee results. Roll this unit again and apply the new result as well.
Fly2: During any roll, Fly generates four maneuver or four save results.
Wave: During a melee attack, the defending army subtracts X from their save results.
During a maneuver roll whilst marching, subtract X from each counter-maneuvering army’s maneuver results. Wave does nothing if rolled when counter-maneuvering.
Save: Counts as four save points.
Hypnotic Glare: During a melee attack, when the defending army rolls for saves, all units that roll an ID result are Hypnotized and may not be rolled until the beginning of your next turn. Those ID results are not counted as saves.
The effect ends if the glaring unit leaves the terrain, is killed, or is rolled. The glaring unit may be excluded from any roll until the effect expires.
Note: Hypnotic Glare works outside of the normal sequence of die roll resolution, applying it’s effect immediately after the opponent's roll for saves is made, but before they resolve any SAIs
Fly2: During any roll, Fly generates four maneuver or four save results.
Tail: During a dragon or melee attack, Tail generates two melee results. Roll this unit again and apply the new result as well.
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