Behemoth
ID: Counts as four points of whatever the owning army is rolling for.
Stomp: During a melee attack, target up to four health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed and must make a save roll. Those that do not generate a save result are buried.
During a dragon attack, Stomp generates four melee results.
Bash: During a save roll against a melee attack, target one unit from the attacking army. The targeted unit takes damage equal to the melee results it generated.
The targeted unit must make a save roll against this damage. Bash also generates save results equal to the targeted unit’s melee results.
During other save rolls, Bash generates four save results.
During a dragon attack choose an attacking dragon that has done damage. That dragon takes damage equal to the amount of damage it did.
Bash also generates save results equal to the damage the chosen dragon did.
Move: Counts as four movement points.
Save: Counts as four save points.
Roar2: During a melee attack, target up to four health-worth of units in the defending army. The targets are immediately moved to their Reserve Area before the defending army rolls for saves.
Trample: During any roll, Trample generates four maneuver and four melee results.
Charge: During a melee attack, the attacking army counts all Maneuver results as if they were Melee results.
Instead of making a regular save roll or a counter-attack, the defending army makes a combination save and melee roll.
The attacking army takes damage equal to these melee results. Only save results generated by spells may reduce this damage.
Charge has no effect during a counter-attack.
Save: Counts as four save points.
Melee: Counts as four melee hit points.
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