Ormyrr
ID: Counts as four points of whatever the owning army is rolling for.
Save: Counts as four save points.
Magic: Counts as four spell points.
Move: Counts as four movement points.
Save: Counts as four save points.
Melee: Counts as four melee hit points.
Magic: Counts as four spell points.
Coil: During a melee attack, target one unit in the defending army. The target takes four damage and makes a combination roll, counting save and melee results.
Any melee results that the target generates inflict damage on the Coiling unit with no save possible.
During a dragon attack, Coil generates four melee results.
Melee: Counts as four melee hit points.
Missile: Counts as four missile hit points.
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