Satyr
ID: Counts as four points of whatever the owning army is rolling for.
Magic: Counts as four spell points.
Hoof: Counts as four movement points.
Volley: During a save roll against a missile attack, Volley generates four save and inflicts four damage upon the attacking army. Only save results generated by spells may reduce this damage.
During any other save roll, Volley generates four save results.
During a missile attack, Volley generates four missile results.
During a dragon attack, Volley generates four save and four missile results.
Sleep: During a melee attack, target one unit in an opponent’s army at this terrain. The target unit is asleep and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn.
Missile: Counts as four missile hit points.
Confuse: During a melee or missile attack, target up to four health-worth of units in the defending army after they have rolled for saves.
Re-roll the targeted units, ignoring all previous results. Units are selected prior to resolving the save roll or any SAIs in the defending army.
Volley: During a save roll against a missile attack, Volley generates four save and inflicts four damage upon the attacking army. Only save results generated by spells may reduce this damage.
During any other save roll, Volley generates four save results.
During a missile attack, Volley generates four missile results.
During a dragon attack, Volley generates four save and four missile results.
Magic: Counts as four spell points.
Sleep: During a melee attack, target one unit in an opponent’s army at this terrain. The target unit is asleep and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn.
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