All Melee hits landed by this unit have a +(n) modifier when rolling to damage.
When this unit receives a Movement order, before doing anything else, roll a number of dice equal to the damage on the unit. For every result of (n) or higher, it immediately removes 1 damage previously suffered.
This unit can move over, and pivot while over, anything, as long as its entire move ends clear of any units or Blocking Terrain. It does not suffer Hindered Charges for moving over Difficult Terrain or Obstacles, unless it ends the move within or touching them. While Disordered, it cannot use Fly. If a unit with Fly has Nimble, then that is also lost while Disordered.
This unit can make a single extra pivot of up to 90 degrees during any Movement order except a Halt. When Disordered by a unit in Melee with Phalanx or Ensnare, it loses Nimble until the end of its following Turn.
This unit's Charge is not Hindered when charging through, or ending its Charge on, Difficult Terrain or Obstacles.
All Melee hits from this unit have a +(n) modifier when rolling to damage, in addition to any Crushing Strength. This bonus is lost when this unit is Disordered and is reduced by 1 when it is Hindered (to a minimum of 0).
RANGE: 18" || TARGETS: Enemy || MODIFIERS: - || EFFECT: For each hit landed, the target Enemy unit is 'pulled' 1" directly forward (front), sideways and towards the caster (flank), or backwards (rear) if the caster is in the target's arcs in brackets. The target stops 1" away from Enemy units or just out of contact with Blocking Terrain and Friendly units. A unit can only be Enthralled once per Turn. No effect on units with Speed 0.
Riverguard Dambusters/Dambuster Sentinel: This unit's Enthral spell only has a range of 12". While casting Enthral, in addition to moving the target, roll to damage for each hit scored.