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HUMAN UNITS

UNIT

COST

TRAINING TIME

ATTACK/DEFENSE RATING MOVE

REQUIRES

FEATURES
PIKEMAN  PMN 8 / 4

1

5 / 5 2

Barracks

+1 bonus vs. mounted troops.
TRIBESMAN  TRB 8 / 4 1 5 / 5 2 Barracks (Jungle Only) +2 bonus when fighting in jungles and forests.
HEAVY FOOTMAN  HVF 14 / 7 2 8 / 8 2 Barracks w/ Blacksmith +1 bonus vs. mounted troops.
NOMAD  NMD 14 / 7 2 6 / 6 3 Stables w/ Blacksmith (Barrens Only) Pursuit
ARCHER ARC 10 / 5 1 7 / 7 2 Boyer & Fletcher Guild Ranged Attack
LONGBOWMAN LBW 16 / 8 2 10 / 10 2 Boyer & Fletcher Guild w/ Blacksmith Ranged Attack
LIGHT HORSEMAN LTH 12 / 6 1 7 / 7 3 Stables Pursuit
HEAVY CALVARY HCY 18 / 9 2 9 / 9 3 Stables w/ Blacksmith Pursuit
KNIGHT KGT 24 / 12 2 11 / 11 3 Stables w/ Blacksmith, Academy and Keep Pursuit; Fearless
HORSE ARCHER HAC 30 / 15 2 10 / 10 3   Stables  w/  Blacksmith (Bakluni Only) Ranged Attack; Pursuit; Fearless
BERZERKER BZK 26 / 13 2 8 +1 +1 (04) / 8 +1 +1 (04) 2 Barracks w/ Blacksmith and Academy Fearless; Berzerk Ability
BARBARIAN BBN 24 / 12 2 9 / 9 2 Barracks w/ Blacksmith and Academy  Fearless
BARBARIAN BERZERKER BBZ 30 / 15 2 10 +1 +1 (05) / 10 +1 +1 (05) 2 Barracks w/ Blacksmith and Academy Fearless; Berzerk Ability 
DERVISH DER 28 / 14 2 10 / 8 2 Barracks w/ Blacksmith and Academy Fearless; Improved Attack
PALADIN PAL 32 / 16 3 13 / 13 3 Stables w/ Blacksmith, Academy, Keep and Church Fearless; Pursuit; Healing Ability

 

DEMIHUMAN UNITS

UNIT

COST

TRAINING TIME

ATTACK/DEFENSE RATING MOVE

REQUIRES

FEATURES
DWARVEN AXEMAN DAX 12 / 6 1 6 / 6 2 War Hall Fearless; +2 bonus when fighting in Hills or Mountains
DWARVEN GUARD DWG 18 / 9 2 8 / 8 2 War Hall w/ Dwarven Forge Fearless; +2 bonus when fighting in Hills or Mountains
HALFLING SLINGER HSL 12 / 6 1 8 / 7 2 Archery Range Ranged Attack; +1 bonus when fighting in Hills or Forests.
GNOMISH CROSSBOWMAN GXB 14 / 7 2 9 / 7 2 Archery Range w/ Dwarven Forge Ranged Attack; +1 Bunus when fighting in Hills or Forests
ELVEN HORSE EHS 16 / 8 1 8 / 8 3 Pastureland Pursuit
ELVEN WARHORSE EWH 30 / 15 2 12 / 12 2 Pastureland w/ Dwarven Forge, Loremaster's Study and Keep Pursuit; Fearless, +2 Bonus when fighting in Forests
ELVEN RANGER RNG 28 / 14 2 10 / 10 3 Archery Range w/ Dwarven Forge Ranged Attack; +2 Bonus when fighting in Forests
ELVEN LONGBOWMAN ELB 26 / 13 2 12 / 12 2 Archery Range w/ Dwarven Forge and Loremaster's Study Ranged Attack; +2 Bonus when fighting in Forests
GNOMISH DEMOLITION PLATOON GDP 34 / 17 2 7 / 7 2 Dwarven Forge, Loremaster's Study, Keep, and War Hall Reduces a defensive structure's bonus by 5% (rounded down on defender's defense rating); 5% chance (cumulative per number of the GDP's in attacker's army) of destroying a defensive structure outright.
DWARVEN BATTLE THANE DBT 38 / 19 3 10 + 1 + 2 (05) / 10 + 1 + 2 (05) 2 War Hall w/ Dwarven Forge and Loremaster's Study Fearless; +2 Bonus when fighting in Hills or Mountains; Battle Rage Ability
MYSTIC WARDER MWR 40 / 20 3 9 / 9 4 War Hall with Dwarven Forge,  Loremaster's Study, and Druid's Circle +3 bonus when fighting in forests; Summon Treant Ability

 

GOBLINOID UNITS

UNIT

COST

TRAINING TIME

ATTACK/DEFENSE RATING MOVE

REQUIRES

FEATURES
GOBLIN SPEARMAN GSP 5 / 3 1 5 / 3 2 Proving Grounds +2 Bonus when fighting in Hills, Forests, or Mountains
HOBGOBLIN MARAUDER HMR 14 / 7 1 8 / 6 2 Proving Grounds w/ Orc Smelting Pits +2 Bonus when fighting in Hills, Forests, or Mountains
KOLBOLD SLINGER KSL 5 / 3 1 5 / 3 2 Proving Grounds Ranged Attack
ORC ARCHER OAR 12 / 6 1 8 / 6 2 Proving Grounds w/ Orc Smelting Pits Ranged Attack
WOLF RIDER WFR 14 / 7 2 9 / 6 3 Wolf Pens Fearless; Pursuit
WORG RIDER WGR 24 / 12 2 11 / 8 3 Wolf Pens w/ Orc Smelting Pits Fearless; Fearsome; Pursuit
OGRE WARMASTER OGW 34 / 17 3 12 / 9 2 Proving Grounds w/ Orc Smelting Pits and Hall of Secrets Fearless; Fearsome; Improved Attack
GOBLIN SUICIDE SQUAD GSQ 32 / 12 2 10 / 0 2 Proving Grounds w/ Orc Smelting Pits, Keep, and Hall of Secrets One time attack. If successful, the squad automatically destroys one opposing unit and themselves. If the attack is not successful, the squad is destroyed.
DEATH KNIGHT DKT 36 / 18 3 10 / 10 3 Proving Grounds w/ Orc Smelting Pits, Hall of Secrets, and Temple Fearless; Fearsome; Summon Shadow Demon; Magic Resistance

 

SPECIAL UNITS

UNIT

COST

TRAINING TIME

ATTACK/DEFENSE RATING MOVE

REQUIRES

FEATURES
MILITIA (all races) MIL 4 / 2 1 0 / 2 N/A None Defense Rating modifier dependent upon Loyalty Base
SKELETON SKN N/A N/A 8 / 8 2 Special Fearless
DRAGON DRG N/A N/A   16 / 16 * 2 Special Fearless; Fearsome; Breath Weapon; Magic Resistance
LIZARDMAN LZD Varies N/A 7 / 7 2 Special Fearless; +3 bonus when fighting in Swamps and Wastes
TROLL TRL N/A N/A 12 / 12 2 Special Fearsome; Fearless; Regenerate
SPIES SPY Varies Special N/A N/A Special Espionage within one Territory perTurn.
GOLEM GLM Per Spell Special 10 / 14 2 Spell Effect Fearless; Improved Defense; Magice Resistance
GIANT GNT N/A N/A 14 / 10 2 A lot of room Fearsome; Improved Attack
KRAKEN KRK N/A N/A 15 / 15 2 Water Fearsome; Fearless
ELEMENTAL ELM Per Spell Special   13 / 13 * 2 Spell Effect Fearsome; Fearless; Magic Resistance
SHADOW DEMON SDM Per Spell Special   8 / 8 * 2 Spell Effect Fearsome; Fearless; Magic Resistance
TREANT TNT One Turn N/A   6 / 10 * 2 N/A Fearsome; Improved Defense
* Participates in one combat only.

 

NAVAL UNITS

TROOP TYPE

COST

TRAINING TIME

ATTACK/DEFENSE RATING MOVE

REQUIRES

FEATURES
MERCHANT VESSEL MER 15 / None 1 None N/A Wharf Allows Sea Trade
LIGHT WARSHIP WSP 24 / 12 2 9 / 9 4 Wharf w/ Shipwright's Guild --
WARSHIP WAR 30 / 15 2 11 / 11 4 Wharf w/ Shipwright's Guild AND foundry --
HEAVY WARSHIP HWR 38 / 19 3 14 / 14 4 Wharf w/ Shipwright's Guild AND Foundry --
CORUSKIAN LONGBOAT CLB 24 / 12 2 4 / 4 4 Wharf (Barbarians only) Can transport up to 2 Troop Units
DRAGON SHIP DSP 44 / 22 3 16 / 16 4 Wharf w/ Shipwright's Guild, Foundry, AND Blacksmith (Hold of the Sea Princes, Sea Barons, and Lordship of the Isles only) Can transport up to 4 Troop Units
LIGHT TRANSPORT TRN 20 / 5 1 0 / 2 3 Wharf and Shipwright's Guild Can transport up to 6 Troop Units
HEAVY TRANSPORT HTN 30 / 5 1 0 / 4 3 Wharf and Shipwright's Guild Can transport up to 10 Troop Units



Special Features Descriptions:

  1. Fearless – this unit is immune to the “Fearsome ability of other units.  This unit will not break during combat, and does not suffer any negative penalties as a result of facing a “Fearsome” unit.  In addition, Fearless units improve an army’s chance at maintaining morale during combat.  Fearless units may choose to withdraw from a combat, and are not required to continue the fight.
  1. Fearsome – this unit inspires awe or terror in the hearts of their enemies.  When a Fearsome unit is the aggressor and engages in battle (but does not defend), it possesses an aura of near invincibility and opposing units may suffer negative effects to their defense rating.  The more Fearsome units engaged in battle, the greater the chance of breaking a defending army’s morale and scattering them to the four winds.  Fearsome units are not immune to other “Fearsome” units.
  1. Improved Attack Rating – this unit is much stronger on the offensive side of combat, but suffers slightly for its great ferocity in battle on the defensive side.
  1. Improved Defense Rating – this unit is much sturdier on the defensive side of battle, and focuses away from being an offensive weapon.
  1. Battle Rage/Berzerk Ability – this unit is pledged to battle, and will not stop until the battle is over and no one is left standing.  This is a tactical ability (discussed in more detail in the Combat section of the rules).  Units with this ability strike with great ferocity, and their attack rating improves as the combat continues into the fourth round.  The ability lasts until the end of the combat, even if the battle is not resolved when the turn ends.  Units with this ability become weaker on the following turn while they recover their depleted strength.  The number in parentheses represents the defense rating for that unit during the following turn.  These units do not break if they fail a morale check, but must remain fighting to the bitter end.
  1. Pursuit – only mounted units possess this ability.  This is a tactical ability (discussed in more detail in the Combat section of the rules).  Mounted units may pursue retreating enemy units in the fourth round of combat.
  1. Regenerate – a unit with this feature automatically improves from Depleted to Regular status if it survived a combat on the previous turn.
  1. Healing – this is a non-combat ability whereby the unit chooses to heal either itself or another unit in the same territory.  The unit healed improves from Depleted to Regular status if it survived the combat.  The unit using this ability cannot attack in the same turn after “Healing” another unit, but it can still defend itself during that same turn.  In addition, the army cannot “Move” during this Healing phase.
  1. Summon – a unit with this feature chooses to Summon a creature or being from   the surrounding countryside or another plane of existence to do battle against their enemies.  The summoned creature appears in the following combat round and will fight or defend the territory for that turn.  The unit using this ability cannot fight nor defend during the combat round in which it is used as the incredible amount of energy and concentration required for the summoning is great indeed!  The number of creatures brought into play by this ability does not count towards the maximum number of units that can be created in a territory (see below) in a given turn.

 

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