Unit
|
Recruitment
|
General
|
Melee
|
Ranged
|
Defense
|
|
Tier unit
|
Cost (MP):
|
550 (550)
|
Turns:
|
1
|
Upkeep:
|
138
|
Weight:
|
Light
|
|
Health:
|
48 (48 per model)
|
Leadership:
|
54
|
Speed:
|
|
Melee Attack:
|
34
|
Melee Defence:
|
31
|
Charge Bonus:
|
12
|
|
Base Damage:
|
21
|
Armour-Piercing Damage:
|
6
|
Melee Interval:
|
4.3 s
|
Bonus vs. Buildings:
|
+1%
|
|
|
Shield:
|
55%
|
Armor: 15
|
(11.25% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
- Stalk: This unit can move hidden in any terrain.
|
Da Eight Peak Loonies (Night Goblin - Fanatics)
|
Tier unit
|
Cost (MP):
|
700 (700)
|
Turns:
|
1
|
Upkeep:
|
175
|
Weight:
|
Light
|
|
Health:
|
48 (48 per model)
|
Leadership:
|
100
|
Speed:
|
|
Melee Attack:
|
34
|
Melee Defence:
|
31
|
Charge Bonus:
|
12
|
|
Base Damage:
|
21
|
Armour-Piercing Damage:
|
6
|
Melee Interval:
|
4 s
|
Bonus vs. Buildings:
|
+1%
|
|
|
Shield:
|
55%
|
Armor: 15
|
(11.25% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Stalk: This unit can move hidden in any terrain.
- Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
|
|
Tier unit
|
Cost (MP):
|
1450 (1450)
|
Turns:
|
2
|
Upkeep:
|
362
|
Weight:
|
Heavy
|
|
Health:
|
127 (127 per model)
|
Leadership:
|
82
|
Speed:
|
|
Melee Attack:
|
45
|
Melee Defence:
|
34
|
Charge Bonus:
|
29
|
|
Base Damage:
|
14
|
Armour-Piercing Damage:
|
36
|
Melee Interval:
|
4.3 s
|
Melee Reach:
|
1
|
Bonus vs. Buildings:
|
+1.25%
|
|
|
Armor: 110
|
(81.59% reduction)
|
|
- Hide (forest): This unit can hide in forests until enemy units get too close.
- Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
|
|
Tier unit
|
Cost (MP):
|
600 (600)
|
Turns:
|
1
|
Upkeep:
|
150
|
Weight:
|
Light
|
|
Health:
|
46 (46 per model)
|
Leadership:
|
50
|
Speed:
|
|
Melee Attack:
|
20
|
Melee Defence:
|
27
|
Charge Bonus:
|
7
|
|
Base Damage:
|
21
|
Armour-Piercing Damage:
|
6
|
Melee Interval:
|
4 s
|
Bonus vs. Buildings:
|
+1%
|
|
Base Missile Damage:
|
10 (10 per volley)
|
Armour-Piercing Missile Damage:
|
1 (1 per volley)
|
Reload Time:
|
5.6 s
|
Ammunition:
|
24
|
Range:
|
115
|
|
Armor: 15
|
(11.25% reduction)
|
|
|
|
Tier unit
|
Cost (MP):
|
425 (425)
|
Turns:
|
1
|
Upkeep:
|
107
|
Weight:
|
Light
|
|
Health:
|
43 (43 per model)
|
Leadership:
|
54
|
Speed:
|
|
Melee Attack:
|
29
|
Melee Defence:
|
29
|
Charge Bonus:
|
18
|
|
Base Damage:
|
19
|
Armour-Piercing Damage:
|
5
|
Melee Interval:
|
4.5 s
|
Melee Reach:
|
1
|
Bonus vs. Buildings:
|
+0.5%
|
|
|
Shield:
|
30%
|
Armor: 25
|
(18.75% reduction)
|
|
- Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Tier unit
|
Cost (MP):
|
750 (750)
|
Turns:
|
1
|
Upkeep:
|
187
|
Weight:
|
Medium
|
|
Health:
|
82 (82 per model)
|
Leadership:
|
60
|
Speed:
|
|
Melee Attack:
|
32
|
Melee Defence:
|
26
|
Charge Bonus:
|
26
|
|
Base Damage:
|
8
|
Armour-Piercing Damage:
|
19
|
Melee Interval:
|
4 s
|
Bonus vs. Infantry:
|
10
|
Bonus vs. Buildings:
|
+1%
|
|
|
Armor: 25
|
(18.75% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Hide (forest): This unit can hide in forests until enemy units get too close.
- Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
|
|
Tier unit
|
Cost (MP):
|
625 (625)
|
Turns:
|
1
|
Upkeep:
|
156
|
Weight:
|
Light
|
|
Health:
|
41 (41 per model)
|
Leadership:
|
48
|
Speed:
|
|
Melee Attack:
|
20
|
Melee Defence:
|
19
|
Charge Bonus:
|
10
|
|
Weapon Strength:
|
24
|
Base Damage:
|
21
|
Armour-Piercing Damage:
|
3
|
Melee Interval:
|
4.3 s
|
Bonus vs. Buildings:
|
+1%
|
|
Base Missile Damage:
|
1 (1 per volley)
|
Armour-Piercing Missile Damage:
|
10 (10 per volley)
|
Reload Time:
|
5.6 s
|
Ammunition:
|
18
|
Range:
|
100
|
|
Armor: 25
|
(18.75% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Hide (forest): This unit can hide in forests until enemy units get too close.
- Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
- Fire Whilst Moving: This unit can fire while on the move.
|
|
Tier unit
|
Cost (MP):
|
625 (625)
|
Turns:
|
1
|
Upkeep:
|
156
|
Weight:
|
Medium
|
|
Health:
|
69 (69 per model)
|
Leadership:
|
54
|
Speed:
|
|
Melee Attack:
|
20
|
Melee Defence:
|
29
|
Charge Bonus:
|
14
|
|
Base Damage:
|
20
|
Armour-Piercing Damage:
|
6
|
Melee Interval:
|
4 s
|
Bonus vs. Buildings:
|
+1%
|
|
Base Missile Damage:
|
9 (9 per volley)
|
Armour-Piercing Missile Damage:
|
2 (2 per volley)
|
Reload Time:
|
5.6 s
|
Ammunition:
|
20
|
Range:
|
100
|
Poison!:
|
Yes
|
|
Armor: 45
|
(33.75% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Hide (forest): This unit can hide in forests until enemy units get too close.
- Strider: Speed and combat penalties caused by terrain are ignored by this unit.
- Fire Whilst Moving: This unit can fire while on the move.
- Stalk: This unit can move hidden in any terrain.
|
|
Tier unit
|
Cost (MP):
|
1300 (1300)
|
Turns:
|
2
|
Upkeep:
|
325
|
Weight:
|
Heavy
|
|
Health:
|
116 (116 per model)
|
Leadership:
|
78
|
Speed:
|
|
Melee Attack:
|
27
|
Melee Defence:
|
31
|
Charge Bonus:
|
50
|
|
Base Damage:
|
9
|
Armour-Piercing Damage:
|
23
|
Melee Interval:
|
5.1 s
|
Melee Reach:
|
1
|
Bonus vs. Large:
|
12
|
Bonus vs. Buildings:
|
+0.75%
|
|
|
Armor: 90
|
(67.5% reduction)
|
|
- Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Tier unit
|
Cost (MP):
|
750 (650)
|
Turns:
|
1
|
Upkeep:
|
187
|
Weight:
|
Heavy
|
|
Health:
|
748 (748 per model)
|
Leadership:
|
55
|
Speed:
|
|
Melee Attack:
|
22
|
Melee Defence:
|
27
|
Charge Bonus:
|
38
|
|
Base Damage:
|
18
|
Armour-Piercing Damage:
|
6
|
Melee Interval:
|
4 s
|
Melee Reach:
|
5
|
Bonus vs. Infantry:
|
12
|
Bonus vs. Buildings:
|
+1.25%
|
|
Base Missile Damage:
|
19 (19 per volley)
|
Armour-Piercing Missile Damage:
|
3 (3 per volley)
|
Reload Time:
|
4.2 s
|
Ammunition:
|
46
|
Range:
|
115
|
|
Armor: 45
|
(33.75% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Tier unit
|
Cost (MP):
|
800 (800)
|
Turns:
|
1
|
Upkeep:
|
200
|
Weight:
|
Heavy
|
|
Health:
|
45 (45 per model)
|
Leadership:
|
50
|
Speed:
|
|
Melee Attack:
|
14
|
Melee Defence:
|
9
|
Charge Bonus:
|
5
|
|
Weapon Strength:
|
24
|
Base Damage:
|
21
|
Armour-Piercing Damage:
|
3
|
Melee Interval:
|
4.3 s
|
Bonus vs. Buildings:
|
+1%
|
|
Base Missile Damage:
|
35 (Expression error: Unexpected * operator. per volley)
|
Armour-Piercing Missile Damage:
|
135 (Expression error: Unexpected * operator. per volley)
|
Explosive Damage:
|
30
|
Explosive Armour-Piercing Damage:
|
65
|
Reload Time:
|
12.6 s
|
Ammunition:
|
22
|
Range:
|
400
|
|
Armor: 15
|
(11.25% reduction)
|
|
- Cannot Run: This unit cannot run and will only move at walking pace.
|
|
Tier unit
|
Cost (MP):
|
2400 (2400)
|
Turns:
|
3
|
Upkeep:
|
600
|
Weight:
|
Very Heavy
|
Size:
|
1
|
|
Health:
|
10029 (10029 per model)
|
Leadership:
|
75
|
Speed:
|
57
|
Melee Attack:
|
70
|
Melee Defence:
|
38
|
Charge Bonus:
|
40
|
|
Weapon Strength:
|
420
|
Base Damage:
|
110
|
Armour-Piercing Damage:
|
310
|
Melee Interval:
|
3.2 s
|
Melee Reach:
|
10
|
Bonus vs. Large:
|
20
|
Bonus vs. Buildings:
|
+1.25%
|
Poison!:
|
Yes
|
|
Base Missile Damage:
|
19 (19 per volley)
|
Armour-Piercing Missile Damage:
|
5 (5 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Reload Time:
|
5 s
|
Range:
|
100
|
|
Armor: 150
|
(95.83% reduction)
|
|
- Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that have terror are immune to terror and fear themselves.
- Strider: Speed and combat penalties caused by terrain are ignored by this unit.
|
|