Unit
|
Category
|
Recruitment
|
General
|
Melee
|
Ranged
|
Shield
|
Armor
|
Traits
|
|
Melee infantry
|
Cost (MP):
|
(800)
|
Turns:
|
1
|
Upkeep:
|
200
|
|
Health:
|
107
|
Leadership:
|
75
|
Speed:
|
|
Melee Attack:
|
28
|
Melee Defence:
|
34
|
Charge Bonus:
|
16
|
|
|
|
|
Weapon Damage:
|
34
|
Armour-Piercing Damage:
|
18
|
Melee Interval:
|
3.7 s
|
Range:
|
2
|
|
|
Shield:
|
35%
|
|
|
Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Melee infantry
|
Cost (MP):
|
(800)
|
Turns:
|
1
|
Upkeep:
|
200
|
|
Health:
|
107
|
Leadership:
|
75
|
Speed:
|
|
Melee Attack:
|
24
|
Melee Defence:
|
34
|
Charge Bonus:
|
10
|
|
|
|
|
Weapon Damage:
|
30
|
Armour-Piercing Damage:
|
12
|
Melee Interval:
|
4.1 s
|
Bonus vs. Large:
|
15
|
Range:
|
2
|
|
|
Shield:
|
35%
|
|
|
Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Melee infantry
|
Cost (MP):
|
(1200)
|
Turns:
|
1
|
Upkeep:
|
300
|
|
Health:
|
110
|
Leadership:
|
90
|
Speed:
|
|
Melee Attack:
|
32
|
Melee Defence:
|
38
|
Charge Bonus:
|
28
|
|
|
|
|
Weapon Damage:
|
13
|
Armour-Piercing Damage:
|
29
|
Melee Interval:
|
4 s
|
Bonus vs. Large:
|
16
|
Range:
|
2
|
|
|
|
|
Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Missile infantry
|
Cost (MP):
|
(400)
|
Turns:
|
1
|
Upkeep:
|
100
|
|
|
Weapon Damage:
|
20
|
Armour-Piercing Damage:
|
5
|
Melee Interval:
|
4.3 s
|
Range:
|
1
|
|
Missile Damage:
|
6
|
Armour-Piercing Missile Damage:
|
2
|
Reload Time:
|
5.4
|
Ammunition:
|
26
|
Range:
|
70
|
Poison Attacks:
|
Yes
|
|
|
|
Vanguard Deployment: This unit can deploy outside the deployment zone.
Hide (forest): This unit can hide in forests until enemy units get too close.
Fire Whilst Moving: This unit can fire when mounted and moving.
|
|
Missile infantry
|
Cost (MP):
|
(600)
|
Turns:
|
1
|
Upkeep:
|
150
|
|
Health:
|
57
|
Leadership:
|
58
|
Speed:
|
|
Melee Attack:
|
20
|
Melee Defence:
|
28
|
Charge Bonus:
|
20
|
|
Ammunition:
|
30
|
|
Missile Resistance:
|
40
|
|
|
Weapon Damage:
|
20
|
Armour-Piercing Damage:
|
5
|
Melee Interval:
|
4.3 s
|
Range:
|
1
|
|
Missile Damage:
|
9
|
Armour-Piercing Missile Damage:
|
3
|
Reload Time:
|
5.4
|
Ammunition:
|
26
|
Range:
|
80
|
Poison Attacks:
|
Yes
|
|
Shield:
|
30%
|
|
|
Vanguard Deployment: This unit can deploy outside the deployment zone.
Fire Whilst Moving: This unit can fire when mounted and moving.
Stalk: This unit can move hidden in any terrain.
|
|
Melee cavalry
|
Cost (MP):
|
(1000)
|
Turns:
|
2
|
Upkeep:
|
250
|
|
Health:
|
132
|
Leadership:
|
75
|
Speed:
|
|
Melee Attack:
|
20
|
Melee Defence:
|
26
|
Charge Bonus:
|
42
|
|
|
|
|
Weapon Damage:
|
14
|
Armour-Piercing Damage:
|
34
|
Melee Interval:
|
4.2 s
|
Bonus vs. Large:
|
14
|
Range:
|
2
|
|
|
Shield:
|
30%
|
|
|
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.
Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Melee cavalry
|
Cost (MP):
|
(1500)
|
Turns:
|
2
|
Upkeep:
|
187
|
|
Health:
|
142
|
Leadership:
|
85
|
Speed:
|
|
Melee Attack:
|
40
|
Melee Defence:
|
26
|
Charge Bonus:
|
54
|
|
|
|
|
Weapon Damage:
|
17
|
Armour-Piercing Damage:
|
35
|
Melee Interval:
|
4.5 s
|
Range:
|
2
|
|
|
|
|
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.
Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Flying missile cavalry
|
Cost (MP):
|
(750)
|
Turns:
|
1
|
Upkeep:
|
187
|
|
Health:
|
406
|
Leadership:
|
55
|
Speed:
|
|
Melee Attack:
|
26
|
Melee Defence:
|
22
|
Charge Bonus:
|
16
|
|
Ammunition:
|
22
|
|
Missile Resistance:
|
15
|
|
|
Weapon Damage:
|
52
|
Armour-Piercing Damage:
|
13
|
Melee Interval:
|
4 s
|
Range:
|
2
|
|
Missile Damage:
|
11
|
Armour-Piercing Missile Damage:
|
4
|
Explosive Damage:
|
27
|
Explosive Armour-Piercing Damage:
|
11
|
Reload Time:
|
7.2
|
Ammunition:
|
22
|
Range:
|
80
|
Flaming Attacks:
|
Yes
|
|
|
|
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.
Fire Whilst Moving: This unit can fire when mounted and moving.
|
|
Monstrous melee infantry
|
Cost (MP):
|
(1000)
|
Turns:
|
1
|
Upkeep:
|
250
|
|
Health:
|
552
|
Leadership:
|
70
|
Speed:
|
|
Melee Attack:
|
26
|
Melee Defence:
|
26
|
Charge Bonus:
|
42
|
|
|
|
|
Weapon Damage:
|
26
|
Armour-Piercing Damage:
|
68
|
Bonus vs. Infantry:
|
20
|
Melee Interval:
|
3.8 s
|
Range:
|
2
|
|
|
|
|
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.
Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Monster
|
Cost (MP):
|
(1600)
|
Turns:
|
1
|
Upkeep:
|
400
|
|
Health:
|
8790
|
Leadership:
|
60
|
Speed:
|
|
Melee Attack:
|
38
|
Melee Defence:
|
40
|
Charge Bonus:
|
58
|
|
|
Magic Resistance:
|
50
|
Missile Resistance:
|
15
|
|
|
Weapon Damage:
|
115
|
Armour-Piercing Damage:
|
350
|
Melee Interval:
|
3.6 s
|
Bonus vs. Large:
|
35
|
Range:
|
4
|
|
|
|
|
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 cause terror are immune to terror and fear themselves.
- - ! - Rampage: When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
|
|
Monster
|
Cost (MP):
|
(1500)
|
Turns:
|
1
|
Upkeep:
|
375
|
|
Health:
|
10538
|
Leadership:
|
65
|
Speed:
|
|
Melee Attack:
|
30
|
Melee Defence:
|
32
|
Charge Bonus:
|
70
|
|
Ammunition:
|
22
|
|
|
|
Weapon Damage:
|
120
|
Armour-Piercing Damage:
|
300
|
Bonus vs. Infantry:
|
18
|
Melee Interval:
|
3.5 s
|
Range:
|
3
|
|
Missile Damage:
|
100
|
Armour-Piercing Missile Damage:
|
300
|
Reload Time:
|
10.8
|
Ammunition:
|
22
|
Range:
|
360
|
Poison Attacks:
|
Yes
|
|
|
|
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 cause terror are immune to terror and fear themselves.
Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
|
|
Monster
|
Cost (MP):
|
(1100)
|
Turns:
|
1
|
Upkeep:
|
275
|
|
Health:
|
8675
|
Leadership:
|
65
|
Speed:
|
|
Melee Attack:
|
22
|
Melee Defence:
|
28
|
Charge Bonus:
|
34
|
|
Ammunition:
|
18
|
|
Missile Resistance:
|
15
|
|
|
Weapon Damage:
|
90
|
Armour-Piercing Damage:
|
160
|
Bonus vs. Infantry:
|
15
|
Melee Interval:
|
3.7 s
|
Range:
|
4
|
|
Missile Damage:
|
252
|
Armour-Piercing Missile Damage:
|
108
|
Explosive Damage:
|
154
|
Explosive Armour-Piercing Damage:
|
66
|
Reload Time:
|
14.4
|
Ammunition:
|
18
|
Range:
|
240
|
Magical Attacks:
|
Yes
|
Flaming Attacks:
|
Yes
|
|
|
|
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 cause terror are immune to terror and fear themselves.
Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
|