Unit
|
Category
|
Recruitment
|
General
|
Melee
|
Ranged
|
Shield
|
Armor
|
Traits
|
|
Melee infantry
|
Tier III unit
|
Cost (MP):
|
0 (900)
|
Turns:
|
1
|
Upkeep:
|
200
|
Weight:
|
Heavy
|
Unit size:
|
100
|
|
Health:
|
107 (107 per model)
|
Leadership:
|
75
|
Melee Attack:
|
29
|
Melee Defence:
|
34
|
Charge Bonus:
|
16
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
34
|
Armour-Piercing Damage:
|
18
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
3.7 s
|
Melee Reach:
|
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
|
Tier III unit
|
Cost (MP):
|
0 (900)
|
Turns:
|
1
|
Upkeep:
|
200
|
Weight:
|
Heavy
|
Unit size:
|
100
|
|
Health:
|
107 (107 per model)
|
Leadership:
|
75
|
Melee Attack:
|
24
|
Melee Defence:
|
38
|
Charge Bonus:
|
10
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
29
|
Armour-Piercing Damage:
|
13
|
Bonus Mult. vs. Buildings:
|
0.75
|
Melee Interval:
|
4.1 s
|
Melee Reach:
|
2
|
Bonus vs. Large:
|
16
|
|
|
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
|
Tier IV unit
|
Cost (MP):
|
0 (1300)
|
Turns:
|
2
|
Upkeep:
|
300
|
Weight:
|
Heavy
|
Unit size:
|
100
|
|
Health:
|
112 (112 per model)
|
Leadership:
|
85
|
Melee Attack:
|
31
|
Melee Defence:
|
38
|
Charge Bonus:
|
28
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
13
|
Armour-Piercing Damage:
|
29
|
Bonus Mult. vs. Buildings:
|
0.75
|
Melee Interval:
|
4 s
|
Melee Reach:
|
2
|
Bonus vs. Large:
|
16
|
|
|
|
|
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
|
Tier II unit
|
Cost (MP):
|
0 (500)
|
Turns:
|
1
|
Upkeep:
|
100
|
Weight:
|
Heavy
|
Unit size:
|
120
|
|
Health:
|
50 (50 per model)
|
Leadership:
|
50
|
Melee Attack:
|
16
|
Melee Defence:
|
14
|
Charge Bonus:
|
8
|
|
|
Reload Time:
|
10
|
Fire Resistance:
|
0
|
Magic Resistance:
|
70
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
20
|
Armour-Piercing Damage:
|
5
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
4.3 s
|
Melee Reach:
|
1
|
|
Missile Damage:
|
6 (6 per volley)
|
Armour-Piercing Missile Damage:
|
2 (2 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Reload Time:
|
6
|
Range:
|
70
|
|
|
|
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
|
Tier III unit
|
Cost (MP):
|
0 (700)
|
Turns:
|
1
|
Upkeep:
|
163
|
Weight:
|
Heavy
|
Unit size:
|
90
|
|
Health:
|
57 (57 per model)
|
Leadership:
|
58
|
Melee Attack:
|
20
|
Melee Defence:
|
22
|
Charge Bonus:
|
20
|
|
|
Reload Time:
|
10
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
40
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
20
|
Armour-Piercing Damage:
|
5
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
4.3 s
|
Melee Reach:
|
1
|
|
Missile Damage:
|
9 (9 per volley)
|
Armour-Piercing Missile Damage:
|
3 (3 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Reload Time:
|
6
|
Range:
|
80
|
|
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
|
Tier IV unit
|
Cost (MP):
|
0 (1100)
|
Turns:
|
2
|
Upkeep:
|
250
|
Weight:
|
Heavy
|
Unit size:
|
48
|
|
Health:
|
137 (137 per model)
|
Leadership:
|
75
|
Melee Attack:
|
26
|
Melee Defence:
|
28
|
Charge Bonus:
|
32
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
14
|
Armour-Piercing Damage:
|
34
|
Bonus Mult. vs. Buildings:
|
0.75
|
Melee Interval:
|
4.2 s
|
Melee Reach:
|
2
|
Bonus vs. Large:
|
14
|
|
|
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
|
Tier IV unit
|
Cost (MP):
|
0 (1600)
|
Turns:
|
2
|
Upkeep:
|
187
|
Weight:
|
Heavy
|
Unit size:
|
48
|
|
Health:
|
160 (160 per model)
|
Leadership:
|
85
|
Melee Attack:
|
45
|
Melee Defence:
|
31
|
Charge Bonus:
|
43
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
19
|
Armour-Piercing Damage:
|
41
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
4.5 s
|
Melee Reach:
|
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
|
Tier III unit
|
Cost (MP):
|
0 (850)
|
Turns:
|
1
|
Upkeep:
|
187
|
Weight:
|
Heavy
|
Unit size:
|
10
|
|
Health:
|
406 (406 per model)
|
Leadership:
|
55
|
Melee Attack:
|
26
|
Melee Defence:
|
22
|
Charge Bonus:
|
16
|
|
|
Reload Time:
|
10
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
15
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
52
|
Armour-Piercing Damage:
|
13
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
4 s
|
Melee Reach:
|
2
|
|
Missile Damage:
|
11 (Expression error: Unexpected * operator. per volley)
|
Armour-Piercing Missile Damage:
|
4 (Expression error: Unexpected * operator. per volley)
|
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
|
Tier IV unit
|
Cost (MP):
|
0 (1100)
|
Turns:
|
2
|
Upkeep:
|
260
|
Weight:
|
Heavy
|
Unit size:
|
16
|
|
Health:
|
566 (566 per model)
|
Leadership:
|
70
|
Melee Attack:
|
26
|
Melee Defence:
|
26
|
Charge Bonus:
|
42
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
15
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
25
|
Armour-Piercing Damage:
|
70
|
Bonus vs. Infantry:
|
20
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
3.8 s
|
Melee Reach:
|
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
|
Tier IV unit
|
Cost (MP):
|
0 (1700)
|
Turns:
|
2
|
Upkeep:
|
400
|
Weight:
|
Heavy
|
Unit size:
|
1
|
|
Health:
|
8260 (8260 per model)
|
Leadership:
|
60
|
Melee Attack:
|
41
|
Melee Defence:
|
40
|
Charge Bonus:
|
50
|
|
|
Fire Resistance:
|
0
|
Magic Resistance:
|
50
|
Physical Resistance:
|
0
|
Missile Resistance:
|
15
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
105
|
Armour-Piercing Damage:
|
315
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
3.6 s
|
Melee Reach:
|
7
|
Bonus vs. Large:
|
35
|
|
|
|
|
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.
- - ! - 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
|
Tier IV unit
|
Cost (MP):
|
0 (1550)
|
Turns:
|
2
|
Upkeep:
|
388
|
Weight:
|
Heavy
|
Unit size:
|
5
|
|
Health:
|
10538 (10538 per model)
|
Leadership:
|
65
|
Melee Attack:
|
30
|
Melee Defence:
|
32
|
Charge Bonus:
|
70
|
|
|
Reload Time:
|
10
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
0
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
120
|
Armour-Piercing Damage:
|
300
|
Bonus vs. Infantry:
|
18
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
3.5 s
|
Melee Reach:
|
10
|
|
Missile Damage:
|
100 (100 per volley)
|
Armour-Piercing Missile Damage:
|
300 (300 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Reload Time:
|
12
|
Range:
|
360
|
|
|
|
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.
Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
|
|
Monster
|
Tier IV unit
|
Cost (MP):
|
0 (1200)
|
Turns:
|
2
|
Upkeep:
|
275
|
Weight:
|
Heavy
|
Unit size:
|
4
|
|
Health:
|
8675 (8675 per model)
|
Leadership:
|
65
|
Melee Attack:
|
22
|
Melee Defence:
|
28
|
Charge Bonus:
|
34
|
|
|
Reload Time:
|
10
|
Fire Resistance:
|
0
|
Magic Resistance:
|
0
|
Physical Resistance:
|
0
|
Missile Resistance:
|
15
|
Ward Save:
|
0
|
|
|
Weapon Damage:
|
90
|
Armour-Piercing Damage:
|
160
|
Bonus vs. Infantry:
|
15
|
Bonus Mult. vs. Buildings:
|
1.25
|
Melee Interval:
|
3.7 s
|
Melee Reach:
|
9
|
|
Missile Damage:
|
252 (252 per volley)
|
Armour-Piercing Missile Damage:
|
108 (108 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Reload Time:
|
16
|
Range:
|
240
|
Magical 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 have terror are immune to terror and fear themselves.
Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
|