Unit
|
Category
|
Recruitment
|
General
|
Melee
|
Ranged
|
Shield
|
Armor
|
Traits
|
|
Melee infantry
|
Tier unit
|
Cost (MP):
|
0 (900)
|
Turns:
|
1
|
Upkeep:
|
225
|
Weight:
|
Heavy
|
Size:
|
100
|
|
Health:
|
115 (115 per model)
|
Leadership:
|
75
|
Speed:
|
31
|
Melee Attack:
|
29
|
Melee Defence:
|
34
|
Charge Bonus:
|
16
|
|
Weapon Strength:
|
52
|
Base Damage:
|
34
|
Armour-Piercing Damage:
|
18
|
Melee Interval:
|
3.7 s
|
Melee Reach:
|
2
|
Bonus vs. Buildings:
|
+0.75%
|
|
|
Shield:
|
35%
|
|
Armor: 60
|
(45% reduction)
|
|
- 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 unit
|
Cost (MP):
|
0 (900)
|
Turns:
|
1
|
Upkeep:
|
225
|
Weight:
|
Heavy
|
Size:
|
100
|
|
Health:
|
115 (115 per model)
|
Leadership:
|
75
|
Speed:
|
31
|
Melee Attack:
|
24
|
Melee Defence:
|
38
|
Charge Bonus:
|
10
|
|
Weapon Strength:
|
42
|
Base Damage:
|
29
|
Armour-Piercing Damage:
|
13
|
Melee Interval:
|
4.1 s
|
Melee Reach:
|
2
|
Bonus vs. Large:
|
16
|
Bonus vs. Buildings:
|
+0.5%
|
|
|
Shield:
|
35%
|
|
Armor: 60
|
(45% reduction)
|
|
- 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 unit
|
Cost (MP):
|
0 (1300)
|
Turns:
|
2
|
Upkeep:
|
325
|
Weight:
|
Heavy
|
Size:
|
100
|
|
Health:
|
120 (120 per model)
|
Leadership:
|
85
|
Speed:
|
31
|
Melee Attack:
|
31
|
Melee Defence:
|
38
|
Charge Bonus:
|
28
|
|
Weapon Strength:
|
42
|
Base Damage:
|
29
|
Armour-Piercing Damage:
|
13
|
Melee Interval:
|
4 s
|
Melee Reach:
|
2
|
Bonus vs. Large:
|
16
|
Bonus vs. Buildings:
|
+0.5%
|
|
|
|
Armor: 85
|
(63.75% reduction)
|
|
- 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 unit
|
Cost (MP):
|
0 (500)
|
Turns:
|
1
|
Upkeep:
|
125
|
Weight:
|
Heavy
|
Size:
|
120
|
|
Health:
|
58 (58 per model)
|
Leadership:
|
50
|
Speed:
|
48
|
Melee Attack:
|
16
|
Melee Defence:
|
14
|
Charge Bonus:
|
8
|
|
Weapon Strength:
|
25
|
Base Damage:
|
20
|
Armour-Piercing Damage:
|
5
|
Melee Interval:
|
4.3 s
|
Melee Reach:
|
1
|
Bonus vs. Buildings:
|
+0.75%
|
|
Missile Strength:
|
13
|
Base Missile Damage:
|
6 (6 per volley)
|
Armour-Piercing Missile Damage:
|
2 (2 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Bonus vs. Buildings:
|
+0.25%
|
Reload Time:
|
6 s
|
Ammunition:
|
26
|
Range:
|
70
|
Poison!:
|
Yes
|
|
|
Armor: 30
|
(22.5% 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.
- Fire Whilst Moving: This unit can fire while on the move.
|
|
Missile infantry
|
Tier unit
|
Cost (MP):
|
0 (700)
|
Turns:
|
1
|
Upkeep:
|
175
|
Weight:
|
Heavy
|
Size:
|
90
|
|
Health:
|
65 (65 per model)
|
Leadership:
|
58
|
Speed:
|
48
|
Melee Attack:
|
20
|
Melee Defence:
|
22
|
Charge Bonus:
|
20
|
|
Weapon Strength:
|
25
|
Base Damage:
|
20
|
Armour-Piercing Damage:
|
5
|
Melee Interval:
|
4.3 s
|
Melee Reach:
|
1
|
Bonus vs. Buildings:
|
+0.75%
|
Poison!:
|
Yes
|
|
Missile Strength:
|
20
|
Base Missile Damage:
|
9 (9 per volley)
|
Armour-Piercing Missile Damage:
|
3 (3 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Bonus vs. Buildings:
|
+0.25%
|
Reload Time:
|
6 s
|
Ammunition:
|
26
|
Range:
|
80
|
Poison!:
|
Yes
|
|
Shield:
|
30%
|
|
Armor: 30
|
(22.5% reduction)
|
|
- Vanguard Deployment: This unit can deploy outside the deployment zone.
- Fire Whilst Moving: This unit can fire while on the move.
- Stalk: This unit can move hidden in any terrain.
|
|
Melee cavalry
|
Tier unit
|
Cost (MP):
|
0 (1100)
|
Turns:
|
2
|
Upkeep:
|
275
|
Weight:
|
Heavy
|
Size:
|
48
|
|
Health:
|
153 (153 per model)
|
Leadership:
|
75
|
Speed:
|
80
|
Melee Attack:
|
26
|
Melee Defence:
|
28
|
Charge Bonus:
|
32
|
|
Weapon Strength:
|
48
|
Base Damage:
|
14
|
Armour-Piercing Damage:
|
34
|
Melee Interval:
|
4.2 s
|
Melee Reach:
|
2
|
Bonus vs. Large:
|
14
|
Bonus vs. Buildings:
|
+0.5%
|
|
|
Shield:
|
30%
|
|
Armor: 90
|
(67.5% 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.
- Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Melee cavalry
|
Tier unit
|
Cost (MP):
|
0 (1600)
|
Turns:
|
2
|
Upkeep:
|
400
|
Weight:
|
Heavy
|
Size:
|
48
|
|
Health:
|
176 (176 per model)
|
Leadership:
|
85
|
Speed:
|
78
|
Melee Attack:
|
45
|
Melee Defence:
|
31
|
Charge Bonus:
|
43
|
|
Weapon Strength:
|
60
|
Base Damage:
|
19
|
Armour-Piercing Damage:
|
41
|
Melee Interval:
|
4.5 s
|
Melee Reach:
|
2
|
Bonus vs. Buildings:
|
+1%
|
|
|
|
Armor: 105
|
(78.51% 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.
- Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Flying missile cavalry
|
Tier unit
|
Cost (MP):
|
0 (850)
|
Turns:
|
1
|
Upkeep:
|
213
|
Weight:
|
Heavy
|
Size:
|
10
|
|
Health:
|
422 (422 per model)
|
Leadership:
|
55
|
Speed:
|
110
|
Melee Attack:
|
26
|
Melee Defence:
|
22
|
Charge Bonus:
|
16
|
|
Weapon Strength:
|
65
|
Base Damage:
|
52
|
Armour-Piercing Damage:
|
13
|
Melee Interval:
|
4 s
|
Melee Reach:
|
2
|
Bonus vs. Buildings:
|
+1.25%
|
|
Missile Strength:
|
66
|
Base Missile Damage:
|
11 (11 per volley)
|
Armour-Piercing Missile Damage:
|
4 (4 per volley)
|
Explosive Damage:
|
27
|
Explosive Armour-Piercing Damage:
|
11
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Bonus vs. Buildings:
|
+0.25%
|
Reload Time:
|
8 s
|
Ammunition:
|
22
|
Range:
|
80
|
Flaming Attacks:
|
Yes
|
|
|
Armor: 15
|
(11.25% 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.
- Fire Whilst Moving: This unit can fire while on the move.
|
|
Monstrous melee infantry
|
Tier unit
|
Cost (MP):
|
0 (1100)
|
Turns:
|
2
|
Upkeep:
|
275
|
Weight:
|
Heavy
|
Size:
|
16
|
|
Health:
|
574 (574 per model)
|
Leadership:
|
70
|
Speed:
|
46
|
Melee Attack:
|
30
|
Melee Defence:
|
32
|
Charge Bonus:
|
42
|
|
Weapon Strength:
|
100
|
Base Damage:
|
30
|
Armour-Piercing Damage:
|
70
|
Melee Interval:
|
3.8 s
|
Melee Reach:
|
2
|
Bonus vs. Infantry:
|
15
|
Bonus vs. Buildings:
|
+1.25%
|
|
|
|
Armor: 100
|
(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.
- Hide (forest): This unit can hide in forests until enemy units get too close.
|
|
Monster
|
Tier unit
|
Cost (MP):
|
0 (1650)
|
Turns:
|
2
|
Upkeep:
|
425
|
Weight:
|
Heavy
|
Size:
|
1
|
|
Health:
|
8268 (8268 per model)
|
Leadership:
|
60
|
Speed:
|
90
|
Melee Attack:
|
45
|
Melee Defence:
|
40
|
Charge Bonus:
|
50
|
|
Weapon Strength:
|
420
|
Base Damage:
|
105
|
Armour-Piercing Damage:
|
315
|
Melee Interval:
|
3.6 s
|
Melee Reach:
|
7
|
Bonus vs. Large:
|
35
|
|
|
|
Armor: 95
|
(71.25% 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.
- Rampage: A Rampaging unit is uncontrollable and will attack the nearest enemy unit.
When there are no enemy units nearby, a Rampaging unit will move around randomly instead.
|
|
Monster
|
Tier unit
|
Cost (MP):
|
0 (1500)
|
Turns:
|
2
|
Upkeep:
|
388
|
Weight:
|
Heavy
|
Size:
|
1
|
|
Health:
|
10586 (10586 per model)
|
Leadership:
|
65
|
Speed:
|
50
|
Melee Attack:
|
30
|
Melee Defence:
|
32
|
Charge Bonus:
|
70
|
|
Weapon Strength:
|
420
|
Base Damage:
|
120
|
Armour-Piercing Damage:
|
300
|
Melee Interval:
|
3.5 s
|
Melee Reach:
|
10
|
Bonus vs. Infantry:
|
18
|
|
Missile Strength:
|
333
|
Base Missile Damage:
|
100 (100 per volley)
|
Armour-Piercing Missile Damage:
|
300 (300 per volley)
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Bonus vs. Buildings:
|
+50%
|
Reload Time:
|
12 s
|
Ammunition:
|
22
|
Range:
|
360
|
Poison!:
|
Yes
|
|
|
Armor: 120
|
(86.67% 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.
- Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
|
|
Monster
|
Tier unit
|
Cost (MP):
|
0 (1200)
|
Turns:
|
2
|
Upkeep:
|
300
|
Weight:
|
Heavy
|
Size:
|
1
|
|
Health:
|
8715 (8715 per model)
|
Leadership:
|
65
|
Speed:
|
40
|
Melee Attack:
|
22
|
Melee Defence:
|
28
|
Charge Bonus:
|
34
|
Ammunition:
|
20
|
|
Weapon Strength:
|
250
|
Base Damage:
|
90
|
Armour-Piercing Damage:
|
160
|
Melee Interval:
|
3.7 s
|
Melee Reach:
|
9
|
Bonus vs. Infantry:
|
15
|
|
Missile Strength:
|
363
|
Base Missile Damage:
|
252 (252 per volley)
|
Armour-Piercing Missile Damage:
|
108 (108 per volley)
|
Explosive Damage:
|
154
|
Explosive Armour-Piercing Damage:
|
66
|
Number of Projectiles:
|
1
|
Shots per volley:
|
1
|
Bonus vs. Buildings:
|
+100%
|
Reload Time:
|
16 s
|
Range:
|
240
|
Magical Attacks:
|
Yes
|
Flaming Attacks:
|
Yes
|
Blinded!:
|
Yes
|
|
|
Armor: 140
|
(93.57% 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.
- Perfect Vigour: Even when performing the most fatiguing actions, this unit never loses vigour.
|