Units Database

Ruler Units

Archmage

Classical - Melee or Ranged
HP: 8
Morale: 4
Damage: 3
Retal: 1
Range: 1
Speed: 3
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Conqueror

Classical - Melee or Cavalry
HP: 12
Morale: 4
Damage: 3
Retal: 2
Range: 1
Speed: 3
Armor: 1
Subjugate

Rather than making an attack, this unit may empower itself. Doing so causes the target of their next attack to lose a level of morale if they arer damaged. If this were to cause the unit to flee, this affects the next attack as well.

Populist

Classical - Melee or Cavalry
HP: 10
Morale: 4
Damage: 2
Retal: 0
Range: 1
Speed: 3
Armor: 0
Rousing Speech

After a successful attack, this unit may designate a unit within range. The chosen unit regains half of their maximum morale, rounded up

Religious Leader

Classical - Melee or Ranged
HP: 10
Morale: 4
Damage: 2
Retal: 0
Range: 1
Speed: 3
Armor: 0
Divine Prayer

Rather than making an attack, this unit may designate a unit within range. The chosen unit regains a quarter of their max HP, rounded up, to a maximum of 3 HP.

Steward

Classical - Melee or Cavalry
HP: 10
Morale: 4
Damage: 2
Retal: 1
Range: 1
Speed: 3
Armor: 1
Guiding Hand

Rather than making an attack, this unit may designate a unit within range, including itself. The chosen unit may re-roll one attack or defense roll before the end of their next turn.

Ancient

Land

Ameru Marines

Ancient - Melee
Prerequisites:Ancient Workshop, Unknown Nation
HP: 6
Morale: 3
Damage: 4
Retal: 2
Range: 1
Speed: 3
Armor: 1
Marine

When attempting to enter a water hex on the world map. Rather than attacking, this unit may gain the "Agile Naval" trait, only ending if they enter land terrain. While naval, this unit can join land battles normally. While they have the trait, this unit is destroyed if a hostile unit enters their hex.

Civilian

Ancient - Melee
HP: 5
Morale: 2
Damage: 1
Retal: 1
Range: 1
Speed: 2
Armor: 0
Drafted

If an army consists of only Civilians, all civilians instead start with 1 Morale.

Elite Infantry

Ancient - Melee
Prerequisites:Ancient Forge
HP: 7
Morale: 4
Damage: 4
Retal: 2
Range: 1
Speed: 2
Armor: 1
Limited

Only one of this unit may exist on a side at a time.

Pride of the Army

Land units adjacent to this unit cannot lose Morale.

Fire Shaman

Ancient - Ranged
Prerequisites:Ancient Magic Site, Allied to Khanya
HP: 5
Morale: 2
Damage: 2
Retal: 0
Range: 1
Speed: 3
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Blazing Barage

After successfully damaging an enemy unit, this unit also deals 1 damage to up to two random enemy units adjacent to their target, ignoring armor.

Heavy Archers

Ancient - Ranged
Prerequisites:Ancient Workshop
HP: 7
Morale: 3
Damage: 2
Retal: 0
Range: 1
Speed: 2
Armor: 1
Barrage

This unit increases its damage by 1 when attacking units it successfully damaged during its last turn.

Heavy Cavalry

Ancient - Cavalry
Prerequisites:Ancient Ranch
HP: 9
Morale: 3
Damage: 2
Retal: 1
Range: 1
Speed: 3
Armor: 0
Charge

Increase this units damage by 1 for every friendly unit currently engaged with the unit it is attacking; to a maximum of twice their base damage.

Heavy Infantry

Ancient - Melee
Prerequisites:Ancient Workshop, Riveted Armor
HP: 8
Morale: 3
Damage: 2
Retal: 2
Range: 1
Speed: 2
Armor: 1
Shield Wall

Rather than moving, this unit may choose to increase its armor and retaliation damage by one. This lasts until the start of its next turn. Additionally and rather than making an attack, they can extend this bonus to an adjacent ally. This does not stack.

Unwieldy

If this unit has made an an attack during its turn, decrease its remaining speed by half, rounded up.

Light Archers

Ancient - Ranged
Prerequisites:Ancient Workshop
HP: 6
Morale: 2
Damage: 2
Retal: 0
Range: 1
Speed: 3
Armor: 0
Aim

Rather than moving, this unit may increase the maximum range of its next attack by 1. This does not stack with itself.

Light Cavalry

Ancient - Cavalry
Prerequisites:Ancient Ranch
HP: 7
Morale: 3
Damage: 2
Retal: 0
Range: 1
Speed: 4
Armor: 0
Gallop

Once per turn, this unit may end one engagement without penalty.

Light Infantry

Ancient - Melee
Prerequisites:Ancient Workshop, Military Wages
HP: 7
Morale: 3
Damage: 3
Retal: 2
Range: 1
Speed: 2
Armor: 0
March

During the first turn of a battle, increase this unit's speed by half, rounded up.

Missile Ship

Ancient - Ranged
Prerequisites:Ancient Dock
HP: 4
Morale: 2
Damage: 2
Retal: 0
Range: 1-2
Speed: 3
Armor: 1
Simple Naval

This unit is able to travel on shallow water hexes, but not on any other terrain.

Naval Focus

This unit decreases its damage by 1 against units without a Naval trait.

Oakling

Ancient - Melee
Prerequisites:Ancient Magic Site
HP: 5
Morale: 3
Damage: 1
Retal: 1
Range: 1
Speed: 2
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Nature Spirit

Forest, Dense Forest and Marsh terrain has a speed cost of 1 for this unit.

Nature's Defenses

While within Forest, Dense Forest, or Marsh terrain, this unit has it's armor and retaliation damage increased by 2.

Pheuxthae Hound

Ancient - Melee
Prerequisites:Ancient Ranch, Allied to Lokhim Remnant
HP: 10
Morale: 3
Damage: 2
Retal: 1
Range: 1
Speed: 3
Armor: 1
Comforting

Rather than making an attack, any unit adjacent to this unit may increase their morale by one.

Unrelenting

Even if a hostile unit chooses to withdraw from this unit, they are still dealt a quarter of this unit's damage, rounded up. If this were to kill a unit, it does not occur.

Antsy

If this unit goes a turn without moving its full speed, it loses a morale.

Ravager

Ancient - Melee
Prerequisites:Ancient Magic Site
HP: 10
Morale: 4
Damage: 2
Retal: 0
Range: 1
Speed: 3
Armor: 1
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Vicious

Any time this unit successfully damages an enemy unit on an attack, it increases it's damage by 1, resetting after each war session.

Unstable

Any time this unit loses morale, it also loses a quarter of its current HP, rounded down.

Reman Longbowbird

Ancient - Ranged
Prerequisites:Ancient Workshop
HP: 7
Morale: 3
Damage: 2
Retal: 0
Range: 2-1
Speed: 2
Armor: 1
Reman Pride

Each time this unit successfully damages a unit, its owner regains 2 War Support; to a maximum of 10 a war session from this ability

Armor Piercing

Attacks made by this unit ignore half the defender's armor, rounded up.

Vortex

Ancient - Ranged
Prerequisites:Ancient Magic Site
HP: 3
Morale: 2
Damage: 2
Retal: 0
Range: 1
Speed: 4
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Flight

All terrain has its speed cost reduced by 1 for this unit.

Gust

When attacking with this unit, if the attack roll exceeds the defenders by three or more, the defending unit is knocked one hex in the opposite direction of the attack. This automatically breaks any engagements the unit is in, without resulting in any retaliation damage.

Wyrm

Ancient - Melee
Prerequisites:Ancient Magic Site
HP: 7
Morale: 3
Damage: 3
Retal: 0
Range: 1
Speed: 3
Armor: 3
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Feral

Any time this unit loses morale, if possible, they will immediately make an attack on an adjacent ally. If no ally is nearby, they will lose an additional morale.

Support

Battering Ram

Ancient - Support
Prerequisites:Ancient Forge
HP: -
Morale: -
Damage: -
Retal: -
Range: -
Speed: 0
Armor: -
Destroy Wall

Rather than making an attack, units attached to this unit may instead destroy an adjacent Wall hex, which instead becomes an Urban hex for the duration of the battle.

Siege

This unit may be recruited at the start of a battle with capture points by paying twice their base recruitment cost. Units created in this way still adhere to unit capacity rules.

Armored Support

Units attached to this unit increase their armor by 1 when defending against ranged attacks.

Beacon

Beacon
Ancient - Support
Prerequisites:Ancient Magic Site
HP: -
Morale: -
Damage: 1
Retal: -
Range: 1-3
Speed: 0
Armor: -
Empowering Support

Units attached to this unit gain the Magical special trait.

Weapon

Rather than making an attack or moving, unit's attached to this unit may substitute their range and damage with it's range and damage; counting as a ranged attack.

Siege Weapon

Ancient - Support
Prerequisites:Ancient Forge
HP: -
Morale: -
Damage: 2
Retal: -
Range: 1-2
Speed: 0
Armor: -
Weapon

Rather than making an attack or moving, unit's attached to this unit may substitute their range and damage with it's range and damage; counting as a ranged attack.

Siege

This unit may be recruited at the start of a battle with capture points by paying twice their base recruitment cost. Units created in this way still adhere to unit capacity rules.

Armor Piercing Support

Attacks made with this unit's range and damage ignore half of the defender's armor, rounded down, and ignore the defensive bonuses from Urban or Wall hexes.

Naval

Boarding Ship

Ancient - Melee
Prerequisites:Ancient Dock
HP: 6
Morale: 3
Damage: 2
Retal: 1
Range: 1
Speed: 3
Armor: 1
Agile Naval

This unit is able to travel on river & shallow water hexes, but not on any other terrain.

Raiding Ship

When this unit destroys another naval unit, the owner of this unit can choose to spend an amount of money equal to half the recruitment cost of the destroyed unit in order to instantly recruit it on the same hex, at half its maximum HP, rounded up. This unit disappears at the end of the war session.

Elite Warship

Ancient - Melee
Prerequisites:Ancient Dock
HP: 8
Morale: 3
Damage: 3
Retal: 1
Range: 1
Speed: 2
Armor: 1
Simple Naval

This unit is able to travel on shallow water hexes, but not on any other terrain.

Devastating

Units damaged by this unit always lose a Morale.

Pride of the Army

Land units adjacent to this unit cannot lose Morale.

Transport Ship

Ancient - Transport
Prerequisites:Ancient Dock
HP: 6
Morale: -
Damage: 1
Retal: 1
Range: 1
Speed: 2
Armor: 0
No special abilities.

Classical

Land

Arkhonic Gryphon

Classical - Melee
Prerequisites:Unknown Artifact
HP: 8
Morale: 3
Damage: 3
Retal: 2
Range: 1
Speed: 3
Armor: 1
Flight

All terrain has its speed cost reduced by 1 for this unit.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Empowered Summon

When this unit is summoned, the summoner may increase its HP, speed, or morale by one for every "Summoning Cost" paid. Each stat may only be increased to a maximum of its base value.

Atronach

Classical - Ranged
Prerequisites:Classical Magic Site
HP: 9
Morale: 4
Damage: 1
Retal: 3
Range: 1
Speed: 3
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Commanding Presence

All units adjacent to this unit increase their attack and defense bonus by +1. Additionally, rather than attacking, this unit may double this bonus until the start of its next turn. This does not stack.

Wise

All ruler units gain a +1 bonus to spells cast during a war session, per unit of theirs with this special ability. Up to a maximum of +4.

Auxiliary

Classical - Melee
Prerequisites:City Defense
HP: 5
Morale: 2
Damage: 2
Retal: 2
Range: 1
Speed: 2
Armor: 0
Thrown Weapon

Rather than moving, this unit may choose to increase the range of its next attack by 1, and decrease the damage by the same amount. This attack counts as ranged for the purposes of engagement.

Auxillary Force

If the recruitment cost may be met, this unit may be recruited at the start of a defensive battle with capture points, before any turns are taken. Units recruited in this way do not take up recruitment slots, but disappear at the end of the battle. Double the recruitment cost of this unit each time this ability is used.

Cavalry Archer

Classical - Ranged, Cavalry
Prerequisites:Classical Ranch, Frame Saddles
HP: 7
Morale: 3
Damage: 3
Retal: 0
Range: 1
Speed: 3
Armor: 0
Skirmish

When this unit successfully damages another unit with an attack, increase its speed by 1 for every HP the defender lost from the attack; to a maximum of twice its base amount.

Chariot

Classical - Cavalry
Prerequisites:Classical Ranch, Draught Armor
HP: 9
Morale: 3
Damage: 2
Retal: 2
Range: 1
Speed: 4
Armor: 0
Sharp Wheels

When this unit leaves a hex adjacent to a hostile unit, they may choose to deal their retaliation damage to that unit. This may occur once per turn.

Thrown Weapon

Rather than moving, this unit may choose to increase the range of its next attack by 1, and decrease the damage by the same amount. This attack counts as ranged for the purposes of engagement.

Citadel Crab

Classical - Melee
Prerequisites:Classical Workshop, The Revenants
HP: 10
Morale: 4
Damage: 0
Retal: 5
Range: 1
Speed: 1
Armor: 2
Viciously Vengeful

Melee units that damage adjacent allied units, or units attached to this unit, suffer damage equal to this unit's retaliation damage.

Crenellated Carapace

By moving onto their hex, one allied unit can attach itself to this unit. While attached, melee units gain 1 armor, and ranged units gain 1 range. If this unit dies, flees or is otherwise removed from the battle, the attached unit loses a half their current HP, rounded down.

Terrible Temper

When this unit loses a morale, reduce it's armor by 1, to a minimum of 0.

Limited

Only one of this unit may exist on a side at a time.

Civilian

Classical - Melee
Prerequisites:City Defense
HP: 5
Morale: 2
Damage: 1
Retal: 2
Range: 1
Speed: 2
Armor: 0
Drafted

If an army consists of only Civilians, all civilians instead start with 1 Morale.

Drake

Classical - Cavalry
Prerequisites:Classical Magic Site, Summoning Circles
HP: 10
Morale: 3
Damage: 3
Retal: 2
Range: 1
Speed: 4
Armor: 1
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Flight

All terrain has its speed cost reduced by 1 for this unit.

Bombardment

After successfully damaging an enemy unit, this unit also deals 1 damage to all units adjacent to their target, ignoring armor.

Elite Infantry

Classical - Melee
Prerequisites:Classical Forge, Riveted Armor
HP: 9
Morale: 4
Damage: 5
Retal: 2
Range: 1
Speed: 2
Armor: 1
Pride of the Army

Land units adjacent to this unit cannot lose Morale.

Limited

Only one of this unit may exist on a side at a time.

Extraplanar Bastion

Classical - Melee
Prerequisites:Summon Extraplanar
HP: 10
Morale: -
Damage: 1
Retal: 3
Range: 1
Speed: 2
Armor: 1
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Protective Aura

All allied units adjacent to this unit gain 1 armor, and gain the Magical special trait. This effect does not stack.

Extraplanar Magi

Classical - Ranged
Prerequisites:Summon Extraplanar
HP: 6
Morale: -
Damage: 3
Retal: 0
Range: 1-2
Speed: 3
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Aim

Rather than moving, this unit may increase the maximum range of its next attack by 1. This does not stack with itself.

Extraplanar Scouts

Classical - Cavalry
Prerequisites:Summon Extraplanar
HP: 4
Morale: -
Damage: 3
Retal: 1
Range: 1
Speed: 5
Armor: 1
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Flight

All terrain has its speed cost reduced by 1 for this unit.

Golem Warrior

Classical - Melee
Prerequisites:Unknown Artifact
HP: 8
Morale: -
Damage: 2
Retal: 2
Range: 1
Speed: 1
Armor: 2
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Stalwart

When this unit would first be destroyed, it is instead reduced to 1 HP

Grey Wardens

Classical - Melee
Prerequisites:Grey Knights
HP: 10
Morale: 4
Damage: 4
Retal: 0
Range: 1
Speed: 2
Armor: 2
666 Tests

Nullifies all effects from Terrain including when attacking enemies, excluding Urban Terrain

Regiment of Renown

Only one of this Unit can exist at any one time in a region.

Void

Units successfully damaged by this unit lose a level of Morale, unless they also have this trait.

Heavy Cavalry

Classical - Cavalry
Prerequisites:Classical Ranch, Draught Armor
HP: 10
Morale: 3
Damage: 3
Retal: 1
Range: 1
Speed: 4
Armor: 1
Charge

Increase this units damage by 1 for every friendly unit currently engaged with the unit it is attacking; to a maximum of twice their base damage.

Heavy Infantry

Classical - Melee
Prerequisites:Classical Workshop
HP: 10
Morale: 3
Damage: 2
Retal: 3
Range: 1
Speed: 2
Armor: 1
Shield Wall

Rather than moving, this unit may choose to increase its armor and retaliation damage by one. This lasts until the start of its next turn. Additionally and rather than making an attack, they can extend this bonus to an adjacent ally. This does not stack.

Unwieldy

If this unit has made an an attack during its turn, decrease its remaining speed by half, rounded up.

Imperial Arbalest

Classical - Ranged
Prerequisites:Empire, Classical Workshop, Allied to Lyroa
HP: 6
Morale: 4
Damage: 3
Retal: 1
Range: 2-4
Speed: 2
Armor: 2
Set Up

If this unit has not moved during its turn, it can end its turn to "set up". This unit cannot make attacks until it is "set up". If this unit moves while "set up" it ends that condition.

Bombard

This unit deals one additional damage to all units at its maximum range.

Imperial Cavalier

Classical - Cavalry
Prerequisites:Empire, Classical Ranch
HP: 10
Morale: 4
Damage: 2
Retal: 2
Range: 1
Speed: 4
Armor: 2
Charge

Increase this units damage by 1 for every friendly unit currently engaged with the unit it is attacking; to a maximum of twice their base damage.

Unstoppable

While moving in a straight line towards an enemy unit, all terrain has a speed cost of 1 for this unit.

Imperial Celestial

Classical - Ranged
Prerequisites:Empire, Classical Magic Site
HP: 6
Morale: 4
Damage: 3
Retal: 1
Range: 1
Speed: 4
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Perfect Flight

All terrain has a speed cost of 1 for this unit, and it can move over water terrain like it was land terrain.

Noble Sacrifice

Rather than making an attack, this unit may destroy itself to fully restore the HP of a single adjacent non-ruler unit.

Imperial Dunespike

Classical - Cavalry
Prerequisites:Empire, Classical Ranch, Allied to Qad’ashin
HP: 11
Morale: 4
Damage: 2
Retal: 1
Range: 1
Speed: 5
Armor: 1
Charge

Increase this units damage by 1 for every friendly unit currently engaged with the unit it is attacking; to a maximum of twice their base damage.

Pillager

This unit gains +2 Attack during battles with capture points, as the attacker.

Imperial Legionnaire

Classical - Melee
Prerequisites:Empire, Classical Workshop
HP: 10
Morale: 4
Damage: 3
Retal: 2
Range: 1
Speed: 3
Armor: 1
Imperial Pride

Fortifier

Rather than attacking, and during a battle, this unit may temporarily convert the hex it occupies into Urban terrain; this lasts until the end of the battle.

Imperial Marksman

Classical - Ranged
Prerequisites:Empire, Classical Workshop
HP: 8
Morale: 3
Damage: 3
Retal: 1
Range: 1-2
Speed: 4
Armor: 1
Barrage

This unit increases its damage by 1 when attacking units it successfully damaged during its last turn.

Imperial Aim

Rather than making an attack, this unit may double the maximum range of its next attack, to a maximum of twice its base amount. If this unit does not make an attack next turn, this effect goes away. This does not stack.

Imperial River Runner

Classical - Melee
Prerequisites:Empire, Classical Workshop, Allied to The Conclave
HP: 10
Morale: 4
Damage: 3
Retal: 3
Range: 1
Speed: 4
Armor: 1
River Running

This unit increases its speed by 1 when it starts its turn adjacent to or on a water hex.

Eager Raider

This unit increases its speed by 1 when it exits the same hex as a transport ship.

Imperial Tyranus

Classical - Melee
Prerequisites:Empire, Classical Magic Site
HP: 9
Morale: 3
Damage: 3
Retal: 2
Range: 1
Speed: 2
Armor: 2
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Consume

Rather than attacking, this unit may consume a friendly unit, destroying it, to regain half of its maximum HP, rounded up.

Imperial Vanguard

Classical - Melee
Prerequisites:Empire, Classical Workshop, Allied to Lokhim Remnant
HP: 8
Morale: 3
Damage: 5
Retal: 0
Range: 1
Speed: 3
Armor: 1
Brutality

Each time this unit successfully damages another unit during a battle, a random hostile unit adjacent to that unit loses a level of morale.

Breakthrough

When attacking with this unit, if the attack roll exceeds the defenders by three or more, the defending unit is moved one hex in the opposite direction of the attack, with this unit automatically moving into the hex the unit was in. This does not break the engagement, or use any of this unit's speed.

Imperial War Dancer

Classical - Melee
Prerequisites:Empire, Classical Workshop, Allied to The Crimson Accolade
HP: 9
Morale: 3
Damage: 0
Retal: 0
Range: 1
Speed: 4
Armor: 0
War Dance

This unit increases its damage and retaliation damage by 1 per morale it has, up to a maximum of five more than its base damage.

War Song

Rather than making an attack, this unit may choose to grant an adjacent unit +1 Attack and Defense, or -1 Attack and Defense. Double both modifiers if this unit is below a quarter of its maximum HP, rounded up.

Light Archers

Classical - Ranged
Prerequisites:Classical Workshop, Ramparts
HP: 6
Morale: 2
Damage: 3
Retal: 1
Range: 1
Speed: 3
Armor: 0
Aim

Rather than moving, this unit may increase the maximum range of its next attack by 1. This does not stack with itself.

Light Cavalry

Classical - Cavalry
Prerequisites:Classical Ranch, Frame Saddles
HP: 7
Morale: 3
Damage: 3
Retal: 1
Range: 1
Speed: 4
Armor: 0
Gallop

Once per turn, this unit may end one engagement without penalty.

Light Infantry

Classical - Melee
Prerequisites:
HP: 8
Morale: 3
Damage: 3
Retal: 2
Range: 1
Speed: 3
Armor: 0
March

During the first turn of a battle, increase this unit's speed by half, rounded up.

Orchal Cavalry

Classical - Cavalry
Prerequisites:Has Orchal pop
HP: 11
Morale: 3
Damage: 3
Retal: 1
Range: 1
Speed: 4
Armor: 1
Charge

Increase this units damage by 1 for every friendly unit currently engaged with the unit it is attacking; to a maximum of twice their base damage.

Devastation

When this unit damages another unit after moving a number of hexes equal to half its base speed, rounded up, the unit it damaged loses a level of morale; doubled if it moves a number of hexes equal to its speed, or greater.

You may not have morerr Orchal Cavalry recruited than you have Orchal pops

Phantom

Classical - Melee
Prerequisites:, Cosmology
HP: 4
Morale: 3
Damage: 2
Retal: 1
Range: 1
Speed: 4
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Phantasmal

This unit has a 50% chance to ignore all damage and effects.

Assassin

This unit gains +1 Attack when attacking a unit that is currently below their maximum HP, suffering a penalty of -2 Attack when attacking units that are not. The bonus is doubled when attacking a unit currently below half their maximum HP, rounded up.

Pulsar

Classical - Ranged
Prerequisites:Classical Magic Site, Summoning Circles
HP: 4
Morale: 3
Damage: 1
Retal: 3
Range: 1
Speed: 4
Armor: 0
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Bright Burn

Each time this unit is damaged by an adjacent unit, that unit takes one damage. Additionally, when this unit is destroyed, all adjacent units take damage equal to it's retaliation damage.

Unstable

Any time this unit loses morale, it also loses a quarter of its current HP, rounded down.

Salamandra Phoenix

Classical - Cavalry
Prerequisites:Salamandra Phoenix
HP: 8
Morale: 3
Damage: 3
Retal: 1
Range: 1
Speed: 3
Armor: 1
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Blazing Barage

After successfully damaging an enemy unit, this unit also deals 1 damage to up to two random enemy units adjacent to their target, ignoring armor.

Skirmisher

Classical - Melee
Prerequisites:Classical Hospital, Asymmetrical Warfare
HP: 7
Morale: 3
Damage: 3
Retal: 2
Range: 1
Speed: 3
Armor: 0
Quarrel

After successfully damaging a unit, this unit may choose to end the engagement without penalty, and move to an adjacent hex.

Sprinter

Rather than attacking, and before moving, this unit may choose to increase its speed by half, rounded up, for one turn.

Spearmen

Classical - Melee
Prerequisites:Classical Forge, Classical Workshop, Military Wages
HP: 7
Morale: 3
Damage: 2
Retal: 2
Range: 1
Speed: 2
Armor: 1
Anti-Cavalry

This unit increases its damage by 1 when attacking cavalry type units.

Brace

Rather than moving, this unit may increase its retaliation damage by 2. This lasts until either the start of its next turn, or it deals retaliation damage.

Thorn Wardens

Classical - Melee
Prerequisites:Classical Workshop, Allied to Vyssafia Coven
HP: 8
Morale: 3
Damage: 1
Retal: 2
Range: 1
Speed: 2
Armor: 1
Mystical Aura

All allied units adjacent to this unit gain +1 Attack, and +1 Armor. This effect does not stack.

Shield Wall

Rather than moving, this unit may choose to increase its armor and retaliation damage by one. This lasts until the start of its next turn. Additionally and rather than making an attack, they can extend this bonus to an adjacent ally. This does not stack.

Undead Army

Classical - Melee
HP: 5
Morale: -
Damage: 2
Retal: 2
Range: 1
Speed: 1
Armor: 4
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Undead

This unit reduces its armor by 1 each time it is damaged, resetting at the end of a war session.

Uqnia Guardian

Classical - Melee
Prerequisites:Unknown Artifact
HP: 10
Morale: -
Damage: 2
Retal: 3
Range: 1
Speed: 2
Armor: 2
Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Summoned

This unit cannot have its HP restored by any means, does not have morale, and disappears at the end of the war session in which it was summoned.

Support

Siege Weapon

Classical - Support
Prerequisites:Classical Workshop, Classical Forge, War Engineers
HP: -
Morale: -
Damage: 3
Retal: -
Range: 1-2
Speed: 0
Armor: -
Weapon

Rather than making an attack or moving, unit's attached to this unit may substitute their range and damage with it's range and damage; counting as a ranged attack.

Siege

This unit may be recruited at the start of a battle with capture points by paying twice their base recruitment cost. Units created in this way still adhere to unit capacity rules.

Armor Piercing Support

Attacks made with this unit's range and damage ignore half of the defender's armor, rounded down, and ignore the defensive bonuses from Urban or Wall hexes.

Tactician

Classical - Support
Prerequisites:Classical Library, Classical School, War Engineers
HP: -
Morale: -
Damage: -
Retal: -
Range: -
Speed: 3
Armor: -
Strategic Planner

The owner of this unit increases the amount of maneuvers they may select during this war session by one. Additionally, they also gain a +2 bonus to all contested checks due to maneuvers, and may re-roll one contested maneuver check a war session, taking the higher of the two. This trait does not stack.

Tactical Prowess

Units attached to this unit gain +1 Attack & Defense. Additionally, before any roll is made, this bonus may be doubled by sacrificing this unit.

Naval

Boarding Ship

Classical - Melee
Prerequisites:Classical Dock, Rig and Sail
HP: 8
Morale: 3
Damage: 2
Retal: 1
Range: 1
Speed: 4
Armor: 1
Agile Naval

This unit is able to travel on river & shallow water hexes, but not on any other terrain.

Raiding Ship

When this unit destroys another naval unit, the owner of this unit can choose to spend an amount of money equal to half the recruitment cost of the destroyed unit in order to instantly recruit it on the same hex, at half its maximum HP, rounded up. This unit disappears at the end of the war session.

Explosive Ship

Classical - Ranged
Prerequisites:Classical Dock, Naval Bombardment
HP: 3
Morale: 3
Damage: 1
Retal: 0
Range: 1
Speed: 4
Armor: 1
Agile Naval

This unit is able to travel on river & shallow water hexes, but not on any other terrain.

Detonate

After successfully attacking a unit, but instead of dealing damage, this unit may choose to destroy itself to deal damage equal to its current HP to the unit.

Missile Ship

Classical - Ranged
Prerequisites:Classical Dock, Rig and Sail
HP: 5
Morale: 3
Damage: 2
Retal: 0
Range: 1-2
Speed: 3
Armor: 1
Simple Naval

This unit is able to travel on shallow water hexes, but not on any other terrain.

Naval Focus

This unit decreases its damage by 1 against units without a Naval trait.

Scout Ship

Classical - Melee
Prerequisites:Classical Dock, Rig and Sail
HP: 4
Morale: 2
Damage: 1
Retal: 0
Range: 1
Speed: 4
Armor: 0
Agile Naval

This unit is able to travel on river & shallow water hexes, but not on any other terrain.

Streamlined

This unit increases its speed by half, rounded up, while at full HP.

Lookout

Allied units gain +1 Attack and Defense versus hostile naval units adjacent to this unit. Rather than attacking, this unit can double the range of this ability. This does not stack.

Siege Ship

Classical - Ranged
Prerequisites:Classical Dock, Naval Bombardment
HP: 5
Morale: 3
Damage: 3
Retal: 0
Range: 2-3
Speed: 2
Armor: 1
Simple Naval

This unit is able to travel on shallow water hexes, but not on any other terrain.

Battlefield Volley

At the start of land battles where they are within five hexes on the world map, their owner may choose to turn either one wall hex on the map into an urban hex, or two urban hexes into plains hexes.

Terrapin

Classical - Melee
Prerequisites:Classical Dock, Cosmology
HP: 6
Morale: 3
Damage: 1
Retal: 1
Range: 1
Speed: 1
Armor: 2
Simple Naval

This unit is able to travel on shallow water hexes, but not on any other terrain.

Magical

This unit ignores the armor of units it damages, unless they also have this trait.

Floating Fortress

All adjacent naval units increase their armor by 1. This does not stack, and does not work on units with this trait.

Transport Ship

Classical - Transport
Prerequisites:Classical Dock, Deep Hulls
HP: 7
Morale: -
Damage: 1
Retal: 1
Range: 1
Speed: 3
Armor: 0
Agile Naval

This unit is able to travel on river & shallow water hexes, but not on any other terrain.