Units Database

Ruler Units

Archmage

Medieval - Ranged
HP: 8
Morale: 4
Damage: 4
Retal: 2
Range: 1-2
Speed: 3
Armor: 0
Magical

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

Conqueror

Medieval - Melee or Cavalry
HP: 12
Morale: 4
Damage: 4
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 are damaged. If this were to cause the unit to flee, this affects the next attack as well.

General

Medieval - Melee or Cavalry
HP: 9
Morale: 4
Damage: 2
Retal: 2
Range: 1
Speed: 4
Armor: 2
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.

Populist

Medieval - Melee or Cavalry
HP: 9
Morale: 4
Damage: 3
Retal: 2
Range: 1
Speed: 4
Armor: 1
Rousing Speech

After a successful attack, this unit may designate a unit within range. The chosen unit regains all missing morale, and may freely break away from a current engagement.

Religious Leader

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

After a successful attack, this unit may designate a unit within range. The chosen unit regains 2 HP. Alternatively, rather than attacking, this unit may grant half of it's current HP, rounded up, to a unit within range.

Steward

Medieval - Melee or Cavalry
HP: 10
Morale: 4
Damage: 2
Retal: 4
Range: 1
Speed: 3
Armor: 1
Logistical Master

Rather than making an attack, this unit may designate a unit within range. The chosen unit increases their Speed by one for the turn, and instantly regains all spent movement.

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: 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
HP: 5
Morale: 2
Damage: 2
Retal: 3
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: Workshop
HP: 5
Morale: 3
Damage: 3
Retal: 0
Range: 1
Speed: 4
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: Workshop
HP: 7
Morale: 3
Damage: 2
Retal: 2
Range: 1
Speed: 4
Armor: 1
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: Forge, 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
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: Magic Site
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.

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 Archers

Classical - Ranged
Prerequisites: Forge
HP: 5
Morale: 3
Damage: 4
Retal: 1
Range: 1-2
Speed: 2
Armor: 1
Barrage

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

Heavy Cavalry

Classical - Cavalry
Prerequisites: Forge
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: Forge
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.

Light Archers

Classical - Ranged
Prerequisites: Workshop
HP: 6
Morale: 2
Damage: 4
Retal: 0
Range: 1-2
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: Workshop
HP: 7
Morale: 3
Damage: 3
Retal: 1
Range: 1
Speed: 5
Armor: 0
Gallop

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

Light Infantry

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

During the first turn of every battle, this unit doubles it base speed.

Orchal Cavalry

Classical - Cavalry
Prerequisites: Has Orchal pop, Forge
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 more Orchal Cavalry recruited than you have Orchal pops.

Phantom

Classical - Melee
Prerequisites: Magic Site
HP: 5
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: Magic Site
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.

Skirmisher

Classical - Melee
Prerequisites: Workshop
HP: 6
Morale: 3
Damage: 4
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: Workshop
HP: 8
Morale: 3
Damage: 2
Retal: 3
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: Forge, Allied to Archonate of Vyssafia
HP: 10
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.

Support

Siege Weapon

Classical - Support
Prerequisites: Forge
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: Forge
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: Dock, Shipyard
HP: 7
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: Shipyard
HP: 4
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: Shipyard
HP: 5
Morale: 3
Damage: 2
Retal: 0
Range: 1-3
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: Shipyard
HP: 4
Morale: 2
Damage: 1
Retal: 0
Range: 1
Speed: 5
Armor: 1
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: Shipyard
HP: 4
Morale: 3
Damage: 4
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: Magic Site
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: Shipyard
HP: 8
Morale: -
Damage: 1
Retal: 3
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.

Medieval

Cavalry Archer

Medieval - Cavalry
Prerequisites: Workshop, Cantle Saddles
HP: 6
Morale: 3
Damage: 3
Retal: 0
Range: 1-2
Speed: 4
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.

Elite Archer

Medieval - Ranged
Prerequisites: Range, Strongholds
HP: 7
Morale: 4
Damage: 5
Retal: 0
Range: 1-3
Speed: 3
Armor: 1
Pride of the Marksmen

Each time this unit successfully kills a unit, increase its maximum range by 1 for the remainder of the war session.

Limited

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

Elite Cavalry

Medieval - Melee
Prerequisites: Stables, Chivalry
HP: 10
Morale: 4
Damage: 5
Retal: 1
Range: 1
Speed: 5
Armor: 1
Pride of the Cavalry

Each time this unit successfully kills a unit currently engaged with a friendly cavalry unit, increase its damage by 1 for the remainder of the war session.

Limited

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

Elite Infantry

Medieval - Melee
Prerequisites: Barracks, Casus Belli
HP: 9
Morale: 4
Damage: 5
Retal: 3
Range: 1
Speed: 2
Armor: 2
Pride of the Infantry

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

Medieval - 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

Medieval - 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

Medieval - 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.

Firearm Infantry

Medieval - Melee
Prerequisites: Niter Grinding, Forge
HP: 7
Morale: 3
Damage: 5
Retal: 3
Range: 1
Speed: 2
Armor: 1
Armor Piercing

Attacks made by this unit ignore half of the the defender's armor; which is rounded down.

Experimental

If doubles are rolled while this unit is attacking, and it fails the attack, the damage is instead dealt to itself.

Golem Warrior

Medieval - 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

Imperial Arbalest

Medieval - Ranged
Prerequisites: Empire, Workshop, Unknown Nation
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

Medieval - Cavalry
Prerequisites: Empire, 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

Medieval - Ranged
Prerequisites: Empire, 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

Medieval - Cavalry
Prerequisites: Empire, 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

Medieval - Melee
Prerequisites: Empire, 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

Medieval - Ranged
Prerequisites: Empire, 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 Tyranus

Medieval - Melee
Prerequisites: Empire, 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.

Light Cavalry

Medieval - Cavalry
Prerequisites: Workshop, Cantle Saddles
HP: 8
Morale: 3
Damage: 4
Retal: 1
Range: 1
Speed: 5
Armor: 0
Gallop

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

Salamandra Phoenix

Medieval - 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.

Undead Army

Medieval - 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

Medieval - 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.