Units Database
Ruler Units
Archmage
This unit ignores the armor of units it damages, unless they also have this trait.
Conqueror
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
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
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
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
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
All land terrain has its speed cost reduced by 1 for this unit.
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.
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
This unit ignores the armor of units it damages, unless they also have this trait.
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.
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
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.
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
When this unit successfully damages another unit with an attack, regain 1 Speed for every HP the defender lost from the attack; to a maximum of twice its base amount.
Chariot
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.
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
Melee units that damage adjacent allied units, or units attached to this unit, suffer damage equal to this unit's retaliation damage.
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.
When this unit loses a morale, reduce it's armor by 1, to a minimum of 0.
Only one of this unit may exist on a side at a time.
Civilian
If an army consists of only Civilians, all civilians instead start with 1 Morale.
Drake
This unit ignores the armor of units it damages, unless they also have this trait.
All land terrain has its speed cost reduced by 1 for this unit.
After successfully damaging an enemy unit, this unit also deals 1 damage to all units adjacent to their target, ignoring armor.
Dynastic Guard
All units adjacent to this unit gain +1 Attack and Defense, against the +8 cap. This does not stack.
This unit counts as a civilian for all purposes except for recruitment mechanics.
If this unit has made an an attack during its turn, decrease its remaining speed by half, rounded up.
Grey Wardens
Nullifies all effects from Terrain including when attacking enemies, excluding Urban Terrain
Only one of this Unit can exist at any one time in a region.
Units successfully damaged by this unit lose a level of Morale, unless they also have this trait.
Heavy Archers
This unit increases its damage by 1 when attacking units it successfully damaged during its last turn.
Heavy Cavalry
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
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.
If this unit has made an an attack during its turn, decrease its remaining speed by half, rounded up.
Light Archers
Rather than moving, this unit may increase the maximum range of its next attack by 1. This does not stack with itself.
Light Cavalry
Once per turn, this unit may end one engagement without penalty.
Light Infantry
During the first turn of every battle, this unit doubles it base speed.
Orchal Cavalry
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.
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
This unit ignores the armor of units it damages, unless they also have this trait.
This unit has a 50% chance to ignore all damage and effects.
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
This unit ignores the armor of units it damages, unless they also have this trait.
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.
Any time this unit loses morale, it also loses a quarter of its current HP, rounded down.
Skirmisher
After successfully damaging a unit, this unit may choose to end the engagement without penalty, and move to an adjacent hex.
Rather than attacking, and before moving, this unit may choose to increase its speed by half, rounded up, for one turn.
Spearmen
This unit increases its damage by 1 when attacking cavalry type units.
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
All allied units adjacent to this unit gain +1 Attack, and +1 Armor. This effect does not stack.
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
Rather than making an attack and moving, unit's attached to this unit may substitute their range and damage with it's range and damage; counting as a ranged attack.
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.
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
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.
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
This unit is able to travel on river & shallow water hexes, but not on any other terrain.
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
This unit is able to travel on river & shallow water hexes, but not on any other terrain.
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
This unit is able to travel on shallow water hexes, but not on any other terrain.
This unit decreases its damage by 1 against units without a Naval trait.
Scout Ship
This unit is able to travel on river & shallow water hexes, but not on any other terrain.
This unit increases its speed by half, rounded up, while at full HP.
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
This unit is able to travel on shallow water hexes, but not on any other terrain.
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
This unit is able to travel on shallow water hexes, but not on any other terrain.
This unit ignores the armor of units it damages, unless they also have this trait.
All adjacent naval units increase their armor by 1. This does not stack, and does not work on units with this trait.
Transport Ship
This unit is able to travel on river & shallow water hexes, but not on any other terrain.
Medieval
Land
Cavalry Archer
When this unit successfully damages another unit with an attack, regain 1 Speed for every HP the defender lost from the attack; to a maximum of twice its base amount.
Chimera
This unit ignores the armor of units it damages, unless they also have this trait.
When this unit damages another, roll a d6 to determine it's bonus: 1-3: +1 Damage 4-5: +2 Damage 6: +3 Damage
This unit can only be healed by the end of war sessions, and all spells cast to improve them suffer +1 Complexity.
Civilian
If an army consists of only Civilians, all civilians instead start with 1 Morale.
Dragon Lord
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.
All terrain has a speed cost of 1 for this unit, and it can move over water and land terrain equally.
A unit may choose to attach themselves to this unit. That unit substitutes their speed with the speed of this unit. If this unit dies, flees or is otherwise removed from the battle, the attached unit loses a half their current HP, rounded down.
During battles, all units that end their turn adjacent to this unit suffer an immediate 50% chance to lose 1 morale.
Elite Archer
Each time this unit successfully kills a unit, increase its maximum range by 1 for the remainder of the war session.
Only one of this unit may exist on a side at a time.
Elite 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.
Only one of this unit may exist on a side at a time.
Elite Infantry
Land units adjacent to this unit cannot lose Morale.
Only one of this unit may exist on a side at a time.
Extraplanar Bastion
This unit ignores the armor of units it damages, unless they also have this trait.
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.
All allied units adjacent to this unit gain 1 armor, and gain the Magical special trait. This effect does not stack.
Extraplanar Magi
This unit ignores the armor of units it damages, unless they also have this trait.
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.
Rather than moving, this unit may increase the maximum range of its next attack by 1. This does not stack with itself.
Extraplanar Scouts
This unit ignores the armor of units it damages, unless they also have this trait.
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.
All land terrain has its speed cost reduced by 1 for this unit.
Firearm Infantry
Attacks made by this unit ignore half of the defender's armor; which is rounded down.
If doubles are rolled while this unit is attacking, and it fails the attack, the damage is instead dealt to itself.
Golem Warrior
This unit ignores the armor of units it damages, unless they also have this trait.
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.
When this unit would first be destroyed, it is instead reduced to 1 HP
Heavy Cavalry
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.
Imperial Arbalest
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.
This unit deals one additional damage to all units at its maximum range.
Imperial Cavalier
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.
While moving in a straight line towards an enemy unit, all terrain has a speed cost of 1 for this unit.
Imperial Celestial
This unit ignores the armor of units it damages, unless they also have this trait.
All terrain has a speed cost of 1 for this unit, and it can move over water and land terrain equally.
Rather than making an attack, this unit may destroy itself to fully restore the HP of a single adjacent non-ruler unit.
Imperial Dunespike
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.
This unit gains +2 Attack during battles with capture points, as the attacker.
Imperial Legionnaire
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
This unit increases its damage by 1 when attacking units it successfully damaged during its last turn.
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
This unit ignores the armor of units it damages, unless they also have this trait.
Rather than attacking, this unit may consume a friendly unit, destroying it, to regain half of its maximum HP, rounded up.
Imperial Witchguard
This unit ignores the armor of units it damages, unless they also have this trait.
Rather than moving, this unit may teleport a number of hexes equal to its speed, safely disengaging, and may make an immediate attack on an adjacent unit. This attack gains +2 Attack (+8 cap), and if successful, safely teleports them back to their original hex.
If this unit moved whatsoever during its last turn, increase its retaliation damage by 2.
Light Archers
Rather than moving, this unit may increase the maximum range of its next attack by 1. This does not stack with itself.
Light Cavalry
Once per turn, this unit may end one engagement without penalty.
Light Infantry
During the first turn of every battle, this unit doubles it base speed.
Pikemen
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.
This unit is immune to having their speed reduced or being moved without consent.
Salamandra Phoenix
This unit ignores the armor of units it damages, unless they also have this trait.
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.
Sea Serpent
If a unit damaged by this unit were to be left at 1 HP, they arre instead destroyed
This unit regains 1 HP after damaging a unit with an attack
The Fire Father
This unit ignores the armor of units it damages, unless they also have this trait.
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.
Hostile units that end their turn adjacent to this unit lose 1 HP, with a 10% chance to be instantly destroyed
Troll
This unit ignores the armor of units it damages, unless they also have this trait.
This unit regenerates 1 HP at the end of every turn in a battle.
This unit has a 20% chance at the start of each turn to automatically end their turn.
Undead Abomination
This unit ignores the armor of units it damages, unless they also have this trait.
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.
During battles, the owner of this unit has no control over them. They will instead move and attack the nearest available hostile unit.
Undead Army
This unit ignores the armor of units it damages, unless they also have this trait.
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.
This unit reduces its armor by 1 each time it is damaged, resetting at the end of a war session.
Undead Ghoul
This unit ignores the armor of units it damages, unless they also have this trait.
Each time this unit kills another unit, or directly causes them to flee, it regains HP equal to the amount of damage it dealt.
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 Necromancer
This unit ignores the armor of units it damages, unless they also have this trait.
Each time this unit kills another unit, or directly causes them to flee, there is a 50% chance that a friendly but uncontrollable Undead Army unit is summoned on the same hex.
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.
Uqnia Guardian
This unit ignores the armor of units it damages, unless they also have this trait.
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.
Zealot
During offensive wars, this unit gains +1 Attack for every morale they have (applying to the +8 cap). During defensive wars, this is changed to Defense.
At the start of each turn, there is a 25% chance this unit will move itself randomly.
Support
Siege Weapon
Rather than making an attack and moving, unit's attached to this unit may substitute their range and damage with it's range and damage; counting as a ranged attack.
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.
Attacks made by this unit ignore half of the defender's armor; which is rounded down.
Undertow Warsled
Units attached to this unit gain the effect of the Bold Planning maneuver at all times. Additionally, they are immune to flanking and gain +2 Attack and Defense.
This unit and units attached to it can attempt a DC 10 Prowess check to ignore the effects of reductions in speed, forced changing of their position, changing their side, being prevented from joining a battle, or having their turn skipped. For non-character units, their Prowess is equal to their attack.
All allied units adjacent to this unit gain 1 armor, and gain the Magical special trait. This effect does not stack.
Naval
Airship
This unit is able to travel on all terrain hexes, while still counting as a naval unit.
All terrain has a speed cost of 1 for this unit, and it can move over water and land terrain equally.
Units ignore disembark penalties during battles with capture points.
Merlion Carrack
This unit is able to travel on shallow water hexes, but not on any other terrain.
This unit gains +2 Attack (+8 cap) and +1 Damage if adjacent to a unit of the same type. This does not stack.