Melee Units
FootsoldierMovement Range: 4
Unit HP: 25
Unit AP: 5
Unit Number: 5
Bonus' against UnitsMelee Units: +1
Ranged Units: -1
Mobile Units: +0
Stationary Units: +1
Special Units: +0
Terrain DataGrassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 3 MR
Road: 0.5 MR
WeaponsShort Swords: 1 AP, Range 1 - d4 Damage to a single unit.
ArmorLight Metal Armor: Lowers attack on Unit by 1
Special AbilitiesHarass: 0.5 AP, Alllows you to strike an enemy multiple times, until you miss or run out of AP.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.
SpearmenMovement Range: 3
Unit HP: 20
Unit AP: 3
Unit Number: 4
Bonus' against UnitsMelee Units: +2
Ranged Units: +1
Mobile Units: -2, +3 (Calvary Only)
Stationary Units: +1
Special Units: -2
Terrain DataGrassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR
WeaponsLances: 1 AP, Range 2, d4 Damage to basic units, d8 damage to Calvary
Javelins: 1 AP, Range 3, d5 Damage to Basic Units, d10 damage to Calvary
ArmorLight Metal Armor: Lowers Attacks on unit by 1
Special AbilitiesSpear Wall: 1 AP to enter, 1 AP to leave, While in this stance any Calvary based unit that enters Range 1 against them will receive an immediate d15 Damage for directly running into their Spear based weapons.
KnightsMovement Range: 2
Unit HP: 40
Unit AP: 5
Unit Number: 8
Bonus' against UnitsMelee Units: +2
Ranged Units: +1
Mobile Units: -2
Stationary Units: +0
Special Units: +1
Terrain DataGrassland: 1 MR
Forest: 3 MR
Desert: 3 MR
Mountain Range: 3 MR
Water: 4 MR
Deep Water: N/A (If you enter Deep Water, your unit immediately dies.)
Road: 1 MR
WeaponsBroad Swords: 1 AP, d6 Damage to a single enemy unit.
ArmorKnight Armor: Lowers attacks on unit by 2
Kite Shield: Lowers attacks on unit by 1
Special AbilitiesDeflect: 2 AP, The unit enters a stand still defensive formation where their kite shields cover all of their openings, completely deflecting ranged attacks.
SamuraiMovement Range: 3
Unit HP: 30
Unit AP: 4
Unit Number: 6
Bonus' against UnitsMelee Units: +2
Ranged Units: +2
Mobile Units: -2
Stationary Units: -2
Special Units: +0
Terrain DataGrassland: 0.5 MR
Forest: 0.5 MR
Desert: 2 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsKatana: 1 AP, Range 1, d8 Damage, 10% Bleed Effect (d5 Damage/round)
Bow: 1 AP, Range 5, d4 Damage.
ArmorSamurai Armor: Lowers attack against this unit by 2.
Special AbilitiesWar Cry: 1 AP, Range 2, When used the enemies can't move from the spot their in for 2 Rounds.
LimitsHonor-Bound: This unit can't attack a Unit previously engaged by another force, they can't attack a unit from behind, and they can't pursue felled officers as its viewed as 'un-honorable'.
Ranged Units
ArchersMovement Range: 3
Unit HP: 20
Unit AP: 4
Unit Number: 4
Bonus' against UnitsMelee Units: +2 (Range 3 or Higher), -2 (Range 2 or below)
Ranged Units: +2 (Range 3 or Higher), -2 (Range 2 or below)
Mobile Units: +3 (Range 3 or Higher), -3 (Range 2 or below)
Stationary Units: +1 (Range 3 or Higher), -1 (Range 2 or below)
Special Units: +1 (Range 3 or Higher), -1 (Range 2 or below)
Terrain DataGrassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 0.5 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR
WeaponsBow: 1 AP, Range 5 (+1 For every 100 Feet of Height), d5 Damage
Cross Bow: 1 AP, Range 7 (+1 for every 100 Feet of Height), d7 Damage
ArmorN/A
Special AbilitiesFire Arrows: 1 AP, d5 Damage, 10% Chance of catching the square hit on fire, should it catch on fire 10% Chance of Confusion on the enemy unit.
Volley: 2 AP, d10 Damage, You fire to simultaneous Waves of Arrows upon an enemy.
MusketeersMovement Range: 5
Unit HP: 25
Unit AP: 4
Unit Number: 5
Bonus' against UnitsMelee Units: +2
Ranged Units: +2
Mobile Units: -3
Stationary Units: -3
Special Units: -3
Terrain DataGrassland: 1 MR
Forest: 3 MR
Desert: 0.5 MR
Mountain Range: 3 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsMusket: 1 AP, Range 3, d5 damage to a single unit.
Pistol: 1 AP, Range 2, d3 Damage to a single unit.
Rapier: 1 AP, Range 1, d4 Damage to a single unit.
ArmorMusketeer Armor: Decreases damage from Melee Attacks by 1
Special AbilitiesSynchronized Shooting: 1 AP, Well timed and coordinated attacks allow you to have +2 Attacks upon an enemy dealing d10 in damage.
SniperMovement Range: 3
Unit HP: 15
Unit AP: 5
Unit Number: 3
Bonus' against UnitsMelee Units: +3
Ranged Units: +2
Mobile Units: +1, -2 (Vehicles)
Stationary Units: +1
Special Units: +1
Terrain DataGrassland: 1 MR
Forest: 0.5 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 3 MR
Deep Water: 6 MR
Road: 0.5 MR
WeaponsSniper Rifle: 1 AP, Range 10 (Open Area or Top of Mountain) Range 3 (When blocked by something), d10 Damage to enemy unit.
Combat Knife: 1 AP, Range 1, d3 Damage to enemy Unit
ArmorStealth Suits: +1 MR, +2 When attacking from a Hiding Spot.
Special AbilitiesHide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.
Sniper Shot: 3 AP, Range 15, d15 Damage. Can directly attack an enemy general with a 10% chance of killing them, or severely wounding them.
GrenadiersMovement Range: 5
Unit HP: 25 (5 per unit)
Unit AP: 3
Unit Members: 5
Bonus' against UnitsMelee Units: +2
Ranged Units: -2
Mobile Units: +3
Stationary Units: +3
Special Units: -5
Terrain DataGrassland: 0.5 MR
Forest: 1.5 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 3 MR
Road: 1 MR
WeaponsGrenades: 1 AP, Range 3 - d6 explosive damage, can attack two units at once.
Grenade Launchers: 2 AP, Range 7 - d8 explosive damage, can attack two units at once.
Mines: 1 AP - d3+Unit Number mines are placed in a square. Deals d5 explosive damage to enemy units who step in this square.
ArmorHigh Tech GHOST Armor: Lowers Attacks on Unit HP by 1.
Special AbilitiesTake Cover!: 1 AP - Boosts defense by +1 vs non AoE enemy effects.
Mobile Units
CalvaryMovement Range: 8
Unit HP: 25
Unit AP: 5
Unit Number: 5
Bonus' against UnitsMelee Units: +2
Ranged Units: -2 (At Range 3 or more) +2 (At Range 2 or less.)
Mobile Units: +0
Stationary Units: +1
Special Units: +1
Terrain DataGrassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsLance: 1 AP, Range 2, d4 Damage to a Single Unit.
Broad Sword: 1 AP, Range 1, d5 damage to a single unit.
ArmorCalvary Armor: Lowers attack on unit by 2, unless its a Spearman in which case it doesn't help at all.
Special AbilitiesCharge: 2 AP, d10 Damage, Once attacked you push back the unit 1 Range and take their spot.
Trample: 4 AP, d20 Damage, You completely and utterably Trample a unit. (Can only be used against foot based units)
JoustersMovement Range: 9
Unit HP: 20
Unit AP: 5
Unit Number: 4
Bonus' against UnitsMelee Units: +1
Ranged Units: -2
Mobile Units: +3
Stationary Units: +0
Special Units: +1
Terrain DataGrassland: 0.5 MR
Forest: 2 MR
Desert: 0.5 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsJousting Lance: 1 AP, Range 2, d7 Damage.
ArmorJousting Armor: Lowers the attacks on this unit by 1
Special AbilitiesJoust: 2 AP, Range 3, Jousters charge the enemy closing in range quite quickly to skewer them on their lances. The Jousters can do this from three squares away, and they will stop on the third square.
Horse BowmenMovement Range: 8
Unit HP: 15
Unit AP: 5
Unit Number: 3
Bonus' against UnitsMelee Units: +3
Ranged Units: +2
Mobile Units: -2
Stationary Units: -2
Special Units: -1
Terrain DataGrassland: 0.5 MR
Forest: 3 MR
Desert: 0.5 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsBow: 1 AP, Range 5, d4 Damage.
Short Sword: 1 AP, Range 1, d5 Damage
ArmorLight Armor: Decreases attacks to this unit by 1.
Special AbilitiesCharge: 2 AP, d10 Damage, Once attacked you push back the unit 1 Range and take their spot.
Volley: 2 AP, d10 Damage, You fire to simultaneous Waves of Arrows upon an enemy.
Hum-Vee (Costs 2000 to Deploy 1 Unit in battle)
Movement Range: 15
Unit HP: 15
Unit AP: 5
Unit Number: 3
Bonus' against UnitsMelee Units: +4
Ranged Units: +4
Mobile Units: +1
Stationary Units: -5
Special Units: +2
Terrain DataGrassland: 1 MR
Forest: 5 MR
Desert: 1 MR
Mountain Range: 5 MR
Water: N/A
Deep Water: N/A
Road: 0.5
WeaponsGauss Cannon: 1 AP, Range 10, 1d20 Damage.
Gatling Gun: 2 AP, Range 7, 3d5 Damage.
ArmorMobile Vehicular Armor: Lowers attacks on this unit by 3 from any unit class but Mobile Vehicles.
Special Abilities Splatter: 3 AP, Range 5, Charge the enemy unit with a hulking 5 ton hum-vee which upon hitting them does 1d30 damage.
Light Tanks (Costs 5000 to send one unit upon the field)
Movement Range: 5
Unit HP: 10
Unit AP: 3
Unit Number: 2
Bonus' against UnitsMelee Units: +5
Ranged Units: +5
Mobile Units: +5
Stationary Units: -10
Special Units: +2
Terrain DataGrassland: 0.5 MR
Forest: N/A
Desert: 1 MR
Mountain Range: 5 MR
Water: N/A
Deep Water: N/A
Road: 0.5 MR
WeaponsTank Cannon: 1 AP, Range 10,
ArmorLight Tank Armor: Lowers Attacks on this unit by 3
Special AbilitiesBallistic Shot: 3 AP, 1d20 Damage across four squares in front of the tank.
Dropships (Costs 1000 to Deploy 1 Unit)
Movement Range: 30
Unit HP: 5
Unit AP: 0
Unit Number: 1
Bonus' against UnitsMelee Units: 0
Ranged Units: 0
Mobile Units: 0
Stationary Units: -5
Special Units: 0
Terrain DataGrassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 3 MR
Water: 1 MR
Deep Water: 1 MR
Road: 1 MR
WeaponsNone
ArmorBlackbird Armor: Lowers Attacks on this unit by 4
Special AbilitiesAlly Drop: Can transport units and drop them off anywhere on the map.
Fighter Jets (Costs 7000 to Deploy 1 Unit)
Movement Range: 15
Unit HP: 10
Unit AP: 3
Unit Number: 2
Bonus' against UnitsMelee Units: +3
Ranged Units: +1
Mobile Units: +7
Stationary Units: -5
Special Units: -2
Terrain DataGrassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 4 MR
Water: 1 MR
Deep Water: 1 MR
Road: 1 MR
WeaponsBallistic Missiles: 1 AP, Range 5, Air Only, 1d10 Damage.
Machine Guns: 1 AP, Range 4, 3d5 Damage.
Bombs: 1 AP, Range 1, 1d20 Damage.
ArmorFJ Armor: Lowers attacks on this unit by 1.
Special AbilitiesKamikaze: 3 AP, this unit sacrifices itself to slam into another enemy unit dealing 1d50 damage to that unit.
Helicopter (Costs 5000 to deploy 1 Unit)
Movement Range: 15
Unit HP: 20
Unit AP: 4
Unit Number: 4
Bonus' against UnitsMelee Units: +2
Ranged Units: +2
Mobile Units: +1
Stationary Units: -6
Special Units: +1
Terrain DataGrassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 1 MR
Deep Water: 1 MR
Road: 1 MR
WeaponsChopper Gunner: 1 AP, Range 4, 3d10 Damage.
ArmorChopper Armor: Lowers damage on this unit by -1.
Special AbilitiesFlares: 1 AP, Negate a SAM Turrets heat seeking Missiles.
Stationary Units
BallistaMovement Range: 0 MR
Unit HP: 20
Unit AP: 3
Unit Number: 4
Bonus' against UnitsMelee Units: +2
Ranged Units: +2
Mobile Units: +2
Stationary Units: -3
Special Units: -3
Terrain DataGrassland: 0
Forest: 0
Desert: 0
Mountain Range: 0
Water: 0
Deep Water: 0
Road: 0
WeaponsArrows: 1 AP, Range 5, d15 Damage to Foot Based units.
Gatling Gun: 2 AP, Range 3, d20 Damage to Vehicles and Footbased Units.
ArmorTitanium Alloy: Removes 2 Attack from any attacks.
Special AbilitiesN/A
SAM TurretMovement Range: 0
Unit HP: 10
Unit AP: 5
Unit Number: 2
Bonus' against UnitsMelee Units: -5
Ranged Units: -5
Mobile Units: +10
Stationary Units: -5
Special Units: -5
Terrain DataGrassland: 0
Forest: 0
Desert: 0
Mountain Range: 0
Water: 0
Deep Water: 0
Road: 0
WeaponsAnti-Air Missiles: 1 AP, Attacks only Aircraft, Range 4, 1d50 Damage.
ArmorTitanium Alloy: Lowers attacks on this unit by 2.
Special AbilitiesHeat Seeking: 2 AP, Instantly destroy an aircraft using heat seeking missiles.
Machine Gun TurretMovement Range: 0
Unit HP: 10
Unit AP: 4
Unit Number: 2
Bonus' against UnitsMelee Units: +3
Ranged Units: +1
Mobile Units: +1
Stationary Units: +1
Special Units: +1
Terrain DataGrassland: 0
Forest: 0
Desert: 0
Mountain Range: 0
Water: 0
Deep Water: 0
Road: 0
WeaponsGatling Turret: 1 AP, Range 3, 5d8 Damage.
ArmorTitanium Alloy: Lowers attacks on this unit by 2.
Special AbilitiesBunker: This unit can be bunkered to increase its attacks by 2 and lower attacks on it by 2.
Special Units
PiratesMovement Range: 3
Unit HP: 20
Unit AP: 5
Unit Number: 4
Bonus' against UnitsMelee Units: +1
Ranged Units: +1
Mobile Units: -1
Stationary Units: +1
Special Units: +2
Terrain DataGrassland: 1 MR
Forest: 0.5 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 0.5 MR
Deep Water: 1 MR
Road: 1 MR
WeaponsCutlass: 1 AP, Range 1, d4 Damage to a Single Unit
Pistol: 1 AP, Range 2, d3 Damage to a Single Unit
Musket: 1 AP, Range 3, d5 damage to a single unit.
ArmorLight Cloth: +1 Movement Range to the Unit
Special AbilitiesSteal: 2 AP, When the unit comes in contact with another unit, the unit may roll and attempt to steal provisions, or whatever from the unit they are in contact with. roll d20 VS d20.
RougeMovement Range: 7
Unit HP: 15
Unit AP: 6
Unit Number: 3
Bonus' against UnitsMelee Units: +2
Ranged Units: +2
Mobile Units: -2
Stationary Units: +2
Special Units: +1
Terrain DataGrassland: 0.5
Forest: 0.5
Desert: 0.5
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsDagger: 1 AP, Range 1, d3 Damage.
Poison Dagger: 1 AP, Range 1, d3 Damage, 10% Poison d5 damage every turn.
Bow: 1 AP, Range 5 (+1 for every 100 Feet of Height), d5 Damage
Throwing Daggers: 1 AP, Range 2, d3 Damage
ArmorCloak: +2 Movement Range
Special AbilitiesBackstab: 2 AP, Must be behind Enemy Unit, Roll a d20 VS d20, should it work you will deal 3x more damage to the enemy unit then you would normally.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.
MageMovement Range: 3
Unit HP: 25
Unit AP: 3
Unit Number: 5
Bonus' against UnitsMelee Units: +5
Ranged Units: +2
Mobile Units: -1
Stationary Units: +2
Special Units: +0
Terrain DataGrassland: 1 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 3 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsMagic Tome: 1 AP, Range 3, d8 Damage.
ArmorMage Robe: +1 MR, +1 Attack when using a spell.
Special AbilitiesFire: 1 AP, Range 3, d10 Damage, 10% Chance of catching the square on fire and if that succeeds 10% Chance of confusion.
Lightning: 1 AP, Range 3, d10 Damage, 10% Chance of Paralysis.
Water: 2 AP, Range 3, d6 damage, 10% Chance of washing away 25% of the units Numbers.
Wind: 1 AP, Range 5, d10 Damage, 10% of Stunning an enemy unit.
Ice: 1 AP, Range 3, d8 Damage, 10% chance of freezing an enemy unit.
Earth: 2 AP, Range 3, d10 Damage, 25% Chance of panic on the enemy unit
PsychicMovement Range: 3
Unit HP: 15
Unit AP: 5
Unit Number: 3
Bonus' against UnitsMelee Units: +4
Ranged Units: +4
Mobile Units: +3 (Only against Calvary based units) Vehicles -10
Stationary Units: -10
Special Units: +4
Terrain DataGrassland: 1 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR
WeaponsPsychic Bolts: 1 AP, Range 3, d12 damage.
ArmorNone
Special AbilitiesScramble: 2 AP, Range 7, d4 Damage, 35% Chance of confusion on an enemy unit.
Shockwave: 3 AP, Range 1, d10 Damage, Attacks all adjacent units in a square around the unit.
NinjaMovement Range: 10
Unit HP: 25
Unit AP: 7
Unit Number: 5
Bonus' against UnitsMelee Units: +3
Ranged Units: +3
Mobile Units: +3
Stationary Units: +3
Special Units: +3
Terrain DataGrassland: 0.5 MR
Forest: 0.5 MR
Desert: 0.5 MR
Mountain Range: 0.5 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR
WeaponsKunai: 1 AP, Range 3, d3 Damage
Poison Kunai: 1 AP, Range 2, d3 Damage, 10% Chance of poisoning an enemy unit (d5 damage per round)
Tanto: 1 AP, Range 1, d4 damage.
ArmorNone.
Special AbilitiesSabotage: 2 AP, Range 1, When faced with a Vehicle or a Stationary Unit, the Ninja Unit can sabotage them. Instantly destroying them.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.
Assassinate: 3 AP, When coming in contact with a generals unit, as long as they are hidden, this unit can assassinate the general with a d20 vs d20 roll.
EngineersMovement Range: 5
Unit HP: 10
Unit AP: 3
Unit Number: 2
Bonus' against UnitsMelee Units: -3
Ranged Units: -3
Mobile Units: -3
Stationary Units: -3
Special Units: -3
Terrain DataGrassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR
WeaponsShotgun: 1 AP, Range 1, 5d3 damage.
ArmorNone
Special AbilitiesBuild: 2 AP, This allows Engineer's to build Stationary Units with the costs of the Stationary Units.
Repair: 1 AP, This allows engineer's to repair stationary units and vehicular units. 25% HP Per AP Spent fixing it.
Sentry Gun: 1 AP, This allows an Engineer to build a base sentry gun with 2 Range, 2 AP, and 5d2 Damage.
Medic/ClericMovement Range: 7
Unit HP: 30
Unit AP: 3
Unit Number: 6
Bonus' against UnitsMelee Units: -2
Ranged Units: -2
Mobile Units: -2
Stationary Units: -2
Special Units: -2
Terrain DataGrassland: 0.5 MR
Forest: 0.5 MR
Desert: 0.5 MR
Mountain Range: 1 MR
Water: 2 MR
Deep Water: 3 MR
Road: 0.5 MR
WeaponsSyringe Gun: 1 AP, Range 3, d6 Damage, heals d5 when shot at an ally.
ArmorNone
Special AbilitiesFirst-Aid: 1 AP, Heals 25% Damage Done to an ally.
Cura: 2 AP, Heals 50% Damage done to an ally.
Curaga: 3 AP, Heals 25% Damage done to all allies in a square around the unit.
Mech WarriorsMovement Range: 7
Unit HP: 30
Unit AP: 5
Unit Number: 6
Bonus' against UnitsMelee Units: +3
Ranged Units: -2
Mobile Units: +2
Stationary Units: +1
Special Units: +0
Terrain DataGrassland: 0.5 MR
Forest: 2 MR
Desert: 0.5 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR
WeaponsParticle Cannon: 1 AP, Range 7, d13 Damage.
Beam Sword: 1 AP, Range 2, d10 Damage.
Shoulder Machine Guns: 1 AP, Range 4, 3d4 damage.
ArmorMech Armor: Protects from all foot based units for 2 Attacks.
Special AbilitiesFlares: 1 AP, Negate a SAM Turrets heat seeking Missiles.
Ballistic Bombs: 2 AP, Range 4, 3d5 Damage across two rows of four squares.
Saber Combo: 4 AP, Range 2, 3d10 damage.