I might move this to the Roll to Dodge subforum in the future, but it's fine here. Right?Your goal is to capture your enemy's base, or to slay both of their generals. You do this by training units, and killing the enemy's units. You can create units in unoccupied tiles near your base. Combat is based off of rolls and modifiers, which are very important. You train units by using points, which your base generates every turn.
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^ = mountain, -2 to movement, -1 to attack, +1 to defense
- = plain
~ = mud, -2 to movement, -1 to attack, -1 to defense
& = mysterious terrain, is mysterious
Base, level 1 (O)
50 health
Can spawn units within 1 adjacent tile
Generates 10 points per turn
Upgrade: Upgrades to Base, level 2 for 50 points
Base, level 2 (O)
70 health
Can spawn units within 1 adjacent tile
Generates 14 points per turn
Upgrade: Upgrades to Base, level 3 for 80 points
Base, level 3 (O)
90 health
Can spawn units within 2 adjacent tiles
Generates 18 points per turn
Upgrade: None
Captain Adion, level 1 (A)
The brave captain of the knights. He wields a greataxe and has high mobility despite his heavy armor.
30 health
1d6 + 1 attack
1d4 defense
1d4 + 2 movement
You can only have one of this unit on the battlefield at a time
Costs 50 points
Upgrade: Upgrades to Captain Adion, level 2 for 100 points
Captain Adion, level 2 (A)
The brave captain of the knights. He wields a greataxe and has high mobility despite his heavy armor.
30 health
1d6 + 2 attack
1d6 defense
1d6 + 2 movement
You can only have one of this unit on the battlefield at a time
All enemies slain by Captain Adion award you 2 points
Costs 70 points
Upgrade: None
Bladesman Nero, level 1 (N)
A skilled knight who wields two massive swords. He deals massive damage, but has moderate health.
20 health
1d6 + 3 attack
1d4 - 1 defense
1d6 + 1 movement
You can only have one of this unit on the battlefield at a time
Bladesman Nero can move to 1 adjacent tile after attacking
Costs 50 points
Upgrade: Upgrades to Bladesman Nero, level 2 for 100 points
Bladesman Nero, level 2 (N)
A skilled knight who wields two massive swords. He deals massive damage, but has moderate health.
20 health
1d8 + 3 attack
1d6 - 1 defense
1d6 + 2 movement
You can only have one of this unit on the battlefield at a time
Bladesman Nero can move to 1 adjacent tile after attacking
Costs 70 points
Upgrade: None
Pikeman (p)
A soldier wielding a barbed pike.
10 health
1d6 attack
1d6 + 1 defense
1d4 movement
Pikemen deal damage to attacking enemies first. For instance, if an enemy attacks a pikeman with 1 health remaining, the pikeman deals damage before the enemy gets to attack. If the enemy is slain, the pikeman takes no damage.
Costs 10 points
Upgrade: None
Swordsman (s)
A soldier wielding a falchion.
10 health
1d6 + 1 attack
1d6 defense
1d6 movement
Swordsmen receive a +1 bonus to attack rolls while adjacent to another swordsman or knight.
Costs 10 points
Upgrade: None
Marksman (m)
A soldier wielding a greatbow.
5 health
1d4 + 1 attack
1d4 defense
1d4 movement
Marksmen can deal 1d4 damage to any enemies within a 2 tile range. Said enemy must be within a clear line of sight.
Costs 12 points
Upgrade: None
Wolf Knight (w)
A knight clad in light armor with a helm in the shape of a wolf's maw.
14 health
1d6 + 3 attack
1d6 defense
1d6 + 1 movement
Wolf knights receive a +1 bonus to attack rolls while adjacent to a swordsman or knight.
Costs 16 points
Upgrade: Upgrades to Lion Knight for 25 points
Cathedral Knight, level 1 (c)
A knight clad in heavy white armor with a visored helm. They wield a shortsword and a halberd.
14 health
1d6 attack
1d8 defense
1d4 movement
Requires a level 2 base
Cathedral knights can deal 1d4 damage to an adjacent enemy in conjunction with their main attack.
Costs 18 points
Upgrade: Upgrades to Cathedral Knight, level 2 for 60 points
Cathedral Knight, level 2 (c)
A knight clad in heavy white armor with a visored helm. They wield a shortsword and a halberd.
16 health
1d6 + 1 attack
1d8 defense
1d4 movement
Requires a level 2 base
Cathedral knights can deal 1d4 + 1 damage to an adjacent enemy in conjunction with their main attack.
Costs 20 points
Upgrade: None
Horseman (h)
A mounted knight wielding a lance.
16 health
1d6 + 2 attack
1d6 defense
1d8 + 2 movement
Requires a level 2 base
Horsemen can move to an adjacent tile after attacking.
Costs 25 points
Upgrade: None
Engineer (e)
An engineer skilled in quick construction.
16 health
1 attack
1d4 defense
1d6 movement
Requires a level 2 base
Can build watchtowers for 10 points, automatons for 15, and settlements for 40. Can restore the health of any of the aforementioned units by 2 points instead of attacking.
Costs 20 points
Upgrade: None
Watchtower (#)
A looming watchtower.
25 health
0 attack
1d8 + 2 defense
0 movement
Cannot be built from base
Units can be stationed on the same tile as a watchtower. Friendly units on the same tile as a watchtower receive +1 to all rolls. Enemy units on a watchtower receive -1 to all rolls. Friendly marksmen and ballistae on the same tile as a watchtower gain +2 to their ability attacks.
Costs N/A points
Upgrade: None
Automaton (a)
A rudimentary mechanical device inside a suit of heavy iron.
40 health
1d4 - 1 attack
1d8 + 2 defense
1d4 movement
Automatons receive +2 to defense rolls when at max health.
Cannot be built from base
Costs N/A points
Upgrade: None
Settlement (o)
30 health
Can spawn units within 1 adjacent tile
Generates 5 points per turn
Dragonslayer Knight (d)
A knight clad in heavy golden armor. They wield a longsword and a shield made out of the same material.
15 health
1d6 attack
1d6 defense
1d6 movement
Requires a level 2 base
Dragonslayer Knights gain +2 to all rolls against dragons, and gain +2 to rolls defending against their abilities.
Costs 20 points
Upgrade: None
Flameblade Knight (f)
A knight wielding a flaming blade.
18 health
1d8 attack
1d4 defense
1d4 + 1 movement
Requires a level 2 base
Flameblade Knights gain +2 to all rolls against the bloated, and gain +2 to rolls defending against their abilities.
Costs 20 points
Upgrade: None
Ballista (B)
A large bow-like war machine that fires massive bolts.
15 health
1d6 + 1 attack
1d4 defense
1d4 - 1 movement
Requires a level 3 base
Ballistae can deal 1d6 damage to any enemies within a 3 tile range. Said enemy must be within a clear line of sight. They gain +2 attack against enemy bases, bastions, slave pits, and siege towers.
Costs 30 points
Upgrade: None
Elite Pikeman (p)
A soldier wielding a barbed pike, and wearing very heavy armor.
16 health
1d8 attack
1d8 + 3 defense
1d4 movement
Requires a level 3 base
Elite pikemen deal damage to attacking enemies first. For instance, if an enemy attacks an elite pikeman with 1 health remaining, the elite pikeman deals damage before the enemy gets to attack. If the enemy is slain, the elite pikeman takes no damage.
Costs 18 points
Upgrade: None
Ice Sorcerer (S)
A skilled battlemage who uses ice to defeat their foes.
18 health
1d8 + 3 attack
1d4 - 1 defense
1d6 movement
Requires a level 3 base
Enemy units within 3 tiles of an Ice Sorcerer receive a -1 penalty to movement rolls. Ice Sorcerers can deal 1d4 damage to an adjacent enemy in conjunction with their normal attack.
Costs 32 points
Upgrade: None
Heavy Knight (K)
A knight covered in very heavy armor, and endowed with superb strength.
35 health
1d4 + 2 attack
1d8 + 3 defense
1d4 - 2 movement, cannot move in mountains or mud
Requires a level 3 base
Heavy Knights deal their damage after the enemy. They cannot be damaged by abilities.
Costs 32 points
Upgrade: None
Lion Knight (l)
A knight clad in light armor with a helm in the shape of a lion's maw.
16 health
1d6 + 3 attack
1d6 defense
1d6 + 2 movement
Lion knights receive a +1 bonus to attack rolls while adjacent to a swordsman or knight.
Costs 16 points
Upgrade: None
Base, level 1 (O)
50 health
Can spawn units within 1 adjacent tile
Generates 10 points per turn
Upgrade: Upgrades to Base, level 2 for 50 points
Base, level 2 (O)
70 health
Can spawn units within 1 adjacent tile
Generates 14 points per turn
Upgrade: Upgrades to Base, level 3 for 80 points
Base, level 3 (O)
90 health
Can spawn units within 2 adjacent tiles
Generates 18 points per turn
Upgrade: None
Blacksteel Sentinel, level 1 (B)
A huge construct of black iron in a human figure. It wields a great halberd.
30 health
1d4 attack
1d6 + 1 defense
1d4 movement
You can only have one of this unit on the battlefield at a time
Upgrade: Upgrades to Blacksteel Sentinel, level 2 for 100 points
Blacksteel Sentinel, level 2 (B)
A huge construct of black iron in a human figure. It wields a great halberd.
40 health
1d4 attack
1d6 + 1 defense
1d4 movement
You can only have one of this unit on the battlefield at a time
Every time Blacksteel Sentinel kills an enemy unit, it gains a charge. Upon reaching three charges, it spawns a Sentry and it loses its charges.
Upgrade: None
Lake Spirit, level 1 (L)
A ghostly creature made out of water. Shadows flit about inside of it.
20 health
1d6 + 1 attack
1d4 defense
1d6 + 2 movement
You can only have one of this unit on the battlefield at a time
Lake Spirit receives no movement penalty from crossing muddy or mountainous terrain.
Upgrade: Upgrades to Lake Spirit, level 2 for 100 points
Lake Spirit, level 2 (L)
A ghostly creature made out of water. Shadows flit about inside of it.
20 health
1d6 + 1 attack
1d6 + 1 defense
1d8 + 2 movement
You can only have one of this unit on the battlefield at a time
Lake Spirit receives no movement penalty from crossing muddy or mountainous terrain.
Upgrade: None
Cuttlefish man (c)
A humanoid creature with the head of a cuttlefish.
6 health
1d4 attack
1d4 defense
1d4 movement
Cuttlefish men receive a +1 to defense rolls if next to another cuttlefish man.
Costs 5 points
Upgrade: None
Cuttlefish swordsman (s)
A cuttlefish man wielding a rusty scimitar.
8 health
1d6 attack
1d4 defense
1d4 movement
Cuttlefish swordsmen receive a +1 to defense rolls if next to another cuttlefish man.
Costs 7 points
Upgrade: None
Slave Archer (a)
A slave equipped with a shortbow.
5 health
1d4 - 1 attack
1d4 - 3 defense
1d4 - 1 movement
Slaver Archers can deal 1d4 - 2 damage to any enemies within a 2 tile range. Said enemy must be within a clear line of sight.
Costs 8 points
Upgrade: None
Basilisk (b)
A large reptile with a piercing gaze and thick scales.
10 health
1d6 attack
1d6 + 1 defense
1d4 + 1 movement
Enemies adjacent to a basilisk cannot move.
Costs 16 points
Upgrade: Upgrades to large basilisk for 25 points
Bloated Ghoul (g)
A humanoid creature, bloated and horrific in appearance.
10 health
1d4 - 1 attack
1d4 defense
1d4 movement
Requires a level 2 base
Upon dying, bloated ghouls deal 1d8 + 1 damage to all nearby units except Sentries, generals, and buildings.
Costs 18 points
Drake, level 1 (d)
A fire-breathing wingless dragon with terrifying features.
16 health
1d6 + 1 attack
1d6 defense
1d4 movement
Requires a level 2 base
Drakes can deal 1d4 damage to an adjacent enemy in conjunction with their main attack.
Costs 18 points
Upgrade: Upgrades to Drake, level 2 for 60 points
Drake, level 2 (d)
A fire-breathing wingless dragon with terrifying features.
18 health
1d6 + 2 attack
1d6 + 1 defense
1d4 - 1 movement
Requires a level 2 base
Drakes can deal 1d4 damage to an adjacent enemy in conjunction with their main attack.
Costs 20 points
Upgrade: None
Sentry (S)
An iron statue wielding a halberd, animated with magic.
24 health
1d6 attack
1d8 + 2 defense
1d4 + 1 movement
Requires a level 2 base
Sentries are immune to damage from Marksmen.
Costs 25 points
Upgrade: None
Slave Driver (e)
An architect with a group of slaves.
12 health
1d4 - 1 attack
1d4 defense
1d6 movement
Requires a level 2 base
Can build bastions for 15 points, scavengers for 25, and slave pits for 45. Can restore the health of any of the aforementioned units by 3 points instead of attacking.
Costs 30 points
Upgrade: None
Bastion (#)
A large stone keep.
30 health
0 attack
1d8 + 3 defense
0 movement
Cannot be built from base
Units can be stationed on the same tile as a bastion. Friendly units on the same tile as a bastion receive +1 to all rolls. Enemy units on a bastion receive -1 to all rolls. Friendly slave archers and Sentries on the same tile as a bastion gain +2 to their ability attacks.
Costs N/A points
Upgrade: None
Scavenger (2)
A mechanical being that collects debris and melts it down.
20 health
1d6 + 1 attack
1d4 + 2 defense
1d6 + 1 movement
Every time an enemy is slain by a scavenger, you gain 2 points.
Cannot be built from base
Costs N/A points
Upgrade: None
Slave pit (o)
20 health
Can spawn units within 2 adjacent tiles
Generates 5 points per turn
Spawns one slave archer every 3 turns
Dragon (D)
A great wyrm with terrible claws and a loud roar.
30 health
1d6 + 2 attack
1d4 defense
1d6 movement
Requires a level 2 base
No movement penalty over mud.
Costs 30 points
Upgrade: None
Bloated monstrosity (m)
A giant bloated ghoul.
8 health
0 attack
1d4 defense
1d6 + 1 movement
Requires a level 2 base
Upon attacking, the bloated monstrosity instantly dies, and deals 1d20 points of damage to all adjacent units, friendly or otherwise. Sentries, generals, and buildings take no damage.
Costs 20 points
Upgrade: None
Siege tower (S)
A large tower with wheels, filled with slave archers.
18 health
1d6 + 1 attack
1d8 + 1 defense
1d4 - 2 movement
Requires a level 3 base
Siege towers can deal 1d6 damage to all enemies within a 2 tile range. Said enemies must be within a clear line of sight. They gain +2 attack against enemy bases, watchtowers, settlements, and ballistae.
Costs 30 points
Upgrade: None
Assassin (a)
A lightly armed traitorous spirit that delivers lethal strikes.
12 health
1d8 + 3 attack
1d4 defense
1d6 + 1 movement
Requires a level 3 base
Assassins can move to an adjacent tile after attacking.
Costs 20 points
Upgrade: None
Fire Mage (F)
A skilled battlemage who uses fire to defeat their foes.
18 health
1d8 + 3 attack
1d4 - 1 defense
1d6 movement
Requires a level 3 base
Enemy units within 3 tiles of an Fire Mage receive a -1 penalty to defense rolls. Fire Mages can deal 1d4 damage to an adjacent enemy in conjunction with their normal attack.
Costs 32 points
Upgrade: None
Tentacle horror (t)
A writhing tentacles covered in teeth.
35 health
1d6 + 2 attack
1d4 + 3 defense
1d4 - 2 movement, cannot move in mountains or mud
Requires a level 3 base
Tentacle horrors regain 1 health per turn.
Costs 32 points
Upgrade: None
Large Basilisk (l)
A large basilisk.
16 health
1d6 attack
1d6 + 2 defense
1d6 movement
Enemies adjacent to a large basilisk cannot move.
Costs 16 points
Upgrade: None
Unit names, stats, and numbers are subject to change at any time. If you see any problems, please report them to yours truly.