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Aranha
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Independent
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Maintenence: 2
Move: 2,
Special Move: Forest
Combat Strengths:
Ranged: 0,
Flank: 0,
Melee: 60,
Def.: 40,
Morale: 20
Special Power: Forest movement; no flanking combat occurs if Aranha is present--her webs tangle riders
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The Beast
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Ulvir
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Maintenence: 0
Move: 4,
Special Move: Flier
Combat Strengths:
Ranged: 30,
Flank: 0,
Melee: 100,
Def.: 50,
Morale: 50
Special Power: Flying; must devour one living unit every turn (enemy or friendly).
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Castoff Caklakk
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Independent
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Maintenence: 3
Move: 3,
Special Move: None
Combat Strengths:
Ranged: 0,
Flank: 0,
Melee: 60,
Def.: 40,
Morale: 20
Special Power: No special abilities.
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Dreaar Wood
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Independent
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Maintenence: 0
Move: 2,
Special Move: Forest
Combat Strengths:
Ranged: 0,
Flank: 0,
Melee: 10,
Def.: 40,
Morale: 40
Special Power: All units in Dreaar Wood's army get a +30% bonus to defense strength.
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The East Wind
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Independent
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Maintenence: 0
Move: 4,
Special Move: Flier
Combat Strengths:
Ranged: 30,
Flank: 0,
Melee: 20,
Def.: 40,
Morale: 20
Special Power: Enemy units receive -30% ranged combat strength; all units moving with the East Wind gain flying. (Movement to an adjacent province costs only 1 point for a flying unit.)
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Fifi the Basilisk
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Independent
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Maintenence: 1
Move: 2,
Special Move: None
Combat Strengths:
Ranged: 5,
Flank: 5,
Melee: 40,
Def.: 40,
Morale: 20
Special Power: One enemy unit is killed every combat round; if forced to retreat, Fifi kills one friendly unit.
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Incendiary Engine
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Independent
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Maintenence: 3
Move: 2,
Special Move: None
Combat Strengths:
Ranged: 100,
Flank: 0,
Melee: 30,
Def.: 30,
Morale: 15
Special Power: No special abilities.
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Lapsang Souchong
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Independent
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Maintenence: 4
Move: 5,
Special Move: None
Combat Strengths:
Ranged: 30,
Flank: 50,
Melee: 100,
Def.: 150,
Morale: 100
Special Power: Lapsang Souchong begins the game on the map, protecting a magic item which can be captured by defeating him in battle.
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Lord of Herds
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Independent
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Maintenence: 0
Move: 5,
Special Move: None
Combat Strengths:
Ranged: 0,
Flank: 50,
Melee: 40,
Def.: 80,
Morale: 70
Special Power: Opponents' flanking combat reduced 50%.
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The Stith Fly
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Independent
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Maintenence: 2
Move: 4,
Special Move: Flier
Combat Strengths:
Ranged: 20,
Flank: 30,
Melee: 80,
Def.: 150,
Morale: 75
Special Power: The Stith Fly begins the game on the map, protecting two magic items which can be captured by defeating him in battle. All combat strengths +10 per round if there is a magic item in the same province.
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Troll Snorr
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Independent
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Maintenence: 4
Move: 2,
Special Move: Water
Combat Strengths:
Ranged: 0,
Flank: 0,
Melee: 150,
Def.: 250,
Morale: 100
Special Power: The Troll Snorr begins the game on the map, protecting a magic item which can be captured by defeating him in battle.
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The Void Worm
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Independent
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Maintenence: 0
Move: 2,
Special Move: None
Combat Strengths:
Ranged: 0,
Flank: 0,
Melee: 50,
Def.: 50,
Morale: 25
Special Power: The Void Worm absorbs spells -- no combat spells are cast in a combat with the Worm, and the Void Worm and its leader (if any) cannot be targets of spells.
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