| |
 |
Captain |
AV: 20 |
DV: 5 |
|
|
Health: 340 |
Morale: 10 |
Speed Max: 4.5 |
|
Cost: 5 |
Upkeep: |
Role: Captain |
|
Requirements: Human Village
Abilities:
Armored:
Resist Melee
+20%;
Resist Range +20%
Description:
Entrusted with commanding companies of soldiers, Captains bring poise
and confidence to the battlefield. Battle-scarred veterans, they are
both skillful warriors and talented leaders.
|
 |
Catapult |
AV: 40 |
DV: 3 |
|
|
Health: 500 |
Morale: 55 |
Speed Max: 2.5 |
|
Cost:
50 |
Upkeep: 4
4 |
Role: Siege |
|
Requirements: Quarry, Barracks
Resupply Rate:
4%
Stone:
Range: 20; Recharge Time: 5;
Area:
3.5;
Damage
40 +160
vs. Buildings; Max Targets: 12
Abilities:
Mechanical:
Resist Melee Damage +20%; Resist Range +60%;
Immunity to Poison & Disease Enchantments
Description:
Through the use of gears, winches, taut ropes and careful leverage,
Humans have produced Catapults capable of hurling enormous stones with
incredible force. Catapults mark the high point of Human siege
technology.
|
 |
Cleric |
AV: 12 |
DV: 3 |
|
|
Health: 120 |
Morale: 5 |
Speed Max: 3.0 |
|
Cost:
22 |
Upkeep: 2 |
Role: Healer |
Support Only |
Requirements: Shrine
Spells:
Levels Recruit, Regular,
Veteran:
Blessing:
Target: Same Company; Area: 15; Recharge Time: 20; Duration: 30; AV +3;
DV +2; Enchantment Type: Magical
Heal: Target: Same Company;
Area: 15; Recharge Time: 6; Heal: 30Level
Elite:
Invocation:
Target: Same Company; Area: 15; Recharge Time: 20; Duration: 30; AV +4;
DV +3; Enchantment Type: Magical
Greater Heal:
Target: Same Company; Area: 15; Recharge Time: 6; Heal: 45
Description:
Sworn to the Light, Clerics refuse to use their powers in violence,
though they will defend themselves by mundane means if need be. Their
considerable magical prowess is exclusively applied to healing the
wounded and providing holy protection to those engaged in battle.
|
 |
Dragoon |
AV: 26 |
DV: 5 |
|
|
Health: 340 |
Morale: 12 |
Speed Max: 4.0 |
|
Cost:
20 |
Upkeep:
1
1 |
Role: Cavalry |
|
Requirements: Blacksmith, Barracks
Abilities:
Agile: Resist Siege Damage
+20%
Charge:
Duration: 15; Recharge Time: 60;
Enchantment Type: Physical; AV+4; Max Speed +25%
Description:
Covered head to toe in iron, the Dragoon combines the speed of cavalry
with seemingly impregnable defense. Dragoons are the most elite unit of
the Human armies. Their power and determination enables them to turn the
tide of even the darkest battles.
|
 |
Ox |
AV: 12 |
DV: 1 |
|
|
Health: 180 |
Morale: 6 |
Speed Max: 3.0 |
|
Cost:
5 |
Upkeep: |
Role: Pack Beast |
Support Only |
Requirements: Human Village
Abilities:
Support - Trailblazing: Ignores
Terrain Speed; +3 to Detection Range
Description:
Employed in support of Settlers, lumbering Pack Beasts bears the
necessary food and supplies to establish new settlements for a growing
kingdom.
|
 |
Pikeman |
AV:
14 |
DV: 3 |
|
|
Health: 180 |
Morale: 9 |
Speed Max: 3.0 |
Entrench: 90 |
Cost:
8 |
Upkeep:
0.5 |
Role: Infantry |
|
Requirements: Human Village
Abilities:
Agile: Resist Siege Damage
+20%
Siege: AV +5 vs. Buildings
Support - Cavalry Foe: +5 AV vs. Cavalry
Description:
Requiring less training and less equipment than Swordsmen, Pikemen fill
out the ranks of Human armies. Countless peasants have been conscripted
as Pikemen to wage the many Human wars fought over the Ages.
|
 |
Pioneer |
AV: 10 |
DV: 1 |
|
|
Health: 120 |
Morale: 6 |
Speed Max: 3.0 |
Entrench: 60 |
Cost:
5 |
Upkeep:
1 |
Role: Settler |
|
Requirements: Human Village
Abilities:
Build: 20
Description:
The key to territorial expansion, the almost defenseless Settler is a
critical component of any Human kingdom. Nevertheless, as they are easy
prey on the battlefield, Settlers receive little respect from the
general infantry, who view them as little more than a necessary evil.
|
 |
Swordsman |
AV: 20 |
DV: 4 |
|
|
Health: 240 |
Morale: 11 |
Speed Max: 2.5 |
Entrench: 90 |
Cost:
16 |
Upkeep:
1 |
Role: Infantry |
|
Requirements: Blacksmith
Abilities:
Armored: Resist Melee +20%;
Resist Range +20%
Shields:
Resist Range +5%
Description:
The armored backbone of Human armies is the ubiquitous Swordsman:
bearing a longsword and equipped with the fortitude to wage constant
battle, Swordsmen are always the first to die and the last to withdraw.
|
| |
|