Units

Armies:

Armies cost 5 resources to build initially, a Stronghold must have 5 resources present to build a new Army.

Upgrading Armies
An army that has won 3 combats is eligible for a free upgrade that can take place anywhere. Otherwise, Armies cost 5 resources to upgrade, and the upgrade must take place on a Stronghold. If an upgrade causes a unit to gain HP, those HP are gained immediately. If an upgrade would cause it’s location to suddenly become illegal, it is the duty of the GM to relocate it to a reasonable hex.

Swordsmen: +1 attack, +1 defense, 2 move, 30 HP, Prey: archers.

  • Upgrades to: Heavy Infantry: +1 attack, +3 defense, 1 move, 30 HP. Heavy Infantry get +4 defense when in indirect combat.
  • Upgrades to: Skirmishers: +2 attack, +1 defense, 2 move, 30 HP. Skirmishers get +3 attack when they fight in various terrain.

Pikemen: +1 attack, +1 defense, 2 move, 25HP, Prey: cavalry, Pikemen receive an additional +1 to attack whenever they would receive +1 to defense from terrain.

  • Upgrades to: Phalanx: +1 attack, +1 defense, 2 move, 25 HP. Phalanx become more powerful the more of them there are.
  • Upgrades to: Guardians: +1 attack, +1 defense, 2 move, 30 HP. Guardians gain substantial bonuses when they do not move.

Archers: +1 attack, +0 defense, 2 move, 25HP, range: 3, Prey: flying cavalry.

  • Upgrades to: Longbowmen: +1 attack, +0 defense, 2 move, 25 HP, range: 4. Longbowmen have even longer range than archers.
  • Upgrades to: Crossbowmen: +1 attack, +0 defense, 2 move, 25 HP, range: 3. Crossbowmen bypass most defenses.

Cavalry: +1 attack, +1 defense, 3 move, 25HP, cavalry receive +2 to attack if they moved one or more spaces this round

  • Upgrades to: Heavy Cavalry: +1 attack, +1 defense, 3 move, 25 HP. Heavy Cavalry gain +2 attack and defense when they charge.
  • Upgrades to: Paladins: +1 attack, +1 defense, 3 move, 25HP, Paladins receive +2 to attack when they charge. Paladins recover 3 HP every turn.

Flying Cavalry: +1 attack, +1 defense, 3 move, 4 fly, 20 HP. Flying cavalry may choose to perform a diving attack, granting +2 attack, -1 defense if they fly one or more spaces this round.

  • Upgrades to: Knights Aeris: +1 attack, +1 defense, 3 move, 5 fly, 20 HP. Knights Aeris gain an exceptionally powerful dive attack, and can carry caravans over difficult terrain.
  • Upgrades to: Dragon Mages: +1 attack, +1 defense, 2 move, 3 fly, 20 HP. Dragon Mages gain access to the Flare spell.

Scout: +0 attack, +0 defense, 3 move, 20 HP. Scouts can see into adjoining regions.

  • Upgrades to: Assassins: +0 attack, +0 defense, 3 move, 20 HP. Assassins gain +5 attack when in direct combat with a Leader or a Leader’s stack.
  • Upgrades to: Spies: +0 attack, +0 defense, 3 move, 20 HP, Prey:Spies. Spies can evade combat, and disrupt Stronghold production.

Siege Units: -4 attack, +0 defense, 1 move, 25HP, range: 2, +8 VS Strongholds and Capitals. Can penetrate Ranged Immunity.

  • Upgrades to: Trebuchet: -4 attack, +0 defense, 1 move, 25 HP. Trebuchet can deploy to gain exceptional range at the cost of immediately losing in direct combat.
  • Upgrades to: Ballista: +0 attack, +0 defense, 1 move, 25HP, range: 2, +6 VS Strongholds and Capitals. Can penetrate Ranged Immunity.

Zombies: +0 attack, +0 defense, 1 move, 25HP. Zombies require no upkeep, and can only be created by casters at strongholds or graves.

Bandits: +1 attack, +0 defense, 2 move, 25HP, armies which are disbanded have a chance to become bandits.

  • Upgrades to: Hunters: +1 attack, +0 defense, 2 move, 25 HP. Hunters gain an indirect attack, and cannot be seen on the map while in forests or hills.

Leaders: +1 attack, +0 defense, 2 move, 15 HP.


Caravans:

Caravan: Zero attack, -10 defense, 2 move, 25 HP, caravans carry resources from place to place but are extremely vulnerable and should not be left unprotected. Caravans are captured if engaged in combat, or if the unit they are stacked with is destroyed. Caravans do not cost Upkeep, and cost a number of resources to create equal to the amount that they will be carrying (minimum one).

Strongholds:

Strongholds: +0 attack, +1 defense, 0 move, 40 HP. Immunity to Ranged, Immunity to Autokill. Strongholds are not a unit, but they have stats, so they are listed here.

Units

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