| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Archers | 2 | 2 | 2 | - | 4 | 2 | 2 | +1 to missile vs. mounted | 2 GB | 1 GB | P (2), T (4) |
| Artillerists | 1 | 1 | 1 | - | 5 | 2 | 2 | Ignore defensive terrain and castle bonuses | 4 GB | 2 GB | P (5) |
| Cavalry | 3 | 3 | 3 | 5 | 1 | 2 | 2 | Light cavalry | 4 GB | 2 GB | P (3) |
| Elite Infantry | 1 | 4 | 4 | - | - | 3 | 3 | +1 to melee vs. pikes/irregulars | 4 GB | 2 GB | P (3) |
| Infantry | 1 | 3 | 3 | - | - | 2 | 2 | +1 to melee vs. pikes/irregulars | 2 GB | 1 GB | P (1), T (4) |
| Irregulars | 2 | 2 | 3 | - | 2 | 2 | 2 | 1 GB | 1 GB | P (1), T (3) | |
| Knights | 2 | 4 | 4 | 6 | - | 3 | 3 | 6 GB | 2 GB | P (4) | |
| Levies | 1 | 1 | 2 | - | - | 1 | 3 | 0 GB | 1 GB | P (1) | |
| Pikemen | 1 | 3 | 3 | - | - | 2 | 2 | Cannot be charged, +1 to melee & defense vs. mounted | 2 GB | 1 GB | P (2), T (4) |
| Scouts | 3 | 2 | 2 | - | 3 | 2 | 1 | Ignore terrain penalties, scouting | 2 GB | 1 GB | P (0) |
These units are available in all human realms. The Kingdom of Shazak does not use mounted units, but shazak foot soldiers have identical stats to human medieval troops.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Musketeers | 2 | 2 | 2 | - | 5 | 2 | 2 | +1 to missile vs. mounted | 2 GB | 1 GB | P (2), T (4) |
| Culverin | 1 | 1 | 1 | - | 6 | 2 | 2 | Ignore defensive terrain and castle bonuses | 4 GB | 2 GB | P (5) |
| Hussars | 3 | 4 | 4 | 5 | 2 | 2 | 2 | Light cavalry | 4 GB | 2 GB | P (3) |
| Regulars | 1 | 4 | 4 | - | 3 | 3 | 3 | +1 to melee vs. pikes/irregulars | 4 GB | 2 GB | P (3) |
| Light Infantry | 1 | 3 | 3 | - | 4 | 2 | 2 | +1 to melee vs. pikes/irregulars | 2 GB | 1 GB | P (1), T (4) |
| Skirmishers | 3 | 2 | 2 | - | 4 | 2 | 1 | Ignore terrain penalties, scouting | 2 GB | 1 GB | P (0) |
These units are available in the nations of the Savage Baronies.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Archers | 2 | 2 | 2 | - | 5 | 3 | 2 | +1 to missile vs. mounted | 4 GB | 1 GB | P (3) |
| Cavalry | 4 | 3 | 3 | 5 | 4 | 3 | 2 | Light cavalry | 6 GB | 2 GB | P (4) |
| Infantry | 2 | 3 | 3 | - | 1 | 3 | 2 | 4 GB | 1 GB | P (2) | |
| Scouts | 4 | 2 | 1 | - | 4 | 3 | 2 | Scouting | 4 GB | 1 GB | P (0) |
| Skylancers | 3 | 3 | 3 | 5 | - | 3 | 2 | Can fly. Light cavalry. | 5 GB | 2 GB | P (3) in Aeryl |
| Ee'aar Levies | 2 | 1 | 2 | - | - | 1 | 3 | - | 0 GB | 2 GB | P (1) in Aeryl |
These units are available to Torreon, Eusdria, Robrenn and Aeryl. Note that Aeryl ee'aar companies can fly and an extra movement point, but cost 1 more GB in maintenance (the Skylancer unit already has this factored in). Units that choose to fly can only be attacked in melee by other flyers. Missile fire between flyers and groundbound foes is normal. Aeryl does not use cavalry.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Crossbowmen | 1 | 4 | 2 | - | 4 | 3 | 2 | +1 to missile vs. mounted | 4 GB | 1 GB | P (3), T (4) |
| Guards | 1 | 5 | 4 | - | - | 3 | 3 | 4 GB | 2 GB | P (4) | |
| Infantry | 1 | 4 | 3 | - | - | 2 | 2 | 2 GB | 1 GB | P (1), T (3) | |
| Miners | 1 | 4 | 3 | - | - | 3 | 2 | May deploy anywhere on the battlefield | 4 GB | 1 GB | P (3) |
Dwarf units can be mustered in Cimmaron County and the Kingdom of Eusdria.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Archers | 1 | 2 | 1 | - | 3 | 1 | 2 | +1 to missile vs. mounted | 1 GB | 1 GB | P (2), T (4) |
| Guards | 1 | 3 | 4 | - | 2 | 2 | 3 | +1 to melee vs. pikes/irregulars | 4 GB | 2 GB | P (3) |
| Infantry | 1 | 2 | 2 | - | 1 | 1 | 2 | +1 to melee vs. pikes/irregulars | 1 GB | 1 GB | P (2), T (4) |
| Skirmishers | 1 | 1 | 2 | - | 2 | 1 | 2 | Scouting | 1 GB | 1 GB | P (1), T (3) |
| Wolfriders | 2 | 3 | 3 | 4 | 1 | 2 | 2 | 4 GB | 2 GB | P (3) |
These units are available in the goblin provinces around Bushwack Prairie. Goblins and orcs also make up the majority of the inhabitants of the Yazak Steppes.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Archers | 1 | 2 | 2 | - | 3 | 2 | 3 | +1 to missile vs. mounted | 2 GB | 1 GB | P (2), T (4) |
| Infantry | 1 | 4 | 4 | - | - | 2 | 4 | +1 to melee vs. pikes/irregulars | 2 GB | 1 GB | P (2), T (4) |
| Skirmishers | 2 | 3 | 3 | - | 2 | 2 | 3 | Scouting | 2 GB | 1 GB | P (1), T (3) |
Orcs can be mustered by the humanoids in the Highlands region north of Robrenn, the Dark Jungle of the Orcs Head Peninsula, and in the reserves of Hule. Many orcs can be found in the Yazak Steppes, too.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Rakasta Longbowmen | 1 | 2 | 2 | - | 5 | 2 | 2 | +1 to missile vs. mounted | 3 GB | 1 GB | P (2), T (4) |
| Rakasta Feliquine Cavalry | 2 | 3 | 5 | 5 | - | 3 | 3 | +1 to melee vs. enemy mounted units. Light cavalry. | 6 GB | 2 GB | P (3) |
These units are found in the Kingdom of Bellayne. Other rakasta units have stats identical to those of Medieval Human units.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Lupin Rangers | 2 | 3 | 3 | - | 3 | 2 | 2 | Can scout, and move freely in forest terrain. | 3 GB | 1 GB | P (2), T (4) |
| Lupin Musketeers | - | +1 | +2 | +2 | +2 | - | - | Must fight as part of another military company. | 2 GB | 1 GB | P (3) |
These units are found in the Kingdom of Renardy. Other lupin units have identical stats to those of medieval human units.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Enduk Storm | 2 | 4 | 4 | - | 1 | 3 | 3 | Can fly | 6 GB | 2 GB | P (2), T (4) |
| Enduk Crossbowmen | 2 | 3 | 3 | - | 5 | 3 | 2 | Can fly | 6 GB | 2 GB | P (3) |
| Enduk Lancers | 2 | 4 | 4 | 6 | - | 3 | 3 | Can fly | 6 GB | 2 GB | P (3) |
| Enduk Levies | 2 | 2 | 3 | - | - | 1 | 3 | Can fly | 0 GB | 2 GB | P (1) |
These units can be raised in the Kingdom of Eshu.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Manscorpion Pincer | 2 | 4 | 5 | - | - | 3 | 3 | - | 4 GB | 2 GB | P (2), T (4) |
| Manscorpion Longbowmen | 2 | 3 | 3 | - | 5 | 2 | 2 | +1 missile versus mounted opponents | 4 GB | 1 GB | P (3) |
| Manscorpion War Chariots | 2 | 3 | 4 | 6 | 3 | 3 | 3 | - | 6 GB | 2 GB | P (3) |
| Manscorpion Pikemen | 2 | 4 | 4 | - | - | 2 | 2 | Cannot be charged. +1 to melee versus mounted opponents. | 4 GB | 1 GB | P (3) |
| Manscorpion Levies | 1 | 2 | 3 | - | - | 1 | 3 | - | 0 GB | 1 GB | P (1) |
These units can be raised in the Kingdom of Nimmur.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Aranea Infantry | 2 | 3 | 3 | - | - | 2 | 2 | One free 1st level battlemagic spell per battle. | 2 GB | 2 GB | P (2), T (4) |
| Aranea Infiltrators | 2 | 2 | 3 | - | 1 | 2 | 2 | Cannot be targeted until Infiltrators attack. | 3 GB | 1 GB | P (3) |
| Aranea Levies | 2 | 2 | 2 | - | - | 1 | 2 | Gain 1 free 1st level battlemagic spell per battle | 0 GB | 1 GB | P (1) |
These units can be raised in the Kingdom of Herath. Herath can also muster standard human medieval units.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Cannon | 1 | 1 | 1 | - | 6 | 2 | 2 | Ignores defensive terrain. Has missile 2 at range 2 boxes. | 6 GB | 3 GB | P (4) in Torreon |
| Rifled Cannon | 1 | 1 | 1 | - | 5 | 2 | 2 | Ignores defensive terrain. Has missile 3 at range 2 boxes. | 6 GB | 3 GB | P (4) in Torreon |
| Horse Artillery | 2 | 1 | 1 | - | 5 | 2 | 2 | Ignores defensive terrain. Can move and fire. | 6 GB | 3 GB | P (4) in Cimarron |
| Riflemen | 2 | 2 | 2 | - | 5 | 2 | 2 | Missile 1 at range 2 boxes | 3 GB | 1 GB | P (4) in Cimarron |
| Inquisitors | 1 | 4 | 4 | - | - | 3 | 3 | One free Fireball spell per battle. | 6 GB | 2 GB | HCN (3) |
| Shieldmaidens | 1 | 5 | 4 | - | - | 3 | 3 | +1 to melee vs pikes and irregulars, ignore F&R from magic | 4 GB | 2 GB | CHJ (3) |
| Gaucho Cavalry | 3 | 3 | 3 | 5 | 4 | 2 | 2 | Light cavalry | 4 GB | 2 GB | P (3) in Guadalante |
| Hulean Janizaries | 4 | 3 | 2 | - | 3 | 3 | 3 | Can fall back after firing if full move not expended. Light cavalry. | 4 GB | 2 GB | P (3) in Hule |
| Hulean Zafiries | 2 | 3 | 1 | - | - | 2 | 1 | One free Missile Storm per battle. Max 4 units at any one time. | 6 GB | 1 GB | P (4) in Hule |
| Hulean Reavers (hill giants) | 2 | 3 | 8 | - | - | 2 | 4 | Max 4 units at any one time. | 8 GB | 3 GB | P (4) in Hule |
| Eusdrian Knights | 2 | 5 | 5 | 7 | - | 3 | 3 | Ignore F&R from magic | 6 GB | 2 GB | P (4) in Eusdria KTE (4) |
| Eusdrian Battle Train | 1 | 6 | 2 | 6 | - | 3 | 4 | Can carry 1 company, which gains Defence 6 while loaded. | 8 GB | 2 GB | P (4) in Eusdria |
| Cayma Infantry | 2 | 4 | 2 | - | 2 | 2 | 2 | - | 2 GB | 1 GB | P (1) in Kingdom of Cay |
| Phanaton Infantry | 2 | 4 | 3 | - | 2 | 2 | 2 | Cannot be attacked in melee while in jungle. Can scout. | 2 GB | 1 GB | P (1) in Kingdom of Jibaru |
| Gurrash Infantry | 2 | 4 | 6 | - | 2 | 2 | 2 | Can hide while not attacking in swamp. Hidden units cannot be attacked. | 2 GB | 1 GB | P (1) in Kingdom of Ator GTB(1) in Ator |
| Wallara Infantry | 2 | 3 | 3 | - | 3 | 2 | 2 | Cannot be attacked until unit attacks. Can disengage at any time. | 2 GB | 1 GB | P (1) in Wallara Lands |
These units are specific to certain realms and can be mustered only by the regents of those realms.
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Muster Cost | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Pyre, Crimson Dragon | 4 | 7 | 10 | - | 10 | 3 | 4 | Can fly | Free | Free | Pyre rules the orcs of the Dark Jungle. He costs nothing to maintain, but should he die, that regents game is over... |
| Unit | Move | Defense | Melee | Charge | Missile | Morale | Hits | Special Abilities | Maintenance Cost | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Adventurers | 4 | +1 | +1 | +1 | +1 | 3 | 3 | Stacked with another unit | 1 GB | Capital |
| Gnoll Archers | 2 | 2 | 2 | - | 3 | 2 | 3 | +1 to missile vs. mounted | 1 GB | None |
| Gnoll Infantry | 2 | 4 | 4 | - | 2 | 2 | 3 | +1 to melee vs. pikemen/irregulars | 2 GB | None |
| Gnoll Raiders | 2 | 3 | 3 | - | 2 | 1 | 2 | +1 to melee and morale if on a raid | 1 GB | None |
| Mercenary Archers | 2 | 2 | 2 | - | 4 | 1 | 2 | +1 to missile vs. mounted | 2 GB | None |
| Mercenary Cavalry | 3 | 3 | 3 | 5 | 1 | 1 | 2 | 2 GB | None | |
| Mercenary Infantry | 1 | 3 | 3 | - | - | 1 | 2 | +1 to melee vs. pikes/irregulars | 2 GB | None |
| Mercenary Irregulars | 2 | 2 | 3 | - | 2 | 1 | 2 | 1 GB | None | |
| Mercenary Pikemen | 1 | 3 | 3 | - | - | 1 | 2 | Cannot be charged, +1 to melee & defense vs. mounted | 2 GB | None |
| Stonecrown Ogres | 2 | 3 | 7 | - | - | 2 | 4 | None | 0 GB | Summoning spell |
| Undead Legion | 1 | 7 | 5 | - | - | 3 | 3 | Ignore F&R except from magic | 0 GB | Legion of Dead spell |
Human mercenaries are available to all realms (Torreoner mercs are available to all realms with an agreement with Torreon). The only gnolls are in the El Grande Carrascal region, so only nations near that part of the SC can hire gnolls. Note that gnolls are generally hated by the Savage Baronies, and so hiring gnoll mercs may have an adverse affect on loyalty. Mercenaries have no muster cost, however you must pay their first maintenance cost immediately when you hire them. Torreoner mercenaries gain +1 to morale and do not disband if defeated in battle.
| Ship Name | Defense | Boarding | Missile | MC | Rowing | Morale | Hull | Seaworth | Cargo | Transport | Purchase Cost | Build Cost | Repair Cost/HP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Caravel | 3 | 3 | 1 | B | - | 2 | 2 | 16 | 3 GB | 1 unit | 6 GB | 5 GB | 3 GB |
| Galleon | 4 | 5 | 2 | C | - | 3 | 4 | 15 | 6 GB | 3 units | 15 GB | 12 GB | 4 GB |
| Coaster | 1 | 1 | 0 | A | - | 1 | 1 | 15 | 1 GB | - | 2 GB | 2 GB | - |
| Eusdrian Knarr | 3 | 2 | 1 | C | 1 | 2 | 2 | 16 | 2 GB | 1 unit | 6 GB | 5 GB | 3 GB |
| Eusdrian Longship | 2 | 3 | - | C | 2 | 3 | 1 | 14 | 1 GB | 1 unit | 3 GB | 2 GB | - |
| Orc War Canoe | 1 | 3 | - | C | 2 | 3 | 1 | 15 | 1 GB | 1 unit | 3 GB | 2 GB | - |
| Baronial Merchantman | 1 | 1 | 1 | B | - | 1 | 2 | 16 | 6 GB | 1 unit | 6 GB | 5 GB | 3GB |
| Baronial Frigate | 4 | 4 | 4 | B | - | 2 | 3 | 16 | 3 GB | 1 unit | 10 GB | 8 GB | 3GB |
| Baronial Galleon | 4 | 5 | 5 | C | - | 3 | 4 | 16 | 6 GB | 3 units | 15 GB | 12 GB | 4GB |
| Baronial Man 'o War | 5 | 5 | 6 | D | - | 3 | 5 | 16 | 6 GB | 3 units | 18 GB | 15 GB | 5GB |
| Hulean Zebec | 3 | 4 | 3 | A | - | 3 | 3 | 15 | 2 GB | 2 units | 17 GB | 15 GB | 5GB |
| Hulean Dhoura | 2 | 3 | 1 | B | - | 2 | 2 | 16 | 2 GB | 1 unit | 4 GB | 3 GB | 2GB |
| Hulean Dhow | 1 | 1 | 0 | A | - | 1 | 1 | 14 | 1 GB | - | 2 GB | 2 GB | - |
| Pirate Corsair | 4 | 4 | 4 | A | - | 3 | 3 | 16 | 3 GB | 1 unit | 12 GB | 10 GB | 3GB |
Caravels, galleons and coasters are available to all nations bar the Orcs Head nations (who can manage coasters only - Ator cannot even manage those) and Eusdria, which uses its own designs. Note that Baronial ships have much more powerful missile ratings, due to their heavy use of cannon.
Some baronial ships may be armed with rifled naval guns if they have access to that technology. This reduces missile ratings by 1,
but gives ships a missile rating of 1 at range 2 boxes.