Unit Stats

Up

This is the list of available Army Units

Melee Fighter

Level thac0 AC At# special
1 20 10 1.5
2 19 10 1.5
3 17 9 1.5
4 16 9 2
5 15 8 2
6 13 8 2
7 12 7 2
8 11 7 2.5
9 9 6 2.5
10 8 6 2.5
11 7 5 2.5
12 5 5 3

Melee fighters have good AC, rate of attack and THAC0. other than that they are not exceptional.

Ranged Fighters

Level thac0 AC At# special
1 20 10 2 can attack from two spaces away
2 19 10 2 can attack from two spaces away
3 17 10 2 can attack from two spaces away
4 16 9 2 can attack from two spaces away
5 15 9 2 can attack from two spaces away
6 13 9 2 can attack from two spaces away
7 12 9 2 can attack from two spaces away
8 11 8 2 can attack from two spaces away
9 9 8 2 can attack from two spaces away
10 8 8 1 can attack from two spaces away
11 7 8 2 can attack from two spaces away
12 5 7 2 can attack from two spaces away

The Ranged Fighters have a steady rate of fire and a good THAC0

Invoker

Level thac0 AC At# special
1 20 10 1 Invocation spells
2 20 10 1 Invocation spells
3 20 10 1 Invocation spells
4 19 10 1 Invocation spells
5 19 9 1 Invocation spells
6 19 9 1 Invocation spells
7 18 9 1 Invocation spells
8 18 9 1 Invocation spells
9 18 9 1 Invocation spells
10 17 8 1 Invocation spells
11 17 8 1 Invocation spells
12 17 8 1 Invocation spells

Invokers use their combat spells to shread enemy defenses. Instead of attacking enemies’ Acs Invokers only have to exceed the target’s Magic Resistance (MR) in order to damage them. When successfully casting an invocation the Invoker does 1hd of damage per spell level. once a spell is cast, whether it hit or not, it is removed from the Invoker’s spell roster. for this reason it is a good idea to use lover level spells to test which units are going to be more susceptible to other spells. To overcome MR an Invoker may reduce the damage his spell does. for each hd of damage reduced the Invoker gets a +10% to his attack roll.

Invoker spells per level

1st 2nd 3rd 4th 5th 6th
1st 2
2nd 3
3rd 3 2
4th 4 3
5th 5 3 2
6th 5 3 3
7th 5 4 3 2
8th 5 4 4 3
9th 5 4 4 3 2
10th 5 5 5 4 3
11th 5 5 5 4 4
12th 5 5 5 4 4 2

Summoner

Level thac0 AC At# special
1 20 10 1 Summoning Spells
2 20 10 1 Summoning Spells
3 20 10 1 Summoning Spells
4 19 10 1 Summoning Spells
5 19 9 1 Summoning Spells
6 19 9 1 Summoning Spells
7 18 9 1 Summoning Spells
8 18 9 1 Summoning Spells
9 18 9 1 Summoning Spells
10 17 8 1 Summoning Spells
11 17 8 1 Summoning Spells
12 17 8 1 Summoning Spells

The Summoner uses his magic powers to bring beings into existence that fight for him. For each spell level that the Summoner uses he summons a being with one hd. Thus a 6th level spell would conjure a 6Hd being. Summoners may bring forth Melee or Ranged Fighters. The Summoner may spend two rounds to compound his summoning power. At the end of the second round the summoner Summons a single being with Hd equaling the sum of the two spell levels used.

Summoner spells per level

1st 2nd 3rd 4th 5th 6th
1st 2
2nd 3
3rd 3 2
4th 4 3
5th 5 3 2
6th 5 3 3
7th 5 4 3 2
8th 5 4 4 3
9th 5 4 4 3 2
10th 5 5 5 4 3
11th 5 5 5 4 4
12th 5 5 5 4 4 2

Mage

Level thac0 AC At# special
1 20 10 1 Summoning and Invocation spells
2 20 10 1 Summoning and Invocation spells
3 20 10 1 Summoning and Invocation spells
4 19 10 1 Summoning and Invocation spells
5 19 9 1 Summoning and Invocation spells
6 19 9 1 Summoning and Invocation spells
7 18 9 1 Summoning and Invocation spells
8 18 9 1 Summoning and Invocation spells
9 18 9 1 Summoning and Invocation spells
10 17 8 1 Summoning and Invocation spells
11 17 8 1 Summoning and Invocation spells
12 17 8 1 Summoning and Invocation spells

Mages can use summoning and Invocation spells, but can use fewer total spells and cannot do some of the tricks specialists can.

Mages can use their spells invoke attacks directly against enemies. Instead of attacking enemies’ Acs Mages only have to exceed the target’s Magic Resistance (MR) in order to damage them. When successfully casting an invocation the Mage does 1hd of damage per spell level. Once a spell is cast, whether it hit or not, it is removed from the Mage’s spell roster. For this reason it is a good idea to use lower level spells to test which units are going to be more susceptible to stronger spells.

The Mage can use his magic powers to bring beings into existence that fight for him. For each spell level that the Mage uses he summons a being with one hd. Thus a 6th level spell would conjure a 6Hd being. Melee or Ranged Fighters may be brought forth.

Mage spells per level

1st 2nd 3rd 4th 5th 6th
1st 1
2nd 2
3rd 2 1
4th 3 2
5th 4 2 1
6th 4 2 2
7th 4 3 2 1
8th 4 3 3 2
9th 4 3 3 2 1
10th 4 4 4 3 2
11th 4 4 4 3 3
12th 4 4 4 3 3 1

Priest

Level thac0 AC At# special
1 20 10 1 Divine spells
2 20 10 1 Divine spells
3 20 9 1 Divine spells
4 18 9 1 Divine spells
5 18 9 1 Divine spells
6 18 8 1 Divine spells
7 16 8 1 Divine spells
8 16 8 1 Divine spells
9 16 7 1 Divine spells
10 14 7 1 Divine spells
11 14 7 1 Divine spells
12 14 6 1 Divine spells

Priest use their magic powers to heal allies and their good combat abilities to bolster defenses where they wain.

Priest use their spells to restore Hd to allied units. For each spell level expended the Priest heals an adjacent ally for one hd. Allies cannot be healed for more hd then they had to start with. A Priest may divide higher level spells into multiple lower level spells that total to the spell level of the divided spell.

1st 2nd 3rd 4th 5th 6th
1st 1
2nd 2
3rd 2 1
4th 3 2
5th 3 3 1
6th 3 3 2
7th 3 3 2 1
8th 3 3 3 2
9th 4 4 3 2 1
10th 4 4 3 3 2
11th 5 4 4 3 2 1
12th 6 5 5 3 2 2

Crusader

Level thac0 AC At# special
1 20 10 1
2 19 10 1 Divine spells
3 18 9 1 Divine spells
4 17 9 1 Divine spells
5 16 8 1 Divine spells
6 15 8 1 Divine spells
7 14 7 1 Divine spells
8 13 7 1 Divine spells
9 12 6 1 Divine spells
10 11 6 1 Divine spells
11 10 5 1 Divine spells
12 9 5 1 Divine spells

Crusaders are equally at home on the front lines as they are backing up the front line. The can use their spells to heal allies or invoke attacks against enemies.

When a Crusader heals an Ally he restores on hit die per spell level used. This must be done to an adjacent Ally.

When a Crusader uses his magic to invoke an attack he must roll percentile and exceed the magic resistance of the target. He does one damage per spell level expended on the attack. Regardless of either or not the attack lands the spell slot is expended.

1st 2nd 3rd 4th 5th 6th
1st
2nd 1
3rd 1
4th 1 1
5th 1 1
6th 1 1 1
7th 1 1 1
8th 1 1 1 1
9th 2 2 1 1
10th 2 2 1 1 1
11th 2 2 2 1 1
12th 3 2 2 1 1 1

Thief

Level thac0 AC At# special
1 20 10 1 Recon, Backstab *2
2 20 10 1 Recon, Backstab *2
3 19 10 1 Recon, Backstab *2
4 19 9 1 Recon, Backstab *2
5 18 9 1 Recon, Backstab *3
6 18 9 1 Recon, Backstab *3
7 17 9 1 Recon, Backstab *3
8 17 8 1 Recon, Backstab *3
9 16 8 1 Recon, Backstab *4
10 16 8 1 Recon, Backstab *4
11 15 8 1 Recon, Backstab *4
12 15 7 1 Recon, Backstab *4

Thieves are not the best in face to face combat, but working together in tactical unit arrangements they can deliver devastating results on their targets. They are also helpful in planning with their Recon ability.

When two units of Thieves stand on opposite sides of an Enemy unit then both units of Thieves do more damage as the multiple in the backstab ability above lists.

Before a combat a unit of Thieves can be sent to observe the enemy’s position and composition. If done well this can give the allies of the Thieves a leg up in the fight to come ( +1 to attacks, +10% to invocations done by allies in the first clash of combat.) If done poorly then it will either give the Thieves’ allies bad information ( +1 to attacks, +10% to invocations done by the enemy in the first clash of combat) or results in the death of 1d(half the number of Thieves in the unit) the success and failure rates are listed by level on the table below.

Recon Success rate Faulty Recon rate
1st 24% 26%
2nd 28% 22%
3rd 32% 18%
4th 36% 14%
5th 40% 10%
6th 44% 6%
7th 48% 2%
8th 52%
9th 56%
10th 60%
11th 64%
12th 68%

Bard

Level Thac0 AC AT# Special
1 20 10 1 Hiring cost reduction
2 20 10 1 Arcane spells, Hiring cost reduction, Counter spell
3 19 10 1 Arcane spells, Hiring cost reduction, Counter spell
4 19 9 1 Arcane spells, Hiring cost reduction, Counter spell
5 18 9 1 Arcane spells, Hiring cost reduction, Counter spell
6 18 9 1 Arcane spells, Hiring cost reduction, Counter spell
7 17 9 1 Arcane spells, Hiring cost reduction, Counter spell
8 17 8 1 Arcane spells, Hiring cost reduction, Counter spell
9 16 8 1 Arcane spells, Hiring cost reduction, Counter spell
10 16 8 1 Arcane spells, Hiring cost reduction, Counter spell
11 15 8 1 Arcane spells, Hiring cost reduction, Counter spell
12 15 7 1 Arcane spells, Hiring cost reduction, Counter spell

Bards are versatile, but work best as support units. Their Arcane spells and counter spell abilities are reliable in combat and their Hiring cost reduction is invaluable when recruiting new units.

When Recruiting new units (See Recruiting above or below) the Bard reduces the recruitment cost for one unit by the percentage listed on the chart below. This is based on level. Multiple bards cannot stack reduction on a single unit, but each applies to a different unit. A bard cannot use this ability on the same recruitment in which he is hired.

Bards can use their spell to either cast Invocations or Summon allies. This is determined when the Bard is recruited.

Bards can use their spells to invoke attacks directly against enemies. Instead of attacking enemies’ Acs Bards only have to exceed the target’s Magic Resistance (MR) in order to damage them. When successfully casting an invocation the Bard does 1hd of dmg per spell level. Once a spell is cast, whether it hit or not, it is removed from the Bard’s spell roster. For this reason it is a good idea to use lower level spells to test which units are going to be more susceptible to stronger spells.
Or
The Bard can use his magic powers to bring beings into existence that fight for him. For each spell level that the Bard uses he summons a being with one hd. Thus a 4th level spell would conjure a 4Hd being. Melee or Ranged Fighters may be brought forth.

Once per day a bard can cancel a spell that is cast at him. Doing so is a reaction and can only be done if the Bard has a spell slot of equil level or higher then the spell to be canceled.

Cost Reduction 1st 2nd 3rd 4th
1st 4%
2nd 8% 1
3rd 12% 2
4th 17% 2 1
5th 21% 3 1
6th 25% 3 2
7th 29% 3 2 1
8th 33% 3 3 1
9th 37% 3 3 2
10th 42% 3 3 2 1
11th 46% 3 3 3 1
12th 50% 3 3 3 2

Unit Stats

Mini-Series Mab2629