Latest Posts | Lords of the Second Age Units
===Units with a cost of ONE===
Goblin: 1/1 Peasant: 1/1 - Peasants are more affected by moral, gaining/loosing attack with every deviation of 2 from normal moral instead of the usual 3. Kamikaze Golem: 0/1 - Upon death, all units (friend or foe) within a square take 2 damage, Kamikaze Golem's may kill themselves upon command.
===Units with a cost of TWO===
Goblin Archer: 2/1 - Can attack at range. Giant Raven: 2/1 - Automatically dodges all 1 damage attacks. North Wolf: 3/1 Mountain Wolf: 2/2 Skeleton Warrior: 2/1 - Upon death the player may /roll reform 1, if the resulting die shows a star the unit is replaced on the field with full life and no status effects. Maggots of Necra'an: 1/1 - Every time Maggots of Necra'an kill an enemy unit, another unit of Maggots of Necra'an are placed on the field next to the maggots that made the kill. Small Slime: 1/2 - If three small slimes are near each other, they can be removed from play and be replaced with a single medium slime. Militia: 2/1 - Militia are more affected by moral, gaining/loosing attack with every deviation of 2 from normal moral instead of the usual 3.
===Units with a cost of THREE===
Dwarf Warrior: 3/3 Rift Mutt: 4/1 - Rift Mutts mat attack attack at range, but only roll 2 dice when doing so. Archer: 3/2 - Can attack at range. Footman: 4/2 Skeleton Knight: 3/2 - Upon death the player may /roll reform 1, if the resulting die shows a star the unit is replaced on the field with full life and no status effects. Skeleton Archer: 3/1 - Can attack at Range. Upon death the player may /roll reform 1, if the resulting die shows a star the unit is replaced on the field with full life and no status effects. Gremlin: 3/2 - After attacking, Gremlins may attack one additional time. This attack must be against a different unit and rolls only a single die. Thrugg Savage: 2/2 - any time a Thrugg Savage deals damage, the damaged unit is poisoned and rolls a die per remaining life to resist damage. Thrugg Savages also regain 1 previously lost life point per damage they deal. Imp: 3/2 - Can attack at range. Automatically dodges all 1 damage attacks. Forest Spider: 3/2 - If damage is dealt, the enemy unit is paralyzed and looses their next action.
===Units with a cost of FOUR===
Orc: 4/4 Sand Drake: 3/6 Shaman: 2/2 - Can attack at range. Instead of attacking, a Shaman may /roll heal 3. After the roll 1 damage per star is removed from a friendly unit of the player's choice. Dwarf Cannonier: 7/2 - Can attack at range. May only attack every other turn. Arbalist: 5/1 - Can attack at range. Ranger: 4/3 - Can attack at range. Medium Slime: 2/4 - Upon death, 2 Small Slimes are placed on the field. If three Medium Slimes are near each other, they can be removed from play and be replaced with a single Large Slime. Guard: 3/6 - Can attack at range. Barbarian: 5/2 Dreyjox Defender: 4/5 Dreyjox Archer: 3/4 - Can attack at range. Soldier: 3/4 - For every three soldiers you have in your army, all soldiers you control gain +1 attack Dark Hunter: 3/4 - Deal 2 damages per star when attacking a Midwolf, Changed Wolf or Vampire Desert Turtle: 1/10 Unicorn: 3/4 - The enemy team looses 1 moral if they kill a Unicorn White-Skin: 3/3 - Instead of attacking, a Shaman may /roll heal 2. After the roll 1 damage per star is removed from a friendly unit of the player's choice. Savage: 4/2 - Cannot be attacked by a North Wolf, Mountain Wolf, Rift Mutt, Great Wolf or Changed Wolf Great Wolf: 4/2 - Up to three friendly wolves within 3 squares of a Great Wolf gain +1 attack die. This buff cannot stack if there are multiple Great Wolves in play.
===Units with a cost of FIVE===
Knight: 6/6 Gold Guard: 4/7 - If the Gold Guard does not move (This is a literal movement across the field, the Guard can still attack/roll a check/do jumping jacks) on any given turn, it gains 1DR reducing all damage it takes by 1 until the next time it moves. Shinian: 2/4 - Can attack at range. Instead of attacking, a Shinian may /roll heal 3. After the roll 1 damage per star is removed from a friendly unit of the player's choice. Deal 2 damages per star when attacking a Midwolf, Changed Wolf, Vampire, Goblin, Goblin Archer, Gremlin, Orc, Savage, Shaman, Ogre or Wolf Mount. Levia'anian: 0/3 - Instead of attacking, a Levia'anian may /roll heal 6. After the roll 1 damage per star is removed from a friendly unit of the player's choice. Rian: 3/6 - Can attack at range. After attacking a Rian may /roll stun 1, if the dice shows a star, the enemy is stunned loosing their next action and having an extra die rolled against them until their next action. Fian: 4/2 - Every point of damage dealt knocks the enemy back one square, collisions from this may cause damage or even death. Hydracian: 5/4 - When attacking, the attack splashes out, each square away from the original attack takes 1 less damage than the original target. This attack effects only enemies and not friendly units. Pyracian: 4/3 - When attacking, damage is dealt equally to all units on adjacent squares. Golem: 3/8 Ogre: 7/5 Centaur: 4/5 - When attacking, if two or more stars are rolled, the centaur may attack the same target again Changed Wolf: 5/4 - After 3 turns on the field, the Changed Wolf is automatically removed and replaced with a Mid-Wolf Blood Drake: 8/3 Bark Drake: 4/8 Wolf Mount: 5/5 - When this unit is destroyed, it may /roll survivors 2 if the first die shows a star, a savage is placed on the field where the Wolf Mount died, if the second die shows a star, a great-wolf is placed on the field where the Wolf Mount died.
===Units with a cost of SIX===
Mounted Knight: 7/6 - If the Mounted Knight moves more than three squares and in a straight line before attacking, it rolls 1 extra attack die Necra'anian: 9/1 - Can attack at range Herroxian: 6/4 - Up to three friendly units within 5 squares of a Herroxin gain +1 attack die. This buff cannot stack if there are multiple Herroxians in play. Terroxian: 0/4 - The three closest friendly units to a Terroxian gain 1DR reducing all damage it takes by 1 until the buff is removed. This buff cannot stack is there are multiple Terroxians in play. Yeti: 7/6 - Regenerates 1 life per round at the end of the round. Vampire: 5/8 - All damage dealt by the vampire heals the vampire by the same amount. Large Slime: 4/8 - Upon death, 2 Medium Slimes are placed on the field. If three Large Slimes are near each other, they can be removed from play and be replaced with a single Slime Lord. Ent: 3/10 - Regenerates 1 life per round at the end of the round. La'anian: 1/4 - Instead of attacking, the La'anian may restore any unit in play to the condition it was in last round (This includes reviving dead units) OR grant any friendly unit two actions this round. Pa'anish: 1/4 - Instead of attacking, the player controlling the Pa'anish Mage can move any three miniatures to any three locations on the field OR summon a unit with value of 1 or 2 into play with no cost to the player's economy. Shadian: 5/5 - Instead of attacking, a unit with cost of 6 or less can be selected, this unit is destroyed and replaced with the closest equivalent in the previous cost bracket (E.g. an Orc of value 4 is replaced with a Gremlin of value 3) Sentinel: 6/8 - Can attack at range but only with three dice. Instead of attacking, a Sentinel may /roll heal 3. After the roll 1 damage per star is removed from a friendly unit of the player's choice. Deal 2 damages per star when attacking a Midwolf, Changed Wolf, Vampire, Goblin, Goblin Archer, Gremlin, Orc, Savage, Shaman, Ogre or Wolf Mount. Mid-Wolf: 7/7
===Units with a cost of SEVEN===
Basalisk: 6/12 - Attacks against the basilisk have 1 star removed from the attack roll. When the Basalisk is attacked, it may /roll death stare 2, if both the dice show stars, the attacker is instantly killed. Neither of these abilities work against Kamikaze Golems, Maggots of Necra, Small Slimes, Skeleton Warriors, Skeleton Knights, Skeleton Archers, Medium Slimes, Golems, Dwarf Cannons, Ravenhillian Trebuchets, Iron Catapults, Ballistas, Golem Titans, Slimes Lords or Liches. Dwarf Cannon: 10/5 - Can attack at range. Can only attack every other turn Ravenhillian Trebuchet: 9/4 - Can attack at range. Cannot attack things within 2 squares. Can not move more than 1 square per turn Iron Catapult: 7/7 - Can attack at range Ballista: 10/2 - Can attack at range
===Units with a cost of EIGHT===
Golem Titan: 4/30 Storm Mage: 7/5 - all attacks from the Storm Mage chain, re-rolling damage as another attack until no damage is dealt, attacks chain to the nearest target. Drake King: 8/10
===Units with a cost of NINE===
Rift Demon: 9/20 Slime Lord: 8/16 - Upon death, 2 Large Slimes are placed on the field
===Units with a cost of TEN==
Liche: 10/infinity - Can attack at range. Cannot be killed by any unit by any means. Having a liche in your army drains 1 moral per turn. Greter Mage: Infinity/10 - Can attack at range. Can instantly destroy any unit apart from a Liche. Please log in to add a comment. |
This is list is subject to change at any time as the game is tweaked for balance.
All units are formatted in the following manner: Name attack dice/life - special ability
The list is arranged according to the unit's cost.