Unit Profiles
Core Stats
- STR (Strength): how many hits a unit can take.
- ATK (Attack): number of dice rolled to hit.
- DEF (Defense): used for morale tests.
- ARM (Armor): reduces hits taken.
- SPD (Speed): movement per round.
- RNG (Range): ranged attack distance.
- MOR (Morale): base morale rating.
Unit Types (Expanded Baselines)
Line Infantry
STR 4 | ATK 3 | DEF 3 | ARM 1 | SPD 4 | RNG 4 | MOR 3 Tags: Line, Volley, Steady
Heavy Infantry
STR 5 | ATK 3 | DEF 4 | ARM 2 | SPD 3 | RNG 2 | MOR 4 Tags: Shieldwall, Slow
Guerrilla Squad
STR 3 | ATK 2 | DEF 2 | ARM 0 | SPD 5 | RNG 4 | MOR 2 Tags: Guerrilla, Ambush, Evasive
Trench Infantry
STR 4 | ATK 3 | DEF 4 | ARM 1 | SPD 3 | RNG 4 | MOR 3 Tags: Trenched, Suppression, Steady
Skirmishers
STR 3 | ATK 2 | DEF 2 | ARM 0 | SPD 5 | RNG 5 | MOR 2 Tags: Skirmish, Evasive
Archers / Rifle Line
STR 3 | ATK 3 | DEF 2 | ARM 0 | SPD 4 | RNG 6 | MOR 2 Tags: Volley, Fragile
Horse Archers
STR 3 | ATK 3 | DEF 2 | ARM 0 | SPD 6 | RNG 5 | MOR 3 Tags: Mounted, Skirmish, Flank
Light Cavalry
STR 4 | ATK 3 | DEF 3 | ARM 1 | SPD 6 | RNG 1 | MOR 3 Tags: Charge, Flank
Heavy Cavalry
STR 5 | ATK 4 | DEF 4 | ARM 3 | SPD 4 | RNG 1 | MOR 4 Tags: Shock, Slow
Shock Troops
STR 4 | ATK 4 | DEF 3 | ARM 1 | SPD 4 | RNG 2 | MOR 4 Tags: Shock, Breach
Armor / Tank
STR 5 | ATK 4 | DEF 4 | ARM 4 | SPD 4 | RNG 5 | MOR 4 Tags: Armor, Siege, Slow
Mechanized Infantry
STR 4 | ATK 3 | DEF 3 | ARM 2 | SPD 5 | RNG 4 | MOR 3 Tags: Mobile, Suppression
Artillery Battery
STR 3 | ATK 4 | DEF 1 | ARM 0 | SPD 2 | RNG 8 | MOR 2 Tags: Bombard, Setup
Siege Artillery
STR 3 | ATK 5 | DEF 1 | ARM 0 | SPD 1 | RNG 10 | MOR 2 Tags: Bombard, Siege, Setup
Anti‑Armor Team
STR 2 | ATK 3 | DEF 2 | ARM 0 | SPD 4 | RNG 5 | MOR 2 Tags: Anti‑Armor, Fragile
Anti‑Air Battery
STR 3 | ATK 3 | DEF 2 | ARM 1 | SPD 2 | RNG 6 | MOR 2 Tags: Anti‑Air, Setup
Air Wing (Fighters)
STR 3 | ATK 3 | DEF 3 | ARM 1 | SPD 8 | RNG 6 | MOR 3 Tags: Airborne, Intercept
Air Wing (Bombers)
STR 3 | ATK 4 | DEF 2 | ARM 1 | SPD 7 | RNG 8 | MOR 2 Tags: Airborne, Bombing
Drone Swarm
STR 2 | ATK 3 | DEF 2 | ARM 0 | SPD 7 | RNG 5 | MOR 2 Tags: Drone, Skirmish, Fragile
Naval Frigate
STR 5 | ATK 3 | DEF 3 | ARM 3 | SPD 5 | RNG 8 | MOR 4 Tags: Naval, Broadside
Naval Battleship
STR 6 | ATK 4 | DEF 4 | ARM 4 | SPD 3 | RNG 10 | MOR 4 Tags: Naval, Siege, Broadside, Slow
Submarine
STR 3 | ATK 3 | DEF 3 | ARM 2 | SPD 4 | RNG 6 | MOR 3 Tags: Submersible, Torpedo, Ambush
Marines / Boarding Teams
STR 3 | ATK 3 | DEF 3 | ARM 1 | SPD 4 | RNG 2 | MOR 3 Tags: Boarding, Assault
Engineers
STR 3 | ATK 2 | DEF 2 | ARM 1 | SPD 4 | RNG 2 | MOR 3 Tags: Build, Demolish
Tags (Expanded)
- Line: +1 DEF when adjacent to another Line unit.
- Volley: if no move, +1 ATK in ranged phase.
- Skirmish: ignores 1 terrain penalty.
- Guerrilla: gains +1 hit when attacking from Rough/Forest/Urban.
- Ambush: if hidden, first attack gains +1 ATK.
- Trenched: counts as Light Cover; may Entrench as a free order once per battle.
- Charge: +1 ATK on first melee after moving.
- Flank: +1 hit when attacking a side.
- Shock: enemy tests morale on first hit.
- Breach: ignores Fortified cover on first melee round.
- Bombard: ignores one level of Cover once per battle.
- Setup: cannot move and fire in same round.
- Armor: reduces all incoming hits by +1 (stacks with ARM).
- Anti‑Armor: ignores 1 ARM on armored targets.
- Anti‑Air: +1 ATK vs Airborne targets.
- Airborne: ignores terrain movement penalties; cannot be Entrenched.
- Intercept: may attack an enemy Air unit during its strike.
- Bombing: area attack; see Air Combat.
- Drone: ignores morale tests; if destroyed, no morale chain.
- Naval: must be on water zones; see Sea Combat.
- Broadside: may target two adjacent water zones once per battle.
- Submersible: cannot be targeted by non‑Naval units unless revealed.
- Torpedo: +1 hit vs Naval.
- Boarding: +1 ATK in ship‑to‑ship melee.
- Mobile: ignores first move penalty from Rough.
- Slow: SPD -1 on Rough terrain.
Era Overlays (Examples)
- Primal: warbands replace line infantry; beast‑riders replace cavalry.
- Medieval: knights = heavy cavalry; longbowmen = archers with Volley.
- Victorian: rifle line replaces archers; artillery gains +1 RNG.
- Pre‑Modern: trench infantry gains Cover; tanks replace heavy cavalry.
- Modern: mechanized infantry ignores one terrain penalty; drones as skirmishers.
- Apocalypse: raiders gain Guerrilla; scrap armor has low ARM.
- Space: marines replace infantry; EVA units gain Airborne in zero‑g.