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Renmulus
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Join date : 2008-09-22
Age : 26

PostSubject: Units    Wed Aug 14, 2013 8:51 pm

Units are what the player will use to conquer and control the board.
-every unit is worth 1 in population and 1 on the upkeep track
-when mustering advance units cost two mustering points and standard units cost one mustering point
-Standard units are units that have no special(s) or anything really advance about them

There are five different units that every player can use.
(where cost is below, strictly deals with the amount of supplies cost to build the unit, it does not have anything to do with population, upkeep or mustering points)

The Infantry
Standard
Strength: 1
Cost: 1

The Cavalry
Standard
Strength: 2
Cost: 3

The Ship
Standard (can only be built at ports and can only travel on water territories)
Strength: 1
Cost: 2

The Siege Engine
Advance
Strength: 0
Cost: 3
Special(s): the siege engine gains +4 when attacking or supporting an attak on territory with a fortress or a city fortess

The Spy
Advance
Strength: 0
Cost: 2
Special(s): After all bonus tokens are laid down and before they are flipped up, the spy may look at any one adjacent token. That player may now replace any bonus token of their own with another, do this for each spy used to look at an enemy bonus token.
-The spy is not restricted by enemy territories, and when it moves it does not attack.
-Players may challenge a spy if they wish to remove it from the board, players can only challenge spies if they are in or adjacent to one of their territories.
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Renmulus
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PostSubject: Re: Units    Tue Aug 27, 2013 10:52 pm

Faction Specific Units

The Mage
Advance
Faction: Sanctum
Strength: 1
Cost: 2
Special(s):When fighting against infantry the mage gets +1 to combat
- 1 power token - give this mage +1 to combat for this combat (usable once per turn)

The Assassin
Advance
Faction: Terragar
Strength: 0
Cost: 3
Special(s): 2 power tokens - kill a standard unit in an adjacent territory (usable once per round).
- Turn the assassin on its side to show that its ability has been used
- If an assassin is routed it cannot use its ability
- You may kill your own units with this ability

The Warship
Advance (can only be built at ports and can only move on water territories)
Faction: Glattian Empire
Strength: 2
Cost: 4
Special(s): When supporting a land territory or assisting with with a sea invasion you may add 1 to the final combat score

The Ravager
Advance
Faction: Lutum Empire
Strength: 2
Cost: 3
Special(s): One Sword

The Pathfinder
Advance
Faction: Enclave
Strength: 1
Cost: 3
Special(s): When fighting cavalry in combat this unit gains +1 to combat
- this unit may move an additional territory on a march order if neither moves involve combat.

The Sentinel
Advance
Faction:
Strength: 1
Cost: 3
Special(s): When defending the sentinel gets +2 to combat
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