BLACK EMPIRE, RULES SUPPLEMENT 4.1
Designed by Thad Plate, Bruce Lott & Mitch Ledford

[1.1.1] WINNING: There will be a winner. This is done through the achievement of 4 national objectives at the end of a turn. National Objectives are discussed in the following section. The National Objectives are specific to the Sea of Fear Module. Other campaign modules may have different National Objectives.

[2.2] ATTRIBUTES: New Attributes have been added and existing ones modified.

Armies: As before.
National Objective: Have a standing army of 10,000 FP cost. If Armies are chosen more than once, then each 5000 FP above the first 10,000 achieves another National Objective.

Beastmaster Attribute: Costs only 1 Attribute slot.
National Objective: Control 5000/(FP cost of chosen beast) of your chosen beast in your army.

Diplomatic: You may attempt to Diplomacize a region without having to send an army.
National Objective: 10 turns of peace (No battles, no wars).

Draconic Attribute: Costs 2 attribute slots.
National Objectives (2 out of 3): Control 10 dragon lairs, kill 2 other dragon nations, or possess 30 artifacts.

Druidic: As before.
National Objective: Control 200 mountains, wilderness and hills.

Dwarven: As before
National Objective: Control 20 dwarf mines.

Elfin: As before
National Objective: Control 15 elf woods.

Evil: Evil nations must be violent every turn or they will be unable to build Evil Units the following turn and existing Evil units will desert at a rate of 25% per turn an Evil nation is peaceful.
National Objective: Possess 20 demon units, kill 200 good units (Angels count 10), possess 3 evil artifacts, or kill 2 good nations.

Fanatic: Adds 3 levels to the morale of each unit in your armies.
National Objective: Kill 500 units

Fertile: Code: FE
Cost: 1
Effect and Notes: Adds 20% to the replacement of all terrain FP round down.
National Objective: Have a total FP replacement rate exceeding 500.

Gnomic: As before.
National Objective: Control 20 gnome towns.

Good: Good nations must work together and therefore must not attack each other. Any Good nation that attacks another cannot build Good units the following turn and can be attacked by other Good nations without penalty.
National Objective: Possess 10 arc-angels or angelic knights, kill 200 evil units (demons count 10), possess 3 good artifacts or kill 2 evil nations.

Government: As before.
National Objective: Have 12 leader slots filled with all leader stats that exceeding 4 or having a special power. Each additional Government Attribute requires an additional 4 leader slot to be filled and to have all leaders have stats exceeding 5 or having a special power.

Haunted: As before.
National Objective: Possess 5 necropoli and 5 ruined cities.

High Tech: All investment in Technology Level is doubled. Cannot invest in Sorcery.
National Objective: Reach Tech 5 and build 100 airships.

Lands: As before.
National Objective: Own 300 regions.

Location: As before.
National Objective: Create 2 Special Locations, or control 10 locations of the type you had made with your attribute.

Lucky: Each leader gets two rolls in each search with +1 bonuses (instead of +2 bonus for one roll).
National Objective: own 25 artifacts.

Mercantile: As before.
National Objective: Own 100 cities, metropoli and towns.

Nomadic: +2 morale to all Nomadic troops.
National Objective: Own a horde exceeding the strength of 1000 combat points in nomadic troops or control 5 nomad camps.

Saurian (Reptilian): As before.
National Objective: control 10 saurian cities and 100 jungles.

Sea Kings: As before
National Objective: Control 20 sea floors or have 200 frigate units active.

Siegecraft: As before
National Objective: Control 100 fortresses.

Sorcery: All investment in Sorcery Level is doubled. Cannot invest in Technology.
National Objective: Reach Sorcery 5 and own 20 meta spells.

Uruk: All Orc leaders get a bonus +2 to their might.
National Objective: Control 15 orc caves.

Warrior Cult: Code: WC
Cost: 1
Effect and Notes: +1 leadership to open ground combats . Warrior Cult nations start with a Army Quality of 1. Investment in Army Quality is doubled.
National Objective: Achieve Army Quality 5 and kill 2 nations.

[2.4] UNIVERSAL OBJECTIVES: Instead of achieving any of your National Objectives, you may choose to attain the Universal Objectives instead. They are as follows:

Academics: Get Sorcery level, Technology level and Army Quality of 3 each.

Diversity: Replace at least 3 of each FP type.

Genocide: Kill 3 nations.

Quest (Module Specific): Sea of Fear games - Solve the Riddle of the Sea of Fear.

Stability: Control 40 homelands.

[3.2] LEADER SPECIAL POWERS: There are two categories of Special Powers. Those that you can start your leaders with at the start of a game and those powers that you can only find in searching. Some Leader Special Powers have been modified.

Adventurer: Code: AV
Cost: 2
Effects: +2 is added to all search rolls and -2 to all search fate checks.

Fleet Footed: Moves 5 per turn instead of 3.

Flight: Flying movement of 3.

Forester: They move through jungles and woodlands at a movement cost of 1. They also get +1 morale to all battles in woodlands and jungles.

Mountain Men: They move through mountains and hills at a movement cost of 1. They can also cross Mountain Ranges at +0 movement cost.

Stealthy: Costs 4.

Teleporter: A Teleporter can only use his/her teleport power once per turn. Teleporter will not be available to starting leaders in future games.

Zealots: Cost only 1 now.

[3.2.16] SPECIAL POWERS ONLY FOUND IN SEARCHES: Certain powers in this list may be available to leaders to start with in future game.

Beasttamer: Code: BT. Effects: Can sooth any rampaging beast and make them join their side.

Charmer: Code: CH. Effects: Can diplomacize regions and talk armies out of attacking.

Fearsome: Code: FS. Effects: Leader causes morale check to enemy army after each round.

Firebreathing: Code: FB: Effects: Gets a 2r attack in battles. Immune to fire.

Fireproof: Code: FP. Effects: Immune to fire.

Gunproof: Code: GP. Immune to bullets.

Healer: Code: HL. Restores 5 hit points to any damaged unit after each round of battle.

Invulnerable: Code: IN. Effects: Cannot be harmed in combat or duels except by guns and magic.

Lycanthrope: Code: X(type of beast). Effects: Can turn self into a Beast.

Waterbreathing: Code: WB. Effects: Leader can move underwater.

[3.3.1] FREE PERSONAGES: They will not form their own countries. Section [3.3.2] is invalid.

[3.4] INCREASING LEADER STATS: Training takes 2 moves. Teaching (and Learning) takes 1 move for each leader at the same time. Experience happens.

[4.2] DESCRIPTION OF UNITS: First Strike has been abolished. Each unit possesses Hit Points and will possess a combat value (if any) for each combat situation. The Units Table lists all the units and their values in Section [9.0].

[4.3] RAMPAGING BEASTS: These will always have a leadership of 4 and an Army Quality of 0. What Beasts exist can be found as part of the Units list. When a Rampaging Beast is slain, you may find hidden treasure, a free personage or even unleash another Rampaging Beast.

[5.0] MOVEMENT: All armies and leaders have 6 action impulses available to them each turn. They can perform any action in any order in these action impulses. However, movement is restricted by unit type. Movement cost against the action impulses available to the leader or army.

Allowed Movement Per Turn
Unit Type Movement
Infantry 2 times a turn
Cavalry 3 "
Air 3 "
Teleporting 3 "
Sea 3 "
Leaders (alone) 3 "
Any exception will be noted in the Units Table.

Regional Terrain Summary Table
_____________Move Cost____________
Terrain Code Cav Inf Air Sea Tel Produces
Badlands b 2 1 1 na 1 2fp of woodland**
Cliffs - na na +0 na +0 na
Cultivated c 1 1 1 na 1 2fp of human
Desert d 1 1 1 na 1 1fp of nomad
Farmland fm 1 1 1 na 1 3fp of human
Hills h 2 1 1 na 1 1fp of human
Jungles j 2 2 1 na 1 1fp of jungle
Mountain m 2 2 2 na 1 1fp of mountain
Mountain Range - +1 +1 +0 na +0 na
River - +1 +1 +0 1 +0 na
Sea Zone sz 2* 2* 2 1 2 1fp of oceanic
Steppe s 1 1 1 na 1 1fp of nomadic
Swamp sw 2 2 1 2 1 1fp of orcic
Volcano - na na +1 na +1 Lots of lava
Woodland** w 2 1 1 na 1 1fp of woodland**
*=Sea Floor Movement, if applicable
**=also called Wilderness

River Movement: If your boats arrive to a region's bank by river, any troops that were aboard can attack the region the next movement. You cannot attack this way from named sea zones.

Movement of Racial Troops Through Tough Terrain: Certain races can move easily through certain terrain despite their military class.
Elf units/leaders and ranger units can move through woodlands at a cost of 1.
Dwarf units/leaders can move through hills and mountains at a cost of 1.
Orc units/leaders can move through swamps and badlands at a cost of 1.
Dragons can fly over mountains at a cost of 1.
If any other units accompany the racial troops or leaders the movement bonus will be negated .

Action Costs: The Action Cost of each of the various actions were not included in the Rulebook. Here they are:
Attack (A): 1 (+1 if there is a siege situation)
Cast Metaspell (CM): 1 (At least)
Diplomacy (DP): 1 (At least) (Available only to Diplomatic Nations.)
Duel (DL): 1
Hire (H): 1 (at least)
Make Meta-Spell(MM): entire turn
React: all moves each turn
Search (S): 1 (at least)
Steal (ST): 1
Train (T): 2
Tech & Learn (T/L): 1

Duels: Will be restricted. An army less leader cannot duel a leader with an army unless that leader is moving in stealth.

Hire Action: You can use FP to augment a Hire attempt. If the hire fails, the FP returns to your pool.

Quests: Abolished as an action. Exists as a specific Universal Attribute.

React: As a conditional, your army may react to an attacking army that is within 5 region of the starting location of your army.

[5.10] FIGHTING BATTLES: No more first strike in the Sorcery round. Morale is only used for whether an army will break from battle. Leadership, the new Army Quality stat and Battle Modifiers will help determine battle success.

Battle Modifiers: The side with better scouting will gain an attack bonus of one. The side with the highest morale gets a defense bonus of one. 2 to 1 odds adds one to the leadership of the greater army. 3. To 1 adds three. 4 to 1 or better adds six. A fortress will add +1 to both the morale and the leadership of the defender if present and +2 to both if it has 6 wall points. Artifacts and Spells may also affect the outcome of battle.

Battle Losses: Will be figured out by Battle Rank. The lower the rank, the more likely the unit is going to get scragged. If the Battle Rank is equal then the lower morale troops die, then lower hit point units. All damage is done against the Hit Points. Any damage from one round of battle is carried over to the next unless healers are present.

Sieges: All regions with fortresses will need to be besieged instead of attacked. All fortresses will act as sponges in battle and increase defensive leadership and morale. Implied Fortifications will not be in effect (section [6.4]). Each wall point of a Fortress adds 5 points of hits to the defenders value. Only units with Siege Combat Value c an actually destory a Fortress' hits. Otherwise the fortress must be scaled for defending units to be hit.

Neutral Regions: Will fight with a leadership of 0 and a morale of their resistance value. They will possess 10 x Resistance Value in undefined militia troops. Neutral militias have FDC with a rank of 10.

[6.0] REGIONS: The status of Protectorate and Homeland regions have been modified.

Protectorate Regions: Will fight like neutrals when attacked. Protectorate regions do not enjoy any bonuses of national attributes. Protectorate militias have FDC with a rank of 10.

Homeland Regions: If you have maintained a region as protectorate for 20 turns, the region becomes a homeland. Homeland regions will fight with a leadership of one half its resistance value round up along with a morale of the resistance and 10 x the resistance value in undefined militia troops. Homeland militias have FDC with a rank of 10. They also enjoy any bonuses that attributes may grant them.

Airship Factories: Do not exist. Sorry.

Location Build Chart: You can build new Locations, but it will cost you. You cannot build a certain location where one already exists. Also, a region cannot have more than 3 locations. The except is the Fortress which can be built in any region.
City to Metropolis 250 Human FP
Dragon Lair 150 Dragon FP
Dwarf Mine 150 Dwarvic FP
Elf Wood 150 Elfin FP
Fortress 25 FP (of any kind)
Fortress Wall Points 5 FP (of any kind). Can be built one level a turn up to a level of 6. Cannot be built the same turn as a new fortress.
Gnome Town 150 Gnomic FP
Nomad Camp 100 Nomad FP
Orc Cave 150 Orcic FP
Port 20 FP (of any kind)
Ruined City destruction of any location by magic or technology, or 1000 FP (of any kind)
Ruined City to Necropolis 100 Undead FP
Saurian City 200 Saurian FP
Town 150 Human FP
Town to City 200 Human FP

Special Locations: A special location can be built with the spending of 1000 force points of any type. A Special Location cannot be built in a place that already has a special location.

[7.0] SORCERY: You may cast any Meta-Spell you find no matter your Sorcery Level. Leaders attempting to conjure Meta-Spells must be stationary, not moving nor being moved, much less be disturbed. To determine success, a d10 is rolled against the following formula:

Ldr Sorcery Rating + Sorcery Level - Cast Modifier +Any Additional Impulses +/- Other Modifiers

If the Meta-Spell is successfully conjured the effect will most likely goOn Tap to the person of your casting leader. Any spell may remain on tap indefinately, but if a leader attempts to cast another Meta-Spell, the original Meta-Spell on tap will be lost. There are spells, artifacts and events that can also affect on tap spells, causing the magic to be lost.
There are three kinds of Meta-Spells that leaders may cast. These are the Continuous, Directive and Instant Meta-Spells. Continuous Meta-Spells are constantly in active and its effects travel with the person of the casting leader. Directive Meta-Spells are held on tap until the leader uses it against a specific target. The target of the directive spell must be present for the spell effect to be used effectively. Once used up, the Directive Meta-Spells must be recast. Instant Meta-Spells take effect immediately after casting. Instant spells can go on tap but they will have no effect if this is done (unless Meld Spell is cast). If an instant spell is cast, the target must be present in the same region as the Meta-Spell is being cast.
Each particular Meta-Spell can only be cast once per turn.

The Making of Metaspells: The time it takes to make a metaspell is only the Casting Modifier in the number of years. So it will only take 1 turn for your sorcerers to make such spells as Rain of Rocks (ror). The sorcery ability of your wizard determines the success of making that spell on a d10 roll. You will need a Sorcery Level equal to the level of the spell to manufacture the Meta-Spell you need to make.

[7.0T] META-SPELLS TABLE

Level Meta-Spell Name Code CastMod Type Effects
1 Arrow Proof ap 3 Continuous Leader and accompanying army are immune to missile ranged attacks.
1 Dispel Dead dd 2 Directive Dispells d10 undead & vampire units. Low rank dies first.
1 Levetation lvt 1 Continuous Casting leader flies.
1 Magic Army ma 1 ContinuousSimulacrum infantry army at 2 melee, 2 hits, 6 morale, 1 rank, regeneration accompanies casting leader.
1 Necromancy ncm 2 Instantd10 skeleton units (us) rise. If a battle was fought at the casting site within a turn ago, zombies (zm) will appear. Automatic success for Haunted leaders.
1 Rain of Rocks ror 2 Directive d10 sorcery hits to target army in hits. Low rank dies first.
1 Spell Wall spw 2 Continuous Absorbs 10 Sorcery hits (Does not affect High Tech gunfire).
1 Vision of Defeat vod 1 Directive -2 morale to target army.
1 Vision of Victory vov 1 Directive +2 morale to target army.
1 Ward of Siegfried wos 4 Continuous All units in leader's army gain FDC.
2 Copy Metaspell cms 3 Directive Makes a copy of a Meta Spell in casting leader's possession.
2 Horror Wind hw 2 Directive Target army must pass a morale check or flee.
2 Magic Carpet mc 3 Continuous Casting leader and 10 Cargo flies.
2 Mana Boost mb 2 Directive +3 to the casting of the next Meta-Spell.
2 Open Minor Gate omg 3 Instant Allows 1d6 lesser demons or 1ds angelic knights to enter game. Will not work for neutral casters.
2 Quake Strike qs 2 Directive 2d10 siege hits to target fortress/army. Low rank dies first.
2 Reflect Magic rm 3 Directive Reflects Directive Meta-Spell back at casting leader.
2 Slumber of Thousands sot 4 Directive Sleep Attack to target army.
2 Spell Barrior spb 4 Continuous Absorbs 20 Sorcery hits. Absorbs 5 hits in all other rounds of battle (Does not affect High Tech gunfire).
2 Transfer Tap trt 3 Instant Casting leader's On Tap Meta-Spell is transferred to target leader that is in the same region.
3 Breath of the Earth boe 5 Continuous Casting leader and army moves undetected (Stealth).
3 Call of Valor cov 3 Directive +2 leadership to target army.
3 Enthrall Hero eh 3+* Continuous Makes target leader completely loyal to casting leader. * is the might of the target leader. Target leader must be present when Meta-Spell is cast.
3 Lichlife lcl 4+* InstantTurns target leader undead. Target leader can only be slain by magic. Target leader's might is doubled. Target leader's sorcery ability is increased by one-half round down. * is the might of the target leader.
3 Meld Spell msp 5 InstantTarget leader's on tap Meta-Spell becomes melded. If the melded spell is Directive or Instant, the target leader can use the melded spell as a special ability (once per turn). Melded spells cannot be undone by Negate Magic or artifact effects. Melded spells are listed in capital letters.
3 Negate Magic ngm 3 DirectiveNegates target leader's on tap meta-spell -or- drains mana from target region preventing the casting of meta-spells or the use of battle magic for the remainder of the turn.
3 Phantom Army pa 5 ContinuousSimulacrum infantry army at 10 ranged, 10 combat, 10 hits, 6 morale, 1 rank, regeneration & FDC accompanies casting leader.
3 Quicken Army qa 6 Continuous Casting leader and accompanying army can move 1 faster per turn.
3 Restore Slain Warriors rsw 4 DirectiveRestores 20 hits of slain warriors in battle. Most recent dead rises first. Must be directed on the same turn as a battle.
3 Zypher Army za 4 ContinuousCasting leader flies and Simulacrum air army of 4 sorcery, 2 ranged, 4 hits, 7 morale, 7 rank, regeneration accompanies casting leader.
4 Big Mana Boost bmb 4 Directive +8 to the casting of the next Meta-Spell.
4 Breath of Triton bot 5 Continuous Casting leader and 10 Cargo of army units can move on seafloor surface as if it was dry land.
4 Great Dispel Undead gdd 6 Directive Dispels 5d10 undead & vampire units. Low rank dies first.
4 Great Magic Carpet gmc 7 Continuous Casting leader and 100 Cargo flies.
4 Impenetrable Wall iw 5 Continuous Absorbs 50 Sorcery hits. Absorbs 10 hits in all other rounds of battle (Does not affect High Tech gunfire).
4 Open Greater Gate ogg 4 Instant Allows 1d3 greater demons or 1d3 angelic knights to enter game. Will not work for neutral casters.
4 Resurrect Hero rh 5+* Directive Dead leader is restored to life. * is the number of turns the leader has been unalive.
4 Silvertongue slt 7 Continuous Casting leader becomes a diplomat. No fate checks in neutral regions.
4 Unmeld Spell ums 5 Directive Removes a melded spell from a target leader. Acts like Negate Magic in all other circumstances.
4 Word of Death wod 6+* Directive Target leader in same region is slain. Target leader can no longer be restored to life by any means.
5 The Big Juju tbj 8+* DirectiveTransform a neighboring region's terrain to a different type. Destroys everything else. * is the number of fortresses, locations and special locations in the region.
5 Disintegrate Army da 6 Directive d100 sorcery hits to target army. Low rank dies first.
5 Earthquake Tremors eqt 7 Directive Target fortress is completely destoryed. d20 siege hits applied to target army in addition.
5 Golem Army ga 8ContinuousSimulacrum infantry army of 20 charge, 10 siege, 20 melee, 40 hits, 10 morale, 1 rank, regeneration & FDC accompanies casting leader.
5 Immortality im 6 Instant Target or Casting leader becomes immortal.
5 Make Magic Artifact mma 7InstantMakes one of the following artifacts (or an artifact agreed to by the GM & Player): Crystal Ball (can peer into a region), Dragonsteeth (makes d10 skeleton units), Firewand (10 ranged hits, 5 charges), Stone of Renewal (RU 5 hits per melee round), Runes (+1 to casting of Meta-Spell), Anti-Magic Wand (negates spells on tap or as directed, 5 charges), Instant Hedge (negates a charge attack, 1 shot), Big Bad Bomb (destroys d50 siege hits, 1 shot).
5 Rain of Fire rof 7+* DirectiveDestroys all life from a neighboring region. The following turn, target region turns into a badland and all locations within (except port & fortress) becomes a ruined city. Special locations are not affected. * is the number of fortresses, locations and special locations in the region.
5 Song of the Pathfinder sop 5 ContinuousCasting leader and accompanying army moves native through all land regions,. +0 to cross mountains, +0 to cross rivers.
5 Summon Arcangel saa 7InstantAllows an arcangel to enter game and join your nation. If the good nation's leader slots are open, the Arcangel becomes a leader for the good nation. Will not work for non-good nations.
5 Summon Demon Prince sdp 7 InstantAllows a demon prince to enter game and join your nation. If the evil nation's leader slots are open, the Demon Prince becomes a leader for the evil nation. Will not work for non-evil nations.

[8.0] HOW TO WRITE ORDERS: Whether you are using the Order Form or you are sending in your orders by eMail, please list all your FP builds and expenditures at the top of the orders (even if they are conditional or occur in the middle of the turn).
Example: FP Builds Force Pool
Human Gnome Nomad Orcic Woods
What Where For 20 5 5 10 10
2kn Arizona #1 10
prot. Wyoming - 5
prot. Idaho - 2 3
1hg Wyoming #3 8
4ol Utah - 4
Tech invest (10) - 2 6 2
__________________________________________________________________
Saved 8 0 0 0 0

After that you write your leader orders. Leaders must be ordered in numeric order. List the regions they go through in vertical column.
Example: Leader and Army Actions:
#1 K613sp Fife Symington 8kn Arizona +2kn
10kn Utah attack, build 4ol to garrison
10kn Nevada attack, search Reno

#2 H141te Grant Woods - California, Hire Sonny Bono (entire turn)

#3 L613ze Jerry Colangelo 10ar Wyoming +5ck
10ar 5ck Idaho, attack, search Boise

#4 p232 Buddy Ryan - Arizona Train Leadership x2, Train Might

Writing Your Army Movement: When moving your leaders and armies (No matter how you do it, on land, sea, air & ether teleporting), you must specify what intervening regions or sea zones you take to get there. If this is not done, your army or teleporter will get confused and then not move. The reason why I want this done is for the purposes of Chance Encounters.


[9.0] UNITS TABLE

Human Land Units Can be raised at any controlled Fortress, Metropolis, City or Town using Human FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Archers inf ar 3 1 2 4 8 (1) 2
Catapults inf cp 8 8 3 4 9 (3) 2 Moves 1/turn
Knights cav kn 8 4 6 8 7 (3) 5
Militia inf ml 1 2 3 1 (1) 1Can be built with any FP at any place, Moves 1/turn
Pikemen inf pk 3 6 6 5 (1) 4 FDC
Spearmen inf sp 1 3 4 6 4 (1) 3
Swordsmen inf sw 6 5 5 3 (1) 4
War Elephants cav we 4 5 8 4 5 1(4) 6 Moves 2/turn, FDC
Wizard Legions inf zl * 1 2 5 9 (1) 2 *=Your Empire's Sorcery Level

Human Naval Units Can be raised at any controlled Port using Human FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Frigates sea fr 6 3 5 6 6 3(12) 10
Lanteens sea ln 5 3 10 6(12) 5
Line Ship sea ls 12 8 12 8 8 (18) 20

High Tech Units Can be raised at any controlled Metropolis or City using Human FP(exceptions noted)
_____________Combat Value____________
TL Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
1 Dragoons cav dg 3 3 3 7 5 (3) 3 S
1 Warwagons cav ww 4 4 3 7 4 3(6) 4 FDC
2 Balloons air bl 1 1 2 6 8 (1) 2 S
2 Cannoneers inf cn 20 10 3 5 9 (4) 4 Moves 1/turn
2 Musketeers inf mu 4 3 4 6 7 (1) 3
3 Airships air as 10 4 8 5 8 3(6) 10
3 Battle Medics inf bm 1 2 6 8 (1) 3 RU
3 Horse Artillery cav ha 6 6 5 5 6 7 (3) 4
4 Steamships sea sh 8 5 8 7 7 5(15) 15Must be built at a port of a city or metropolis
4 Mortars inf mr 20 20 2 5 5 9 (6) 8
5 Riflemen inf rf 8 4 6 9 4 (1) 4 FDC
5 Steam Juggernauts cav sj 20 4 6 10 5 3(6) 10 Fear Attack
(High Tech Sorcery is Gunfire)

Nomadic Units Can be raised at any controlled Steppe or Nomad Camp using Nomad FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Nomadic Archers cav na 4 3 3 6 6 (2) 3 Moves 4/turn
Nomadic Lancers cav nl 10 4 4 6 4 (2) 4
Nomadic Scouts cav ns 1 2 2 4 7 (2) 2 S, Moves 4/turn
Shaman Band cav sb 10 10 3 4 9 (2) 6

Wilderness or Woodland Units Can be raised at any controlled Woodland or Badland using Woodland FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Battle Apes inf ba 3 3 7 2 (1) 2 Moves 3/turn
Centaurs cav ck 4 3 3 6 5 (2) 3
Hill Giants inf hg 8 8 8 8 7 5 (3) 8
Ogres inf og 1 6 6 5 4 (2) 4
Rangers cav rr 2 4 2 4 4 8 4 (2) 5
Trolls inf tl 2 7 6 3 (2) 5 Regeneration

Jungle Units Can be raised at any controlled Saurian City or Jungle region using Jungle FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Pteradon Scouts air ps 1 1 3 6 (1) 1 FDC, Moves 4/turn
Saurian Knights cav rp 8 8 8 8 8 7 (3) 8 Moves 4/turn
Snakemen inf sn 6 4 5 7 4 (1) 4 Moves 3/turn

Dragonic Units Can be raised at any controlled Dragon Lair using Dragonic FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Baby Dragon air yd 2 5 4 5 7 4 1(2) 6
Dragon air dr 10 15 10 15 6 5 2(4) 20 Moves 4/turn
Elder Dragon air edr 20 40 20 40 3 8 3(6) (100)SMO as Free Personage, Fear Attack, Moves 5/turn

Dwarvish Units Can be raised at any controlled Dwarf Mine using Dwarvish FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Dwarf Axemen inf da 6 6 7 5 (1) 3
Dwarf Crossbowmen inf dc 6 6 6 8 7 (1) 4
Dwarf Phlanx inf dx 7 8 9 6 (1) 4 FDC
Dwarf Sappers inf ds 4 2 6 8 3 (1) 2

Elven Units Can be raised at any controlled Elf Wood using Elven FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Elven Fighter inf ef 1 1 4 4 6 4 (1) 3 Moves 3/turn
Elven Knights cav ek 10 10 10 10 8 8 6 (3) 10 Moves 4/turn
Elven Longbowmen inf ea 8 8 5 4 6 8 (1) 6 Moves 3/turn
Elven Mages inf em 10 3 5 9 (1) 5 Moves 3/turn
Elven Scouts inf es 4 1 2 5 4 (1) 2 Moves 3/turn, S

Gnomish Units Can be raised at any controlled Gnome Town using Gnomish FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Gnomish Aviators air gf 5 2 4 6 7 2(2) 5 S
Gnonish Ballista inf gb 12 12 3 4 9 (1) 2 Moves 1/turn
Gnomish Deacons inf gd 2 1 2 4 8 (1) 3 Moves 1/turn, RU

Mountain Units Can be raised at any controlled Mountain region using Mountain FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Battle Eagles air be 4 3 5 10 (1) 4 S
Griffons air gr 18 18 6 6 1(3) 20
Storm Giants inf sg 14 12 12 7 5 (3) 10

Oceanic Units Can be raised at any controlled Sea Zone Floor using Oceanic FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Deep One sea do 3 1 2 4 9 (1) 3 Moves 2/turn
Sea Serpent sea ss 7 8 8 4 2(6) 10 Moves 4/turn

Orcic Units Can be raised at any controlled Orc Cave or Swamp region using Orcic FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Goblin Slingers inf os 2 2 3 4 6 (1) 2
Orc Levies inf ol 1 2 3 2 (1) 1
Uruk-Hai Warriors inf ur 5 6 6 5 (1) 3
Warg Riders cav wr 8 7 7 6 4 4 (3) 5

Undead Units Can be raised at any controlled Ruined City or Necropolis using Undead FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Skeletons inf us 1 2 10 3 (1) 1 Regeneration
Skeleton Knights cav uk 4 3 3 10 5 (3) 4 Regeneration
Zombies inf zm 3 3 3 10 1 (1) 2 Regeneration

Force of Good Units Can be raised by any Good Empire at any controlled Fortress, Metropolis or City using Human FP (exceptions noted)
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Amazons cav az 4 4 5 7 4 (2) 3
Angelic Knights air akn 5 5 15 12 15 10 8 (3) (15) SMO
Arcangels tel aca 10 10 20 20 25 10 10 (1) (30) SMO
Healing Priests inf hp 1 2 5 10 (1) 2 RU
Paladins cav pa 8 8 8 8 10 7 (3) 7
Shaolin Monks inf sm 4 8 8 3 (1) 3

Force of Evil Units Can be raised by any Evil Empire at any controlled Fortress, Metropolis or City using Human FP (exceptions noted)
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Chaos Mutants inf cm d6 d6 d6 d6 4 3 d6 (1) 4 Powers Vary
Demon Princes tel dpr 30 10 10 20 20 8 10 (3) (30) SMO/RS-10
Greater Demons air gtd 20 10 10 15 7 7 (3) (15) SMO/RS-6
Lesser Demons inf lsd 10 10 8 8 5 3 (3) 8 RS-3
Stormguards cav st 8 3 4 6 6 (3) 3
Vampires air vm 5 5 5 10 7 (1) 8 Fear Attack

Rampaging Beasts Can be raised at any controlled location or special location by a Beastmaster Empire using any kind of FP
_____________Combat Value____________
Unit Name Class Code Sor. Rng. Chg. Sge. Melee Hits Morale Rank Cargo Fpc Notes
Balrogs inf brg 20 20 20 40 8 10 (5) 80 Fear Attack
Behemoth cav beh 60 60 6 3 (10) 80 Moves 2/turn
Chaos Beast inf csb d30 d30 d30 d30 40 6 d10 (6) 30 Powers Vary
Djinn tel djn 10 20 10 20 20 8 8 (3) 20 Moves 4/turn
Faeries air pix 10 2 5 5 9 (1) 10 Sleep Attack, Moves 4/turn
Ghost Ships air/sea gsp 20 20 20 30 8 7 6(12) 50 S, Fear Attack
Mantacore inf mtc 20 20 7 4 (3) 30 Fear Attack
Sand Worm cav swm 40 10 20 30 10 6 10(15) 50 Moves 4/turn
Tricker Imp Tel imp 6 6 6 6 5 8 (1) 20 S, Fear Attack
Tyrannosaur cav trx 80 25 8 5 (6) 40
Unicorn tel unc 20 8 12 9 7 (1) 25 S, RU, Moves 4/turn

Unit Type Notes
S: Scout gives bonus in battle.
Fear Attack: If damaged by unit during any round of battle, the enemy must pass a morale check or flee.
FDC: Full Defense Against Charge. Unit uses entire combat value in the charge phase.
RS: Requires Sacrifices. Demons must be maintained by expending FP equal to the number following the RS. The sacrificed FP can be from any source.
Regeneration: If the unit is 'killed' in battle, the unit will return to your army if you hold the field.
RU: Revive unit. Each battle round, each priest can revive 1 hit of wounded or lost units.
Sleep Attack: d10 against Morale to render unit(s) alseep during the Sorcery Phase of battle. Sleeping units lose half their rank and all combat abilities except hit points.
SMO: Summoned Only. These units can only be brought in to play by casting an Open Minor Gate, Open Greater Gate, Summon Demon Prince or Summon Arcangel spell. Force points DO NOT need be spent to summon these units.

CREDITS: Version [4.1] Revisions: Thad Plate, Bruce Lott, Mitch Ledford, Eric Jones 1996
All contents Copyright 1996 Plate Games.