New Cath Bruig Units |
Heron Cavalry Emperor Cassius decreed that one out of every three Heron Guards would be taught to fight from horseback, and that one out of every five would be in service as cavalry. The Heron Cavalry is the same as the Guard, but they ride Cath Bruig light war horses to augment their mobility. |
Horsemen are the basic cavalry of the Empire. Mounted on the heavier war horses, and wielding spears, these men can deliver a hefty punch when charging. |
Knights The heaviest form of cavalry in the Empire, the knights wear huge suits of plate mail and fight with lances and the sheer weight of their horses. They can deal a lot of damage, but are not quite as fast as the lighter horsemen. |
Scouts are lightly armed and armored men on light horses, much like those of the Heron Cavalry. The scouts are best left out of battle, but they are extremely fast, and can sometimes use hit and run tactics to whittle away at the enemy forces. |
Sorcerers are wizards trained by the avatara and other wizards. They do not have as much magical potential as avatara, but are in much higher supply. |
New Dark Units |
Assassins are not the kind of assassins you send after the opposing general, but they are basically really good at guerilla warfare and sneaking around and killing enemies in the dark. |
Horsemen, Knights, and Scouts are the same as the Cath Bruig units. |
Skeletons are much like thrall, but have been left in the ground longer before being animated. They lack the rotting flesh of the thrall, and have a bit more speed. Their lack of substance also gives them a smaller profile, thus less chance of being hit by some weapons. |
New Dwarf Units |
Axemen When fighting in areas where cocktails go out before exploding, the dwarves prefer to send in their infantry rather than commit suicide. Axemen are the medium infantry of the dwarves. |
Gunmen are rarer than the dwarven cocktailers, but they are the dwarves' main long range unit. Their guns are not always reliable, but they are quite powerful, and can be used as very heavy clubs in case of emergencies. |
Paratroopers are cocktailers who have been trained to fly dirigibles and use parachutes. They usually drop down behind enemy lines and wreak havoc there with large amounts of explosives. |
New Fir'Bolg Units |
Griffons can be found in the depths of the Ermine, and tamed by the fir'Bolg. They are very deadly in hand to hand battles. |
Hunters are the light infantry of the fir'Bolg. They wield spears and are very good at sneaking through the forests to ambush their enemies. |
Rangers are the elite archers of the Ermine. They can move very quickly through the forest due to their knowledge of the woodland. |
Scouts are not the same as the mounted humans. These scouts are very mobile despite their lack of mounts, and can be just as deadly. |
Skirmishers are light cavalry with javelins and throwing spears. They are most effective in ambushes and skirmishes... as the name would imply. |
New Light Units |
Most of these are the same as the Cath Bruig new units. |
New Northmen Units |
Cave Men are the brutish inhabitants of the mountains in the north. The other Northeners herd these primitive people out of the north to do battle for them. |
Fyrd are the lowly peasants with very little besides their spears. They have no real training, and are just thrown into battle as cannon fodder. |
Huscarls are berserks with heavy armor and large axes to aid them in their fighting. |
Northern Guard are the berserks who have decided to go into battle with armor and mountain horses to aid them. They still use the huge greatswords of the northmen, and ride valiantly to their deaths. |
Vikings are the cousins of the berserkers from that island up north. They do not go into battle with huge swords and half naked, though. |