Fantasy General II

Fantasy General II

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FG2 Imperial Units Guide
By Virgil-SKY
This is the unit guide article for the Empire faction in FG2.
Guide for the Barbarian faction is here.
Guide for the Lizardfolk faction is here.
Guide for the other minor factions is here.

Please report to this topic in case you found anything wrong.
(Last updated 2021.2.26, with Evolution DLC launched)
   
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Foreword
Format of the unit information section will be like this:

(Unit picture)
Name

Artefact Slot: How many artefact slots does this unit have

Supply: How many Supply does this unit cost to recruit, ignored if currently not recruitable

Cost: How many Gold does this unit cost to recruit, ignored if currently not recruitable. Firing a unit returns half the cost.

Exp: How many Exp does this unit gives when killed by the enemy
Do note that there are also exp modifiers for each campaign and difficulty, this is the base number
Hovering on the Exp bar shows this status.

Health: How many health does this unit and its members have, written as member health * squad size.
Wounds are shown in red, and Killed are shown in black in game.
Hovering on the health bar shows the chance this unit suffers kills when attacked, base chance is 30%
Each Level applies +10% Base Health to every squad member.

Armour: Decides how resisitant this unit is against non-magical attacks, called Physical Damage Reduction

Speed: Decides how far this unit can move each turn
Hovering on the Speed icon shows its Movement Range and Chance of Retreating
Movement Range is basically the same as Speed, and is the one really deciding how far this unit can move when calculating.
Chance of Retreating decides the possiblity a Retreat happens when this unit is under melee attack, base chance is 0%. Retreat cannot happen when the attacker's Speed is greater than this unit's.

Search: Decides how far this unit can see, same as sight range in other games
The reveal range of Tracking skill and All Seeing Eyes trait are decided by this number.

Moral: Decides how difficult it is to make this unit Disordered, Broken or Routed, also affect the resistance against magic attacks, called Magic Damage Reduction.
Some traits affect the moral conditions a unit may have.

Weapon: Shows how many base damage can this unit do when attacking an enemy, goes in the format below:
Weapon Name, Single Damage * Attack Times of a single member * Squad Size, Armour Piercing, Special Properties, Weapon Range, Weapon Type
Each Level applies +5% Base Damage to all weapons.

Some units may also bear a shield as a defensive gear, goes in the format below:
Shield Name, Missile Damage Reduction provided

Special Properties includes these below:
Point Blank X%: when attacking adjacent targets, do additional X% damage
Ambush Bonus X%: when launching an ambush attack, do additional X% damage
Heavy Weapon: attacking after moving does only half damage
AoE: the final damage is multiplied by target Squad Size
Debris X: attack will spawn X Debris on hexes adjacent to target, doing a same attack on targets in those hexes.
Cause "Y": attack causes an effect "Y" on target.
Breaks Charge: this weapon grants the ability to break charge
Charge: this weapon grants the ability to charge attack, but is only used when charge is successful.
Life Leech X%: X% of the damage dealt by this weapon heals this unit itself.
Siege: this weapon ignores the Forification Damage Reduction on target
Magic: this weapon ignores Physical Damage Reduction and is reduced by Magic Damage Reduction instead.

Trait: Shows what special abilities this unit has. Some may also grant skills.

Skill: Shows what action can this unit take in battle. Can be activated with number 1-8. 1 is fixed to Resting as long as this unit can, and 5 fixed to Promotion Panel (Skill Tree) for heroes with one, or Upgrade Panel (Upgrade Tree) for units with one.

There are a few skill kinds as below:
Requires Action, Consumes Move: Generally, each unit has 1 Move Point and 1 Action Point, such skills uses up both, but only requires Action Point (can be used after movement)
Requires Any One Action: Consider Move Point also as Action Point, thus can be used twice in a turn. Consumes Move first.
Free Action: Can be used infinitely as long as the situation allows.
Toggle Action: Toggles a special condition different to the normal one, once activated, this unit will keep in that condition by default as long as the situation allows. Units not given any orders when ending a turn will use these skills automaticly (except for Raid skill, which must be activated manually)

Properties of this unit: Some traits, artefacts, auras and skills has special effect on certain properties. If a unit is listed as a "Tier X Reward Unit", this means it will show up as a mission reward in Onslaught campaign for missions says "this mission reward units".
1. Imperial Ground Units and the Upgrade Tree


Unlike barbarian units, all imperial ground human units share the same upgrade tree, which means that you can upgrade your base units to whatever kind of unit you want. Cost for the three units are also the same.

I will call the three branches Missile(left, together with Peltasts), Melee(central) and Cavalry(right), and talk about each of them seperately in chapters below.
1.1 Missile Units
Hunters is the basic imperial missile unit. Compared with the barbarian Slingers, they have better Armour Piercing, all terrain movement, cheaper and can retreat, but lacks the Point Blank damage bonus.

Artefact Slot: 1
Supply: 1 Cost: 100
Exp: 10
Health: 20*8 Armour: 0 Speed: 3 Search: 3 Morale: 4
Weapon: Short Bow 7*8, 2AP, Missile, Range 2, Ranged Weapon
Trait: All Terrain, Defensive Fire, Retreat I
Skill: Resting, Ranged Attack

Hunters is a Human Male unit, and a Tier 1 Reward Unit.

Trivia: Hunters are merely no more than peasants with a bow, similar to the Peltasts. In the Digital Artbook it is mentioned that they also carries knives for close combat, though not used in game.

Peltasts is the basic imperial skirmish unit. They are weaker than barbarian Javelin Throwers in almost every status, but cheaper and Expendable.

Artifact Slot: 1
Supply: 1 Cost: 100
Exp: 10
Health: 20*10 Armour: 0 Speed: 3 Search: 3 Morale: 5
Weapon: Javelin 7*10, Missile, Range 1, Skirmish Weapon
Shield: Pelte +25% Missile Damage Reduction
Trait: All Terrain, Retreat I, Ambush, Expendable
Skill: Resting, Skirmish

Peltasts is a Human Male unit, and a Tier 1 Reward Unit

Trivia: Peltasts are usually recruited from peasants, especially those who have come in debt. They rarely get trained as full soldiers, only used as expendable skirmishers.

Bowmen is the imperial tier 2 missile unit. They have better AP than barbarian Wolf-Killers and better armour, but no infinite defensive fire charges on Rough and Point Blank bonus.

Artifact Slot: 1
Supply: 1 Cost: 200
Exp: 20
Health: 20*8 Armour: 3 Speed: 3 Search: 3 Morale: 5
Weapon: Bow 8*8, 4AP, Missile, Range 2, Ranged Weapon
Trait: Defensive Fire
Skill: Resting, Ranged Attack

Cost 2 Weapon and 70 Gold to upgrade.

Bowmen is a Human Male unit, and a Tier 1 Reward Unit and Tier 2 Reward Unit

Trivia: Different from Hunters, Bowmen are professional archers of the imperial army.

Longbowmen is the imperial tier 3 missile unit. There is no counterpart in the barbarian arsenal, though their stealth and ambush bonus make them somehow similar to the barbarian Trackers.
As a range 3 missile unit, they outrange many other missile units, and stealth provides good defense itself, though once discovered they have no way to protect themselves. A good method will be using them to ambush fliers, since most aerial units are melee or bomber units, an adjacent ambush atttack can stop them from progressing to their destination, saving your chased units.
After receiving Monster Hunter trait, these units have became even more capable of picking up specifc targets now.

Artifact Slot: 1
Supply: 1 Cost: 253
Exp: 20
Health: 20*8 Armour: 4 Speed: 3 Search: 3 Morale: 6
Weapon: Long Bow 9*8, 4AP, Missile, +100%Ambush Bonus, Range 3, Ranged Weapon
Trait: All Terrain, Stealth, Ambush, Monster Hunter
Skill: Resting, Ranged Attack

Cost 2 Weapon and 23 Gold to upgrade.

Longbowmen is a Human Male unit, and a Tier 2 Reward Unit

Trivia: Longbowmen are actually auxiliary troops in the imperial army, as their longbows are crafted by the Borderland Clans Iseal and Machnar, and it's Iseal the home of these archers.

Fire Archers is an imperial tier 4 missile unit, and the magic missile unit. They have better base damage and armour campared to barbarian Thunderers, though Thunderers can also deal more damage than Fire Archers with their Point Blank bonus.

Artifact Slot: 1
Supply: 1 Cost: 446
Exp: 30
Health: 20*8 Armour: 6 Speed: 3 Search: 3 Morale: 7
Weapon: Magic Bow 15*8, Magic, Range 3, Ranged Weapon
Trait: Defensive Fire
Skill: Resting, Ranged Attack

Cost 3 Liquid Mana and 43 Gold to upgrade.

Fire Archers is a Human Male unit, and a Tier 3 Reward Unit

Trivia: The weapon of Fire Archers is the result of an transmuter's alchemistical experiment. Both their cloaks and their armours have simbols of fire.

Armoured Archers is an imperial tier 4 missile unit. They have the highest base missile damage in game, heaviest armour in missile units, and good AP with the fearsome Infinite Defensive Fire. Only barbarian Wolf-Killers/Armoured Slingers with Point Blank bonus has a chance to deal more damage than them.
Though their normal range makes them a little weaker compared to those range 3 units on offense, on defense they are the best.

Artifact Slot: 1
Supply: 1 Cost: 537
Exp: 30
Health: 20*8 Armour: 9 Speed: 3 Search: 3 Morale: 8
Weapon: Bow 10*8, 4AP, Missile, Range 2, Ranged Weapon
Trait: Defensive Fire, Infinite Defensive Fire Charges
Skill: Resting, Ranged Attack

Cost 3 Armour and 247 Gold to upgrade.

Armoured Archers is a Human Male unit, and a Tier 3 Reward Unit

Trivia: Armoured Archers carries a Pavise shield on their back as could be seen in the picture, which is an Middle Ages equipment of archers in our world. Just like both Vikings and Celts inspired the Barbarian faction, the Empire faction is inspired by both Roman Empire and the Byzantine Empire.

Acolytes is a new unit added with the Empire Aflame DLC, upgraded from any of the imperial basic infantry. They are a downgraded transmuter, with only the ability to summon basic Skeleton Infantry. However, they give 12 Mana when killed, and are cheap to use. If you want to keep them alive, they have Eager Learner to let them level up faster than the others.

Artifact Slot: 2
Supply: 1 Cost: 214
Exp: 20
Health: 35*4 Armour: 2 Speed: 3 Search: 3 Morale: 6
Weapon: Death Bolt 15*4, Magic, Range 2, Ranged Weapon
Trait: Eager Learner, Summon Skeleton Infantry, Transmuter's Pact
Skill: Resting, Ranged Attack, Summon

Cost 114 Gold to upgrade.
In Invasion they would cost 1 Liquid Mana additionally.

Acolytes is a Human Male Ranged unit, and a Tier 2 Reward Unit

There is still a missile unit named Skeleton Archers, but we will talk about it in the Undead chapter, together with other undead units.
1.2 Melee Units
Spearmen is the basic imperial spear unit. Compared with the barbarian Maidens, they are better armoured and have Fortify skill from the start, but less AP and more expensive.

Artifact Slot: 1
Supply: 1 Cost: 100
Exp: 10
Health: 20*8 Armour: 5 Speed: 3 Search: 3 Morale: 5
Weapon: Spear 6*8, 2AP, Breaks Charge, Melee Weapon
Trait: Fortify
Skill: Resting, Melee Attack, Fortify

Spearmen is a Human Male Melee unit, and a Tier 1 Reward Unit.

Trivia: Spearmen are generally formal imperial soldiers trained for at least a year in the army.

Legionnaries is the imperial tier 2 spear unit. They have better damage and a shield compared with the barbarian Spear Maidens, but are more expensive, less mobile, and have less health.

Artifact Slot: 1
Supply: 1 Cost: 199
Exp: 20
Health: 20*8 Armour: 6 Speed: 2 Search: 3 Morale: 7
Weapon: Legion Spear 9*8, 6AP, Breaks Charge, Melee Weapon
Shield: Empire Shield +50% Missile Damage Reduction
Trait: Fortify, Tough, Formation
Skill: Resting, Melee Attack, Fortify, Force March

Cost 1 Armour and 69 Gold to upgrade

Legionnaries is a Human Male Melee unit, and a Tier 2 Reward Unit.

Trivia: In the Digital Artbook Legionnaries is refered to as "Legionary". These soldiers have signed up to serve at least five years in the army, and often get granted a piece of land around border after their service.

Phalanx is the imperial tier 3 spear unit. They are cheaper, have better armour and damage than barbarian Shield Maidens, but less AP and health, not Fearless.

Artifact Slot: 1
Supply: 1 Cost: 322
Exp: 20
Health: 25*8 Armour: 8 Speed: 2 Search: 3 Morale: 9
Weapon: Sarissa 11*8, 6AP, Breaks Charge, Melee Weapon
Shield: Empire Shield +50% Missile Damage Reduction
Trait: Fortify, Tough, Formation
Skill: Resting, Melee Attack, Fortify, Force March

Cost 2 Armour and 63 Gold to upgrade

Phalanx is a Human Male Melee unit, and a Tier 2 Reward Unit and Tier 3 Reward Unit.

Death Dealers is the imperial tier 4 melee unit, and the magic melee unit. Compared with the barbarian Cleavers, they have better base damage and high armour, can heal themselves, cause fear and have higher kill chance. But with the lost of Breaks Charge and no protection against suffering kills themselves, they are sometimes vulnerable and can be wiped out quickly by a few strong charge attacks, especially from Armoured Trolls.

Artifact Slot: 1
Supply: 1 Cost: 536
Exp: 30
Health: 30*5 Armour: 10 Speed: 2 Search: 3 Morale: 10
Weapon: Reaper Scythe 20*5, 6AP, Magic, Life Leech 50%, Melee Weapon
Trait: Deadly, Immune to Psychology, Cause Fear
Skill: Resting, Melee Attack, Force March

Cost 4 Liquid Mana and 14 Gold to upgrade

Death Dealers is a Human Male Melee unit, and a Tier 3 Reward Unit.

Trivia: Death Dealers are usually elite guards for the transmuters, or leaders of a sizeable army contigent. They don't care about the lives of themselves, nor anyone else, and see death as the ultimate transmutation. Their masked helmets look like skulls, and they often wear insignia of death. Some imperial Generals uses the Death Dealers' picture in the ingame conversation.

Other imperial melee units are undead or mechanical units, please check those chapters for their information.
1.3 Cavalry Units
Border Riders is the tier 2 imperial cavalry unit. The Empire do not use hit-and-run skirmish cavalries like the barbarian Stag Riders, all of them are shock cavalry units. Still, their retreat and scout abilities make them similar with the Stag Riders. Do note that no other imperial cavalry units have these two traits.

Artifact Slot: 1
Supply: 1 Cost: 210
Exp: 10
Health: 60*3 Armour: 3 Speed: 4 Search: 4 Morale: 5
Weapon: Lance 20*3, 12AP, Charge, Breaks Charge, Charge Weapon
Sword 9*3, Melee Weapon
Trait: Mounted, Fast, Retreat I, Scout
Skill: Resting, Melee Attack, Scout

Cost 110 Gold to upgrade

Border Riders is a Human Male unit, and a Tier 1 Reward Unit.

Trivia: Border Riders are usually used for border patrols and scouts. They are just auxiliary cavalries, and are not fitted well for a heated battle.

Imperial Lancers is the tier 3 imperial cavalry unit. They traded scout and retreat for a stronger lance, and the ability to break through, damage all enemy ground units in a line, making them a dangerous enemy.

Artifact Slot: 1
Supply: 1 Cost: 354
Exp: 20
Health: 75*3 Armour: 6 Speed: 4 Search: 3 Morale: 6
Weapon: Lance 30*3, 12AP, Charge, Breaks Charge, Charge Weapon
Sword 9*3, Melee Weapon
Trait: Mounted, Fast
Skill: Resting, Melee Attack, Break Through

Cost 3 Weapon and 99 Gold to upgrade

Imperial Lancers is a Human Male unit, and a Tier 2 Reward Unit.

Trivia: Imperial Lancers are standard imperial cavalry units. Only Imperial Citizens are allowed to join them.

Imperial Knights is the tier 4 imperial cavalry unit. With a even stronger lance and better armour, these knights can heavily damage any ground units unable to stop them, and survive a tough fight.

Artifact Slot: 1
Supply: 1 Cost: 561
Exp: 30
Health: 100*3 Armour: 9 Speed: 4 Search: 3 Morale: 8
Weapon: Lance 40*3, 12AP, Charge, Breaks Charge, Charge Weapon
Knight Sword 15*3, Melee Weapon
Trait: Mounted, Fast
Skill: Resting, Melee Attack, Break Through

Cost 3 Weapon, 3 Armour and 72 Gold to upgrade

Imperial Knights is a Human Male unit, and a Tier 3 Reward Unit.

General is the imperial cavalry hero unit. Like the barbarian Thane, he also has 2 artifact slots and the War-Leader aura, with the Rally skill.

Artifact Slot: 2
Supply: 1 Cost: 458
Exp: 50
Health: 150 Armour: 6 Speed: 4 Search: 3 Morale: 8
Weapon: Poleaxe 15*3, 6AP, Melee Weapon
Trait: Hero, Mounted, Fast, Fearless, War-Leader
Skill: Resting, Melee Attack, Break Through, Rally

Cost 1 Weapon, 1 Armour and 59 Gold to upgrade

General is a Human Male Hero unit.

In Invasion campaign, there are also generals on foot and on dragon. Status of these two variants are as below:

General (on foot)
Artifact Slot: 2
Exp: 40
Health: 120 Armour: 6 Speed: 3 Search: 3 Morale: 8
Weapon: Poleaxe 15*3, 6AP, Melee Weapon
Trait: Hero, Fearless, War-Leader
Skill: Resting, Melee Attack, Rally

A Human Male Melee Hero unit.

General (on dragon)
Artifact Slot: 2
Exp: 60
Health: 200 Armour: 6 Speed: 5 Search: 3 Morale: 10
Weapon: Dragon Fire 20*5, Magic, Skirmish Weapon
Trait: Hero, Flying, Large, Fearless, War-Leader, Cause Fear
Skill: Resting, Skirmish, Dragon Breath, Rally, Mighty Roar

A Flying Human Male Hero unit.
2. Imperial Aerial Units and the Upgrade Tree

The Empire uses Pegasi as their own air force, with many variants.
The left branch, Night Mare branch, goes for magic power and causes fear, while the right branch, Pegasus Branch, goes for wind support. We will talk about them below.

In Skirmish, the Vampire Bats is also listed in the imperial arsenal, so I will put it here.

Vampire Bats is an aerial recon unit.

Artifact Slot: 0
Supply: 1 Cost: 49
Summon: 1 Exp: 10
Health: 10*10 Armour: 0 Speed: 6 Search: 3 Morale: 3
Weapon: Bat Fangs 4*10, Life Leech 50%, Melee
Trait: Flying, Interceptor, Cannot Capture, Expendable
Skill: Resting, Melee Attack

Vampire Bats is a Flying Animal unit.
2.1 Pegasus Units
Pegasi is an aerial animal unit. Compared to barbarian Giant Eagles, they have higher base damage and armour, but less health.

Artifact Slot: 1
Supply: 1 Cost: 164
Summon: 4 Exp: 20
Health: 60*3 Armour: 2 Speed: 5 Search: 3 Morale: 5
Weapon: Hoof 12*2*3, Melee Weapon
Trait: Flying, Interceptor, Cannot Capture, Winded Support
Skill: Resting, Melee Attack

Pegasi is a Flying Animal unit, and a Tier 1 reward unit.

Armoured Pegasi is an aerial animal unit. Compared to barbarian Armoured Giant Eagles, they have higher base damage and armour, but less health.

Artifact Slot: 1
Supply: 1 Cost: 243
Summon: 5 Exp: 20
Health: 60*3 Armour: 6 Speed: 4 Search: 3 Moral: 5
Weapon: Hoof 12*2*3, Melee Weapon
Trait: Flying, Interceptor, Cannot Capture, Winded Support
Skill: Resting, Melee Attack

Cost 1 Armour and 49 Gold to upgrade

Armoured Pegasi is a Flying animal unit, and a Tier 1 Reward Unit and Tier 2 Reward Unit.

Pegasus Riders is an aerial cavalry unit. They have less health than barbarian Eagle Riders, but deal more damage.

Artifact Slot: 1
Supply: 2 Cost: 435
Exp: 30
Health: 60*3 Armour: 7 Speed: 4 Search: 3 Morale: 7
Weapon: Lance 30*3, 12AP, Charge, Breaks Charge, Charge Weapon
Hoof 12*2*3, Melee Weapon
Trait: Flying, Interceptor, Winded Support
Skill: Resting, Melee Attack

Cost 1 Supply, 3 Weapon, 2 Armour and 87 Gold to upgrade

Pegasus Riders is a Flying Human Female unit, and a Tier 2 reward unit.

Pegasus Flamers is an aerial skirmish unit. They deals higher damage than barbarian Eagle Fire Bomber, and can defend themselves.

Artifact Slot: 1
Supply: 2 Cost: 537
Exp: 30
Health: 60*3 Armour:5 Speed: 4 Search: 3 Morale: 6
Weapon: Flamer 8*3, Siege, AoE, Skirmish Weapon
Trait: Flying, Cannot Capture, Winded Support
Skill: Resting, Skirmish

Cost 1 Supply, 6 Weapon and 204 Gold to upgrade

Pegasus Flamers is a Flying Human Female unit, and a Tier 3 reward unit.

Pegasus Alchemists is an aerial bomber unit. They deals magic damage instead of siege damage like the barbarian Eagle Bombers.

Artifact Slot: 1
Supply: 2 Cost: 443
Exp: 30
Health: 60*3 Armour: 2 Speed: 5 Search: 3 Morale: 6
Weapon: Alchemical Orb 18*2*3, 4AP, Magic, Siege Weapon
Trait: Flying, Cannot Capture, Winded Support
Skill: Resting, Bombardment

Cost 1 Supply, 2 Liquid Mana and 100 Gold to upgrade

Pegasus Alchemists is a Flying Human Female unit, and a Tier 3 reward unit.
2.2 Night Mare Units
Night Mares is an aerial magic unit. They do more base damage compared to barbarian Spirit Eagles, can rest, but are less durable.

Artifact Slot: 1
Supply: 1 Cost: 270
Exp: 30
Health: 70*3 Armour: 2 Speed: 5 Search: 3 Morale: 2
Weapon: Magic Hoof 15*2*3, Magic, Melee Weapon
Trait: Flying, Interceptor, Immune to Psychology, Cannot Capture, Cause Fear
Skill: Resting, Melee Attack

Cost 1 Liquid Mana and 56 Gold to upgrade

Night Mares is a Flying Melee unit, and a Tier 2 Reward Unit.

Night Mare Reapers is an aerial magic cavalry unit. They have the highest base magic damage in aerial units.

Artifact Slot: 1
Supply: 2 Cost: 566
Exp: 30
Health: 70*3 Armour: 7 Speed: 4 Search: 3 Morale: 4
Weapon: Reaper Scythe 20*3, 6AP, Magic, Life Leech 50%, Melee Weapon
Magic Hoof 15*2*3, Magic, Melee Weapon
Trait: Flying, Immune to Psychology, Cause Fear
Skill: Resting, Melee Attack, Break Through

Cost 1 Supply, 3 Liquid Mana, 3 Armour and 106 Gold to upgrade

Night Mare Reapers is a Flying Human Melee unit, and a Tier 3 Reward Unit.

Night Mare Acholytes is an aerial ranged magic unit. They do magic damage compared to barbarian Eagle Slinger Team, and works like a flying Transmuter with some of their unique skills.

Artifact Slot:2
Supply: 2 Cost: 417
Exp: 30
Health: 70*3 Armour: 2 Speed: 5 Search: 3 Morale: 3
Weapon: Death Bolt 30*3, Magic, Range 2, Ranged Weapon
Trait: Flying, Fearless, Cannot Capture, Cause Fear, Hex Immunity
Skill: Resting, Ranged Attack, Soul Fire, Resurrect

Cost 1 Supply, 1 Liquid Mana and 97 Gold to upgrade

Night Mare Acholytes is a Flying Human Male unit, and a Tier 3 Reward Unit.

A special Transmuter hero unit named Caelos appears during Eagle's Eyrie mission. His status is as below:

Artifact Slot: 2
Exp: 50
Health: 150 Armour: 2 Speed: 5 Search: 3 Morale: 7
Weapon: Death Bolt 20*3, Magic, Range 2, Ranged Weapon
Trait: Hero, Flying, Fearless, Cause Fear
Skill: Resting, Ranged Attack

Transmuter(flying) is a Flying Human Male Hero unit.
This unit also shares the Transmuter skill tree.
3. Mechanical Units and the Upgrade Tree

The Imperial Army uses magical machines as their siege weapons. Mechanic units cannot rest, and any damage they suffered during scenario is permanent, regeneration and portions does not work on them.

Taurus Catapult is the siege artillery unit of imperial army. It has less damage and AP compared with Troll Hurler and Siege Trolls, but deals debris damage that can strike multipule targets.
Unstable units explode on death, deals the same amount of damage as its main weapon and generates debris, so be careful when attacking or using such units.

Artifact Slot: 1
Supply: 1 Cost: 299
Exp: 20
Health: 150 Armour: 10 Speed: 3 Search: 3 Morale: 0
Weapon: Mortar Bomb 15*1, Siege, AoE, Heavy Weapon, Debris, Siege Weapon
Ox Horn 20*2, 10AP, Melee Weapon
Trait: Mechanical, Unstable, Large, Immune to Psychology
Skill: Melee Attack, Mortar Strike

Taurus Catapult is a Mechanical unit, and a Tier 2 Reward Unit and Tier 3 Reward Unit.

Trivia: Taurus Catapult is referred as "Screaming Catapult" in the game files.

Scorpio Arbalest is the slayer artillery unit of imperial army. As the only unit with Slayer trait in imperial units, it also has long shoot range and high AP, a dangerous killer of heros and large creatures.
Note that this is the only unit with a Ranged Weapon with Siege Damage instead of Missile Damage.

Artifact Slot: 1
Supply: 1 Cost: 356
Exp: 20
Health: 150 Armour: 10 Speed: 3 Search: 3 Morale: 0
Weapon: Arbalest Arrow 100*1, 10AP, Siege, Heavy Weapon, Range 3, Ranged Weapon
Scorpion Sting 50*1, 10AP, Melee Weapon
Trait: All Terrain, Mechanical, Slayer, Immune to Psychology
Skill: Melee Attack, Ranged Attack

Cost 1 Liquid Mana and 7 Gold to upgrade

Scorpio Arbalest is a Mechanical unit, and a Tier 3 Reward Unit.

Hell-Hound Cannon is the siege artillery unit of imperial army. It is more durable than the other two artillery units, and its lava barf can heavily damage units in a line, so watch your position.

Artifact Slot: 1
Supply: 1 Cost: 580
Exp: 30
Health: 300 Armour: 10 Speed: 3 Search: 3 Morale: 0
Weapon: Hell-Hound Cannon 30*5, Siege, Range 2, Siege Weapon
Mecha Claw 30*1, 4AP, Melee Weapon
Trait: Mechanical, Unstable, Large, Immune to Psychology
Skill: Melee Attack, Lava Barf

Cost 1 Liquid Mana and 174 Gold to upgrade

Hell-Hound Cannon is a Mechanical unit, and a Tier 3 Reward Unit.

Trivia: Hell-Hound Cannon is referred as "Dragon Cannon" in game files.

Imperial Golem is a giant infantry unit of imperial army. With the highest armour and health in game, this is a moving fortress. Hard Target causes "Dull Weapon"(-20% damage) on any melee attacker or target attacked by this unit.

Artifact Slot: 3
Supply: 2 Cost: 574
Exp: 50
Health: 400 Armour: 12 Speed: 2 Search: 3 Morale: 7
Weapon: Golem Fists, 40*4, Siege, Heavy Weapon, Melee Weapon
Trait: All Terrain, Mechanical, Large, Immune to Psychology, Hard Target
Skill: Melee Attack

Cost 1 Supply, 2 Armour and 158 Gold to upgrade

Imperial Golem is a Mechanical unit.

Trivia: Imperial Golem is build of pure obsidian mined from Weeping Hills of Hebros, and only a few exists. The one the Emperor uses is the first built one.

Harvester is a machine capable of draining magic sources, usually seen in the Invasion campaign. Mana Extraction trait allows it to generate 1 Mana each turn. Harvester does not yield a Zone of Control, but stealth unit moving past it will still get discovered.

Artifact Slot: 0
Exp: 20
Health: 100 Armour: 10 Speed: 0 Search: 1 Morale: 0
Weapon: none
Trait: Mechanical, Unstable, Immune to Psychology, Mana Extraction
Skill: none

Harvester is a Mechanical unit.

During the Capital mission, the Emperor shows up as a special Imperial Golem. Here are its status below:

Artifact Slot: 1
Exp: 70
Health: 600 Armour: 12 Speed: 2 Search: 3 Morale: 10
Weapon: Golem Fists, 40*4, Siege, Heavy Weapon, Melee
Trait: Hero, All Terrain, Mechanical, Large, Immune to Psychology, Hard Target
Skill: Melee Attack

Emperor is a Human Male Melee Hero unit.
4. Undead Units and the Upgrade Tree

Yes, even Undeads also have a upgrade tree. Although currently unrecruitable in campaign, it seems that chances will come in the future.
All Undead units are Evil Undead unit.

Skeleton Infantry is the basic undead unit.

Artifact Slot: 1
Supply: 1 Cost: 58
Summon: 2 Exp: 10
Health: 15*8 Armour: 0 Speed: 3 Search: 2 Morale: 0
Weapon: Sword 8*8, Melee Weapon
Trait: Undead, Immune to Psychology, Expendable
Skill: Melee Attack


Skeleton Arckers is the undead missile unit. Generally speaking, it is an undead Hunter.

Artifact Slot: 1
Supply: 1 Cost: 174
Summon: 4 Exp: 20
Health: 15*8 Armour: 0 Speed: 3 Search: 2 Morale: 0
Weapon: Short Bow 7*8, 2AP, Missile, Range 2, Ranged Weapon
Trait: Undead, Defensive Fire, Immune to Psychology, Expendable
Skill: Ranged Attack

Cost 2 Weapon and 86 Gold to upgrade

Skeleton Heavy Infantry is the undead spear unit.

Artifact Slot: 1
Supply: 1 Cost: 206
Summon: 5 Exp: 20
Health: 20*8 Armour: 4 Speed: 3 Search: 2 Morale: 0
Weapon: Spear 9*8, 3AP, Breaks Charge, Melee Weapon
Shield: Empire Shield +50% Missile Damage Reduction
Trait: Undead, Immune to Psychology, Expendable, Formation
Skill: Melee Attack

Cost 1 Armour and 118 Gold to upgrade

Bone Golem is the undead siege unit. This giant golem deals deadly charge damage, and is quite durable.

Artifact Slot: 1
Supply: 1 Cost: 410
Summon: 9 Exp: 40
Health: 250 Armour: 4 Speed: 3 Search: 2 Morale: 0
Weapon: Bone Claw, 37*2, 4AP, Siege, Melee Weapon
Trait: Undead, Large, Charge Attack, Immune to Psychology, Expendable, Cause Fear
Skill: Charge Attack

Cost 204 Gold to upgrade

Flesh-Walkers is a diseased undead unit. The Corpse Explosion skill allows it to sacrifice one squad member, dealing the same amount of damage as its health to all adjacent units, and cause "Disease" on them. This unit is also "Permanently Diseased", will spread disease to any unit adjacent to it.

Artifact Slot: 1
Supply: 1 Cost: 102
Summon: 3 Exp: 20
Health: 25*8 Armour: 2 Speed: 2 Search: 2 Morale: 0
Weapon: Sword 8*8, Melee Weapon
Trait: Undead, Immune to Psychology, Permanetly Diseased, Expendable
Skill: Melee Attack, Corpse Explosion

Cost 44 Gold to upgrade

Appearently undead Axemen, Elite Flesh-Walkers can harass enemy units, and is the only harasser unit in the imperial arsenal.

Artifact Slot: 1
Supply: 1 Cost: 178
Summon: 4 Exp: 30
Health: 40*6 Armour: 3 Speed: 2 Search: 2 Morale: 0
Weapon: Bearded Axe 12*6, Melee Weapon
Shield: Round Shield +50% Missile Damage Reduction
Trait: Undead, Immune to Psychology, Permanetly Diseased, Expendable, Harasser
Skill: Melee Attack, Corpse Explosion

Cost 76 Gold to upgrade
1 Comments
Case Dec 5, 2020 @ 7:52pm 
nice!