Orcs
_Oathkeepers (-5), Elves (-5), Dwarves (-5), Lizardmen (-4), Vikings (-1), Demons (0), Undead (0), Oathbreakers (0), Dark Elves (0), Zwergs (0)
Orcs get along with the rest of the Dark, are wary of Vikings, hate Lizardmen, and loath the rest of the Light.
-Racial Ability (Greedy):
-Racial Ability (Of the Dark):
Goblin:
-Distant Throw: (T) (-8) The hard range limit is increased to 7.
-Goblin Rage: (T) (-20) There is no effective range limit.
-Giant Killer: (A) Damage is increased by %15 against Level 3, %25 against Level 4 and %30 against Level 5 units. Every 5 Adrenaline past 50 this troop has supplements this increase by a net +2%.
-Axe Thrower: (A)
-Zeroing In: (A) %50 more Adrenaline is provided for each consecutive ranged attack that was aimed at the same tile.
-No Melee Penalty: (A)
-Level 1 – Cost 25 – Lea. 20 – Att. 7 – Def. 4 – Ini. 4 – Speed 2 – Health 14 – Damage 1-3 Physical
Furious Goblin:
-Goblin Insolence: (T) (-20)
-Irascible: (A) Anytime this troop takes damage, it receives +1 Speed for the rest of the battle, to a limit of +3 total.
-Giant Killer: (A) Damage is increased by %25 against Level 4 and %30 against Level 5 units. Every 5 Adrenaline past 50 this troop has supplements this increase by a net +2%.
-Level 2 – Cost 60 – Lea. 45 – Att. 14 – Def. 14 – Ini. 8 – Speed 3 – Health 40 – Damage 3-7 Physical
Spirit Talker:
-Avenging Spirit: (T) (-0)
-Web of Life: (T) (-25)
-Ancestral Anger: (A) This troop’s strikes act as if the target has a net 10% less Ice resistance. Every 5 points of Adrenaline past 50 this troop has supplements this reduction by a net -2%.
-No Melee Penalty: (A)
-Magic Protection: (A) This troop has 10% Magical resistance.
-Astral Protection: (A) This troop has 15% Astral resistance.
-Adrenaline Chaining: (A)
-Hyena Cavalry: (A) Allied Hyenas have their morale increased by 4.
-Level 3 – Cost 250 – Lea. 50 – Att. 8 – Def. 8 – Ini. 4 – Speed 2 – Health 25 – Damage 3-6 Ice (Melee: 3 Physical)
#Use the Charger graphics for the ranged attack? The OotM Goblin Shaman attack?
Orc:
-Onslaught: (T) (-15)
-Potion of Rage: (T) (-20)
-Armored: (A) This troop has %10 Physical resistance.
-Thirst for Fight: (A) Retaliations always crit, and every 5 points Adrenaline raises Critical Chance by a net 2%, to a maximum of +20%.
-Level 3 – Cost 190 – Lea. 75 – Att. 16 – Def. 17 – Ini. 4 – Speed 2 – Health 70 – Damage 7-10 Physical
Goblin With Catapult:
-Fiery Shot: (T) (-10)
-Explosives: (T) (-12)
-Second Wind: (T) (-20)
-Shooter: (A) Effective range limit is 5.
-Siege Weapon: (A) Ranged damage is reduced only by %20 beyond effective range.
-Pyromancer: (A)
-Reckless Commander: (A) Allied Goblins, Furious Goblins and Spirit Talkers gain 3 additional points of Adrenaline when fighting.
-Level 3 – Cost 300 – Lea. 130 – Att. 23 – Def. 15 – Ini. 4 – Speed 2 – Health 80 – Damage 6-11 Physical (Siege Weapon: 12-22 Physical) (Melee: 7 Physical)
Veteran Orc:
-Running: (T) (-8) The Adrenaline cost starts at 8 each turn, which is tripled per trigger.
-Fury Attack: (T) (-15)
-Potion of Rage: (T) (-20)
-Counterattack: (A) This troop performs a counterattack against retaliations.
-Prudence: (A) Once this troop loses %25 of its ranks, it receives a %10 chance to evade attacks; and each further loss of %25 increases these odds by a net %10. Additionally, each 5 points of Adrenaline past 50 increases these odds by a net %2.
#Make the Ability display what the current percentage is?
-Armored: This troop has %10 Physical resistance.
-Level 4 – Cost 380 – Lea. 140 – Att. 26 – Def. 26 – Ini. 6 – Speed 3 – Health 130 – Damage 13-16 Physical
Shaman:
-Dancing Axes: (T) (-10) Targets a single enemy anywhere on the field to do 20-25 Magical damage per member of this troop, with 50% of the damage done healing allied organic units. Every 10 points of Adrenaline increases this healing by a net 10%, to a limit of +30%.
#No longer ignores modifiers.
-Totem of Life: (T) (-20)
-Totem of Death: (T) (-20)
-Adrenaline Control: (A) For every 10 Adrenaline gained by allies, this troop gains 1 Adrenaline.
-Shamanism: (A) At the beginning of this troop’s turn, it has a chance to gain 75 points of Adrenaline. The base chance is 100%, lowered by a net 1% for each point of Adrenaline this troop currently has.
-Calm: (A)
-Level 4 – Cost 600 – Lea. 200 – Att. 24 – Def. 32 – Ini. 5 – Speed 3 – Health 180 – Damage 15-18 Physical
#Removed Persistence of Mind.
Ogre:
-Ogre’s Rage: (T) (-12) Attack is doubled for 2 turns. An Action Point is received.
-Forceful Strike: (T) (-20)
-Indomitable: (A) Any effect that decreases this troop’s damage, Speed or number of Action Points is removed at the beginning of its turn.
-Thick Skin: (A) This troop has 10% Physical, Magical, Fire, Poison and Ice resistance. Every 5 Adrenaline increases these resistances by 1%, to a maximum of 10%.
-Heavy Hand: (A)
-Level 5 – Cost 3000 – Lea. 1000 – Att. 37 – Def. 47 – Ini. 4 – Speed 2 – Health 680 – Damage 50-60 Physical
Orc Chieftain:
-Drain: (T) (-8) Saps all Action Points of an arbitrary enemy away without ending this troop's turn. The Adrenaline cost starts at 8 each turn, which is tripled per trigger.
-Sneer: (T) (-10)
-Power of the Horde: (T) (-25) A targeted enemy takes 140 Magical damage per member of this troop. Every 10 points of Adrenaline increases this damage by 10, to a maximum of +30.
#No longer ignores modifiers.
-Heavy Hand: (A)
-Armored: (A) This troop has %10 Physical and Fire resistance.
-Devastate: (A)
-Reckless Commander: (A) Allied Orcs, Veteran Orcs and Ogres gain 3 additional points of Adrenaline when fighting.
-Level 5 – Cost 4000 – Lea. 1200 – Att. 40 – Def. 35 – Ini. 4 – Speed 2 – Health 740 – Damage 50-70 Physical