Vikings
_Oathkeepers (-1), Elves (-1), Dwarves (0), Lizardmen (-1), Orcs (0), Demons (-1), Undead (-5), Oathbreakers (-1), Dark Elves (-1)
Vikings get along with orcs, are wary of the Light, feud with dwarves and loath the undead. They are also wary of the rest of the Dark.
-Racial Ability (Runic):
-Racial Ability (Hardened): This troop has 15% Ice resistance and gains 50% more Defense in snowy battlefields.
Slinger:
-Hail of Stones: (T) (R.2)
-Accurate: (A) If a ranged attack crits, it will inflict Weakness.
#From 20% chance to 100%.
-No Melee Penalty: (A)
-Coordination: (A) For each ally adjacent to the targeted enemy, this troop increases its minimum and maximum damage by 1, up to +2 for each. Summons are not included in this effect.
-Shooter: (A)
-Level 1 – Cost 30 – Lea. 24 – Att. 4 – Def. 3 – Ini. 4 – Speed 2 – Health 12 – Damage 2-3 Physical
Skald:
-Paean: (T) (R.3) For 3 rounds, all applicable allies receive either the boon of Negation or Timelessness. A greater number of negative effects paves way for Negation, and a greater number of positive effects paves way for Timelessness. This troop ends its turn.
-Evil Taunt: (T) (R.3) All applicable enemies below Level 4 are subjected to a random hex; chosen from the pool of Slow, Helplessness and Pygmy. The hex acts as if cast by the hero at level 1. This troop ends its turn.
#Used to include Doom in its list.
-Armored: (A) This troop has 10% Physical resistance.
-Magic Protection: (A) This troop has 10% Magical resistance.
#Added the Ability to showcase the Magical resistance.
-Messenger of the Gods: (A)
-Pangs of Conscience (A): When this troop performs a base attack, it deals Magical damage to the target; driven from the target’s last strike. The Magical damage is equal to %50 of that strike, but it is affected by the gap in Leadership. At minimum, 1 damage per member of this troop will be dealt.
#From 20% chance to 100%.
-Chants: (A) Allied vikings have their morale increased by 2.
-Escort to Valhalla: (A)
-Level 2 – Cost 50 – Lea. 35 – Att. 8 – Def. 8 – Ini. 5 – Speed 3 – Health 22 – Damage 3-4 Physical
Viking:
-Shield Bash: (T) (R.2)
-Berserk: (T) (C.1)
-Vengeful: (A)
-Momentum: (A) Each time this troop finishes off an enemy troop, this troop’s Critical Chance is increased by a net 20%. The bonus is removed when this troop performs a Critical Hit.
-Level 2 – Cost 65 – Lea. 42 – Att. 12 – Def. 10 – Ini. 5 – Speed 3 – Health 30 – Damage 3-6 Physical
Berserker:
-Dash: (T) (R.2)
-Berserk: (T) (C.1)
-Shock Shield: (A)
-Mad Fury: (A)
-Disregard for Pain: (A)
-Level 3 – Cost 130 – Lea. 60 – Att. 20 – Def. 14 – Ini. 6 – Speed 3 – Health 52 – Damage 4-7 Physical
Reaver:
-Tandem Throw: (T) (C.2)
-Axe Thrower: (A)
-Adjusted Blows: (A) This troop can assess its surroundings before getting into melee and adjust accordingly. Regular blows are performed if this troop is retaliating or if there are no adjacent enemies besides the target, with 6-10 Physical damage. Circular blows are performed if there are adjacent enemies besides the target, with 5-8 Physical damage.
-Level 3 – Cost 360 – Lea. 120 – Att. 20 – Def. 16 – Ini. 5 – Speed 3 – Health 90 – Damage 5-8 Physical
Warrior Maiden:
-Spear of Wrath: (T) (R.3) Rage received from this attack is increased by 400%. Damage is reduced by %30 when the target is not within 5 tiles.
-Call of Valhalla: (T) (R.3) This troop revives an ally, if it is below Level 5 and hasn't been finished off, by 2 units per member of this troop. Casualties from more than 2 turns ago are not eligible and this Talent is not avaliable by default.
-Armored: (A)
-Gift of Odin: (A)
-Duty-bound: (A) Once this troop finishes off an enemy, or a non-summon ally perishes, service to the einherjer is considered complete and Call of Valhalla becomes avaliable.
-Beautiful: (A)
-Magic Protection: (A) This troop has 20% Magical resistance.
-Bear Cavalry: (A) Allied Bears, Ancient Bears and Polar Bears have their morale increased by 4.
-Level 4 – Cost 1300 – Lea. 200 – Att. 29 – Def. 25 – Ini. 6 – Speed 5 – Health 150 – Damage 15-18 Physical
#Minimum damage was increased to make up for the loss of Messenger of the Gods.
Soothsayer:
-Ice Storm: (T) (R.2)
-Loki’s Touch: (T) (R.3)
-Remedy Magic: (T) (C.1)
-Witching Staff: (A)
-Divine Hand: (A)
-Persistence of Mind: (A)
-Magic Protection: (A) This troop has 35% Magical resistance.
-Keeper of Knowledge: (A)
-Fire Protection: (A) This troop has 10% Fire resistance.
-Hardened: (A)
#Hardened was specified because it wasn't present in DS.
-Level 4 – Cost 1220 – Lea. 240 – Att. 20 – Def. 28 – Ini. 5 – Speed 2 – Health 160 – Damage 12-16 Magical
#Soothsayers' loss of Elemental Shield is important for the story or mechanics?
Jarl:
-Sweeping Strike: (T) (R.2)
-Intimidation: (T) (C.1)
-Call to Battle: (T) (R.4) A targeted ally below Level 5, whose Leadership total is below 800 per member of this troop, is granted a second turn after all other turns are done with. If the ally is a viking, it also receives +8 Attack for 2 turns.
-Enchanted Armor: (A) This troop has 25% Physical and 10% Fire resistance. When attacked, it has a 20% chance to halve incoming damage.
-Elemental Axe: (A)
-Shoulder to Shoulder: (A)
-Level 4 – Cost 1470 – Lea. 320 – Att. 36 – Def. 36 – Ini. 4 – Speed 3 – Health 240 – Damage 20-30 Physical