The number after a name is the 'cost' of the unit. That
amount can be paid in victory points to have that unit as a personal unit.
Generally, a PC can only have one personal unit. Mako can be used to
purchase a unit, but costs 50% more than the listed price. Gil can also be
used, but costs 10 X the listed amount. If a unit is specifically of a
nation that you are not allied with, double the cost of attaining it.
A unit can be made 'large' for triple the cost, doubling
its health. A unit can be made 'huge' for sextuple the cost, tripling its
health. Lastly, a unit can be purchased 'small' for half its cost, with half
its usual health.
COMMON UNITS
| Name | Militia (Untrained Infantry)(20) |
Swordsman(30) | Halberdiers/Spearmen(30) |
| Morale | Fair (Good if protecting home) |
Good | Good |
| Health | 200 | 200 |
200 | | Attack Power |
1 per 3.5 | 1 per 3 |
1 per 3 | | Attack Range/Area |
1/1 | 1/1 | 1/1 |
| Defense | 10% | 30% |
30% | | Magic Defense |
20% | 30% | 0% |
| Speed | Normal | Normal |
Normal | | Abilities |
None | Counter |
| Name | Dragoons(45) |
Veteran Dragoons(70) | Elite Dragoon(100) |
| Morale | Good | Good |
Good | | Health |
100 | 100 | 100 |
| Attack Power | 1 per 2 |
1 per 1.5 | 100 |
| Attack Range/Area | 2/1 |
3/1 | 4/1 |
| Defense | 50% | 60% |
60 | | Magic Defense |
30% | 40% | 40 |
| Speed | Normal |
Fast | Fast | | Abilities |
Flying | Epic, Flying. Once per battle, may move up to 2 squares away to avoid a
lethal blow. |
| Name | Archers(30) |
Chocobo Cavalry(45) |
Catapaults(40) |
| Morale | Good |
Good | Good |
| Health | 200 |
100 | 50 |
| Attack Power |
1 per 3 | 1 per 2 |
1 per 1 |
| Attack Range/Area |
2/1 | 1/1 |
3/1 |
| Defense | 10% |
20% | 0% |
| Magic Defense |
30% | 20% |
0% |
| Speed | Normal |
Fast | Slow |
| Abilities |
None |
| Name | Standard Black Mages(40) |
Vetern Black Mages(60) | Elite Black
Mages (100) | | Morale | Good |
Good | Good |
| Health | 100 | 100 |
100 | | Attack Power |
1 per 2 | 1 per 1.5 |
1 per 1 | | Attack Range/Area |
3/2 | 4/2 | 6/3 |
| Defense | 0% | 10% |
20% | | Magic Defense |
40% | 60% | 80% |
| Speed | Slow | Slow |
Normal | | Abilities |
Magic. In lieu of damage, black mages may also slow(-1 speed step), mini(-20% attack power), or poison(-5% health/round) a single enemy unit. This status lasts 3 rounds
or 5 for elite. |
| Name | Standard White Mages(40) |
Veteran White Mages (60) | Elite White
Mages (100) | | Morale | Good |
Good | Good |
| Health | 100 | 100 |
100 | | Attack Power |
1 per 2 | 1 per 1.5 |
1 per 1 | | Attack Range/Area |
3/2 | 4/2 | 6/3 |
| Defense | 0% | 10% |
20% | | Magic Defense |
40% | 60% | 80% |
| Speed | Slow |
Slow | Normal | | Abilities |
Magic healing. In lieu of damage, white mages may also haste(+1 speed step), protect(+20%
Defense), or shell(+20% magic defense) a single friendly unit. This status lasts 3 rounds
or 5 for elite. |
| Name |
Standard Geomancers(40) |
Veteran Geomancers(60) |
Elite Geomancers(100) | | Morale |
Good | Good | Good |
| Health |
100 |
100 |
100 | | Attack Power |
1 per 3 plus status
dependant on terrain of target | 1 per 2 plus status
dependant on terrain of target | 1 per 1.5 plus status
dependant on terrain of target | | Attack Range/Area |
3/1 |
4/2 |
6/2 | | Defense |
20% | 30% | 40% |
| Magic Defense |
40% |
50% |
70% | | Speed | Normal |
Normal | Fast |
| Abilities |
Based on terrain types:
Plains: Mini(-20% damage inflicted, note,
damage, not attack power)
Forest: Slow(-1 movement rate)
Town: Building Collapse(20% chance of town square ceasing to
be town)
Water: Confusion (If multiple targets are within range when
an attack is declared, the target is determined randomly)
Mountain: Stone (Unit is paralyzed but cannot be harmed)
Swamp: Poison (-10% health per turn)
All statuses remain for 3 rounds. |
| Name | Cannon Team(40) |
Airship Bombadiers(50) |
Airship
Assault Fleet(100) | | Morale |
Good | Good |
Good |
| Health | 50 |
5 | 100 |
| Attack Power |
3 per 1 | 5 per 1 |
1 per 1 |
| Attack Range/Area | 5/1 |
0/1 | 3/1 vs
air targets
0/2 vs ground targets | | Defense |
0% | 40% |
50% | | Magic Defense |
10% | 0% |
20% |
| Speed |
Slow | Fast |
Fast |
| Abilities | |
Flying, must share a square with an enemy to attack, can only be attacked by magic or other flying units.
Cargo: The airship can hold one friendly unit of no more than 40 health per
health of the airship. This carried unit moves with the airship, profiting
from its speed and flying. If the airship loses health, any health that can
not be carried is lost. | Flying, can only be attacked by magic or other flying units.
Cargo: The airship can hold one friendly unit of no more than 4 health per
health of the airship. This carried unit moves with the airship, profiting
from its speed and flying. If the airship loses health, any health that can
not be carried is lost. |
| Name | Spy(60) |
Palisades(5) |
| Morale | Good | Nil |
| Health | 1 | 200 |
| Attack Power | Nil |
0 |
| Attack Range/Area | Nil |
0 |
| Defense | 0% | 20% |
| Magic Defense | 0% |
20% |
| Speed | Normal |
None. |
| Abilities | The spy can not be detected unless by special ability or when it uses its own ability. When a special ability is used, there is a 10% chance per enemy unit adjecent to it of detection.
Special Actions:
Demoralize: Target adjacent unit suffers a demoralizing event.
Subvert: 5% chance per step under fanatical morale that target adjacent unit will change sides. If successful, morale increases one step after conversion.
Sabotage: Only usable on adjacent mechanical units(Catapaults, airships, etc). Their next attack causes them to lose 20% of their health.
Detect Hidden: The one special that does not provoke a chance of detection, but instead has a 50% chance per hidden unit adjacent to the spy of revealing that unit.
Hide: Returns to invisible status. No enemy unit can be adjacent to the spy at the start or end of the phase in which he wants to hide. |
Enemy units without flying cannot move into a square
with a Palisades. Friendly units may not end a turn sharing a square
with palisades, but may move through it. Units with the bombard ability
deal double damage to Palisades. |
IMPERIAL
| Name |
Imperial RuneSwordsmen(45) | Magic Disruptor(150) |
| Morale | Excellent |
Nil | | Health |
200 | 20 | | Attack Power |
1 per 3 | Nil |
| Attack Range/Area |
1/1 | 0/6 | | Defense |
40% | 0% |
| Magic Defense |
30% | 50% | | Speed |
Normal | Slow |
| Abilities |
May choose to deal magic damage instead of physical. Magic attack
power against a square occupied by Rune Swordsmen is reduced by 25%
of the health of the unit. | The magic disruptor renders it impossible to use multiple magic groups in one attack within its awesome area of effect (The square it's in plus 5 squares in any direction). Note: This is an imperial device made specifically against Wutai combination magic tactics. |
CHURCH
| Name | Non-Monsters(40) |
Paladins(60) | | Morale | Good | Excellent
(Fanatical if defending Church or Holy ground) | | Health | 200 |
200 | | Attack Power | 1 per 3/1 per 1.5 against monsters |
1 per 2 | | Attack Range/Area | 1/1 | 1/1 | | Defense | 20%/50% |
50% | | Magic Defense | 20%/50% | 50% | | Speed | Fast |
Normal | | Abilities |
Fear Inducing and frenzied against enemy monster units. |
Regen 10% per round of own health. Cannot move outside of two squares
from a 'city' square. |
BARBARIAN
| Name |
Barbarian Beast(60) | Barbarian Ragers(45) |
| Morale | Fanatical |
Fanatical | | Health |
400 | 200 | | Attack Power |
70 | 1 per 2 |
| Attack Range/Area |
1/1 | 1/1 | | Defense |
60 | 10% |
| Magic Defense |
80 | 10% | | Speed |
Fast | Normal |
| Abilities |
Epic | |
| Name |
Goblin Archers(25) | Goblin
Catapaults(35) | Goblin Cannon Team(40) |
Goblin Bomber(60) |
| Morale |
Good (Fair if working for the
Empire) |
Excellent (Good if working for the Empire) |
Fanatical (Cannot be hired by Empire) |
| Health |
200 | 50 |
50 | 200 |
| Attack Power |
1 per 5 | 1
per 1 | 3 per 1 |
10 per 1 |
| Attack Range/Area |
2/1 | 3/1 |
5/1 | 1/1 |
| Defense |
5% | 5% |
5% | 10% |
| Magic Defense |
20% | 0% |
10% | 10% |
| Speed |
Normal |
Slow | Slow |
Fast |
| Abilities |
None | Goblin Bombers hit with
kamikaze attack. Taking out a unit in this way raises the morale of
all allied goblin units by 1 but destroys this unit.. |
DROMINHAM
| Name |
Musketeers(40) | Skirmishers(60) | Elite
Skirmishers(120) | | Morale |
Fair (Good if Drominham,
Fanatical if Drominham and defending Drominham) | Good |
Good | | Health |
100 | 50 | 50 |
| Attack Power | 1 per 2 |
1 per 3(2 HP damage per 3 against PCs) |
1 per 3(2 hp damage per 3
against PCs) | | Attack Range/Area |
4/1 | 4/1 | 4/1 |
| Defense | 10% | 10% |
10% | | Magic Defense |
10% | 20% | 20% |
| Speed | Normal | Normal |
Normal | | Abilities |
Forest home | When attacking a non-epic unit, the unit suffers a demoralizing event as their leader is struck. If a PC is leading the unit, the entirety of the damage is applied to them and must be soaked by their personal armor without any assistance of the unit they are leading. If the PC survives, the demoralizing event is canceled. |
When attacking a non-epic unit, the unit suffers a demoralizing event as their leader is struck. If a PC is leading the unit, the entirety of the damage is applied to them and must be soaked by their personal armor without any assistance of the unit they are leading. If the PC survives, the demoralizing event is canceled.
Stealth: Elite Skirmishers are invisible to the enemy. Any time
they attack, there is a 20% chance of detection per enemy unit
adjacent or sharing squares with the target.
Hide: The skirmisher may move to hide and resume invisibility
if they did not start the round in contact with an enemy unit
and are not now. |
WUTAIIN
| Name | Heretical
Field Engineers(30) | Wutai
Riflemen(45) | | Morale |
Fair | Good |
| Health |
100 |
100 | | Attack Power | 1 per 3 |
1 per 1.5 | | Attack Range/Area |
1/1 |
5/1 | | Defense | 10% |
10% | | Magic Defense |
10% |
10% | | Speed | Normal |
Normal | | Abilities |
Attacks against mechanical units are considered to have quadruple the
attack power.
Repair: Target mechanical unit within one space is restored 20% of
its health. | |
| Name | Wutai Mobile Armor(70) |
Wutai
Transport Ship(70) | | Morale |
Good | Good |
| Health |
400 |
100 | | Attack Power | 1 per 2 |
40 | | Attack Range/Area |
3/1 |
3/1 | | Defense | 60% |
40 | | Magic Defense |
40% |
50 | | Speed | Fast |
Rapid | | Abilities |
Terror inducing against imperial or barbarian units. |
Swimming, Capturable To Capture: Make a specific attack to capture, must be melee. The capturing unit moves into the transport ship square.
If the transport ship holds units, the attempt will fail unless the
attacker can slay the held unit in one strike. If the ship is empty,
roll 1d100, if UNDER the attacker's attack power, the ship is taken.
If a unit fails to take a ship, it is ejected into the water. Land
based units can only move one square a round in water and may not take
any other actions while doing so. |
MONSTERS
| Name | Band of Imps(20, Costs half as much
for size upgrades) |
Horde: Hordlings(40) |
Golem(45) | | Morale | Fair |
Fanatical | Nil, but can be pushed to a
second attack as per fanatical | | Health |
300 |
200 | 200 | | Attack
Power | 1 per 4 | 1 per 3 |
100 - 1 per 10 health missing | | Attack Range/Area |
1/1 |
1/1 | 1/1 | | Defense |
10% | 1 per 3 |
70% | | Magic Defense | 10% |
1 per 4 | 40% | | Speed |
Normal | Normal |
Slow | | Abilities | Swarming |
Swarming, Terror Inducing | Semi-Epic, see attack
power. |
| Name | Humanoid Skeletons(25) |
Vampires(45,
+50% cost for size upgrades) |
Spiders(45) | | Morale |
Nil | Good | Good | | Health |
200 | 200 (For power calculation, round UP to the nearest 4, each vampire is 4 health) |
200 |
| Attack Power | 1 per 3 |
2 per vampire (100 at full health) |
1 per 2 |
| Attack Range/Area | 1/1 |
1/1 |
1/1 | | Defense |
30% | 50% | 30% | | Magic Defense |
10% | 40% | 30% | | Speed |
Slow | Fast | Fast | | Abilities |
Undead (Healing magic causes damage) | Flying, Undead, Terror Inducing, Draining (Melee attacks cause the vampire unit to regenerate the damage caused, up to its normal maximum health) |
Terror Inducing, Swarming |
ESPERS
| Name | Spirit(60) |
Forest Swarms(50) |
Rangers (60) |
| Morale |
Good (Excellent if defending the Esper Forest) |
Poor (Good if led by Warden) |
Good |
| Health |
400 |
400 |
75 |
| Attack Power | 70 |
1 per 4 |
2 per 3 |
| Attack Range/Area |
1/1 |
1/1 |
3/1 |
| Defense |
70 |
0% |
20% | | Magic Defense |
50 |
10% |
25% | | Speed |
Fast |
Fast |
Normal | | Abilities |
Epic, Immortal, Flying, Magical |
Swarming, Immortal |
Forest Home
Mountain Home
Ambush: While inside any terrain that would provide cover or concealment (
Mountains, Forest, Town, etc ), the Rangers may declare themselves to be in
'Ambush'. While in this state, any enemy units occupying the same terrain
mass as the rangers may be automatically attacked by them once per round for
half damage. The attacked unit gains an automatic counterattack that will in
turn deal only 10% damage. While in Ambushing state, the Rangers may not be
attacked directly or influenced by magic effects, however Terrain Home
defence / offence bonuses do not apply. |
| Name |
Burning(60) |
Treants(35) | | Morale |
Excellent (Fanatical if led by a burning or defending the
Esper forest) | Fair (Good if defending any forest
terraine) | | Health |
200 | 100 |
| Attack Power |
1 per 2 |
1 per 2 |
| Attack Range/Area |
1/1 |
1/1 | | Defense |
40% | 60% | | Magic Defense |
40% (0% vs ice) | 20% (0% vs fire) |
| Speed |
Slow | Slow | | Abilities |
Frenzied, Immune to Fire, Breath Weapon, Undead, Forest Home |
Forest Home |
HERETICAL
| Name | Spiderlings(30) |
Dragonflies(35) | | Morale |
Nil | Nil | | Health |
200 | 200 |
| Attack Power | 1 per 3 |
1 per 3 |
| Attack Range/Area | 1/1 |
1/1 | | Defense |
30% | 30% | | Magic Defense |
20% | 20% | | Speed |
Normal | Fast |
| Abilities |
| Flying |
|