by Crovius » Wed Nov 18, 2009 7:21 pm
Erfworld Units: All units posted are at Level 1, assuming the game involves cities being several turns away from eachother, sides can earn several thousand schmukers every turn, and combat is a large scale event that involves anywhere from a handful of units on each side up to huge armies of
units numbering in the thousands. All references to Erfwolrd are trademark of Robert T. Balder.
Marbits: Small, pinkish humanoids who are exceptional at mining. They have a deep hatred for Gobwins and Hobgobwins, as well as Witches and Daemons. Marbits can be Natural Allies.
Axemen - Move: 7 Hits: 2 Combat: 3 Defense: 1 Juice: 0 Upkeep: 3 Schmukers: 10
Description: Light Humanoid Infantry
Abilities: Tunnel Fighting, Tunneler
Crossbow - Move: 7 Hits: 1 Combat: 2 Defense: 0 Juice: 0 Upkeep: 2 Schmukers: 8
Description: Light Humanoid Archer
Abilities: Tunnel Fighting, Tunneler, Can Attack Flying
Gobwins: Half the size of Men, with green skin and fangs. Good at mining and can be Natural Allies.
Hate Marbits and Elves.
Stabber - Move: 7 Hits: 2 Combat: 4 Defense: 1 Juice: 0 Upkeep: 3 Schmukers: 11
Description: Light Humanoid Infantry
Abilities: Tunnel Fighting
Pikeman - Move: 7 Hits: 2 Combat: 3 Defense: 2 Juice: 0 Upkeep: 3 Schmukers: 9
Description: Light Humanoid Infantry
Abilities: Tunnel Fighting
Archer - Move: 7 Hits: 1 Combat: 3 Defense: 1 Juice: 0 Upkeep: 2 Schmukers: 8
Description: Light Humanoid Archer
Abilities: Tunnel Fighting
Hobgobwins: Orange skinned humanoids, slightly taller than Men. Natural allies, hate Marbits and Elves.
Guard - Move: 8 Hits: 4 Combat: 5 Defense: 3 Juice: 0 Upkeep: 5 Schmukers: 27
Description: Light Humanoid Infantry
Abilities: None
Knight - Move: 9 Hits: 7 Combat: 7 Defense: 4 Juice: 0 Upkeep: 9 Schmukers: 40
Description: Light Humanoid Infantry
Abilities: None
Spidew: These arachnids can fight without a rider, or can be used as mounts. Despite their size they can fit inside tunnels just fine.
Unmounted - Move: 14 Hits: 6 Combat: 5 Defense: 3 Juice: 2 Upkeep: 8 Schmukers: 32
Description: Non-humanoid Heavy Mount
Abilities: Poison, Tunnel Capable
When mounted the mount's move is used , but attacks can hit either the mount or the rider. Also, both the mount and it's rider can attack. This rule applies to all mounts unless stated in their specific entry.
Elves: There are great variety of elves, each with its own appearance and distinct abilities. They tend to be about Man sized, though some are slightly larger. Most types have only one thing they specialize in (such as all Woodsy elves being Archers, all Altruist elves have some kind of healing Infantry) but a few elves have Infantry, Archers,a nd possibly Casters. No elves will ally with a side that has Gobwins, Hobgobwins, Witches or Daemons.
Woodsy Elves: Slim, brown-skinned humanoids as tall as giants with small heads and large, pointed ears. Have an advantage in Forest terrain and can be Natural Allies. Despise Gobwins, Hobgobwins, Witches and Daemons.
Description: Light Humanoid Archer
Move: 8 Hits: 3 Combat: 4 Defence: 3 Juice: 0 Upkeep: 4 Schmukers: 12
Abilities: Forest Capable, Can Hit Flying, + 2 Combat + 1 Defence in Forest
Shady Elves: Medium-sized humanoids with pale skin, pointed ears and clothed in dark, gothic regalia. Can be Natural Allies, yet they will refuse to fight with Gobwins, Hobgobwins, Witches or Daemons.
Description: Light Humanoid Archer
Move: 7 Hits: 2 Combat: 3 Defence: 2 Juice: 2 Upkeep: 3 Schmukers: 9 (27 with naughtymancy)
Abilities: Can Hit Flying, Novice Naughtymancy - 2% of units popped will be able to cast Lv 1 Naughtymancy spells.
Eager Elves: Medium-sized humanoids with pointed ears dressed in brightly coloured tunics and caps.
Can be Natural Allies, yet they will refuse to fight alongside Gobwins, Hobgobwins, Witches or Daemons.
Description: Light Humanoid Stabber-class Infantry
Move: 8 Hits: 3 Combat: 3 Defence: 1 Juice: 0 Upkeep: 2 Schmukers: 8
Abilities: Eager Elves deal hits first in combat regardless of whos turn. Also +1 to Combat when Eager Elves are the attackers.
Lofty Elves: Tall humanoids that are close in physical appearance to Woodsy Elves. Can be Natural Allies, yet they will refuse to fight alongside Goblins, Hobgoblins, Witches or Daemons.
Description: Light Humanoid Caster
Move: 7 Hits: 1 Combat: 1 Defence: 1 Juice: 3 Upkeep: 2 Schmukers: 10 (12 with Healing)
Abilities: Novice Healing - 80% of all Lofty Elves have access to basic Healing magic.
Altruist Elves: Plump medium-sized humanoids that share physical traits with other Elves, but wear plain white nurse uniforms. Can be Natural Allies, yet they will refuse to fight alongside Goblins, Hobgoblins, Witches or Daemons.
Description: Light Humanoid Caster
Move: 5 Hits: 1 Combat: 0 Defence: 1 Juice: 5 Upkeep: 2 Schmukers: 8
Abilities: Light, Practiced Healing - All Altruist Elves have access to Healing magic up to the 3rd circle.
Superfluous Elves: Slim, medium-sized humanoids with pale skin and floppy fringes often spotted wearing t-shirts and tight jeans. Can be Natural Allies, yet they will refuse to fight alongside Goblins, Hobgoblins, Witches or Daemons.
Description: Light Humanoid Infantry
Move: 7 Hits: 1 Combat: 1 Defence: 1 Upkeep: 1 Schmukers: 4
Abilities: Reserve - Allies in the same Hex as a full squad of Superflous Elves gain +1 Combat because they know that the Superflous Elves are there to back them up if need be.
Schlemiel Elves: Small humanoids with pointed ears and thin, reedy comb overs. Can be Natural Allies, yet they will refuse to fight alongside Goblins, Hobgoblins, Witches or Daemons.
Description: Light Humanoid Infantry
Move: 7 Hits: 1 Combat: 1 Defence: 1 Upkeep: 1 Schmukers: 3
Abilities: Sharp senses - Schlemiel Evlves have sharp senses of hearing, sight and smell and can redo checks to notice hidden enemies if the first check fails.
Luckless Elves: Small humanoids with pointed ears and long, curled hair. Can be Natural Allies, yet they will refuse to fight alongside Goblins, Hobgoblins, Witches or Daemons.
Description: Light Humanoid Infantry
Move: 5 Hits: 1 Combat: 1 Defence: 0 Upkeep: 0 Schmukers: 2
Abilities: Fodder - Luckless Elves will take all the hits targetted at the hex they are in before any hits are dealt to other units. Only an enemy Warlord's Presence can counter this.
Tardy Elves: Slim, medium-sized humanoids with floppy fringes often spotted wearing t-shirts and tight jeans. Can be Natural Allies, yet they will refuse to fight alongside Goblins, Hobgoblins, Witches or Daemons.
Description: Light Humanoid Piker-Class Infantry
Move: 4 Hits: 4 Combat: 4 Defence: 3 Upkeep: 3 Schmukers: 8
Abilities: Lazy - Tardy Elves have a 50% chance to not move at all each turn.
Last edited by
Crovius on Mon Dec 07, 2009 4:01 pm, edited 3 times in total.