Drake Claw - (5/5/3/5) (30)
The standard Draconian infantry, they have naturally thick scales and razor sharp teeth and claws.
Drake Tail - (2/2/4/5/Garrison, Mountain-Capable(free)) (20)
They lash out with their long tails tipped with razor sharp scales. Though smaller than the Claws, they have slightly thicker scales.
Drake Tooth - (5/9/0/5/Garrison, Ranged, Mountain-Capable(free)) (30)
Scales too small to deflect like their kin's scales, The Teeth use razor sharp spines that grow along their back and tail.
Wyrmling - (3/0/0/20/Scout, Forest Capable, Water Capable, Mountain-Capable(free)) (30)
Baby wyrms with long sinewy bodies, these creatures can work their way through woods and swim even.
Drake Guard - (12/7/7/5/Rider, Frightening, Mountain-Capable(free)) (90+10)
The elite of the basic infantry, these Draconians are terrifying in battle and often ride into battle on one of the more Beastial drakes.
Special units are divided into two classes, Knight (humanoid) and Beast (animal). Knights cannot be Mounts and Beasts cannot be Riders.
Drake Outrider - (13/5/6/18/Beast, Mount, Speed Boost 2, Heavy, Mountain-Capable(free)) (60+10)
Despite their large size these beasts are surprisingly fast, crashing across the battlefield, often with a rider, sometimes two, upon their back.
Fiend Drakes - (8/5/2/12/Beast, Speed Boost 1, Frightening, Toxin, Forest-Capable, Mountain-Capable(free)) (60+10)
These beastial creatures have poisonous bites and their face looks like a bare skull. They are often used en mass against command units.
Wyrm Guard - (12/8/10/5/Knight, Frightening, Rider, Mountain-Capable(free)) (120+20)
Often used as sergeants in the Draconian armies, despite lacking any leadership skill, the Guard ride upon the back of Outriders, demoralizing the enemy with their ferocity and bloodthirst.
Elder Wyrm - (20/12/9/16/Beast, Heavy, Ranged, Toxin, Mount, Speed Boost+, Fire Breath, Desert-Capable, Mountain-Capable(free)) (300+50)
Massive monsters that can carry as many as three riders, the Wyrms spit compressed flammable-fluids great distances, raining fire upon the enemy. Their spines and bites are toxic and slay many who come across them in battle. They are not bothered by the harsh conditions of Desert terrain.
Naval units have an extra stat after move, cargo. A unit can hold an amount of light units equal to it’s cargo and heavy units equal to half of it’s cargo. Ships can only take one special: ranged.
River Drake - (6/2/4/7/8/Water-capable) (60)
Fashioned to resemble a large Wyrmling, these small ships often accompany the small scouts when they are exploring large bodies of water.
Sea Drake - (8/6/6/7/16/Water-capable, Ranged) (90)
Well equipped for combat, these ships fire upon ship, troops and flying units alike with large crossbows.
Sea Wyrm - (14/10/10/7/30/Water-capable, Ranged) (130)
The largest of the Draconian ships they are equipped with heavy armour and bristle with weapons.
Taskmaster(Courtier) - (6/0/0/5) (50+25/level)
Courtiers are special units who like warlords and casters can issue build orders and manage cities. A city with a courtier governing it multiplies its schmucker production by (courtier level+10)/10. (example, a 1st level city with a 1st level courtier will produce 660$) Courtiers gain 1 experience point per turn spent managing a city per level of the city.
Champion(Warlord) - (10/4+1d4/4+1d4/5/leadership, rider) (150+50/lvl)
Warlords are a must for every side because they are the only units able to perform your rulers tasks. Warlords can perform courtier tasks but will not gain experience from them. A warlord has a 5% chance of being popped with a Simple Special or Dance-fighting. There is also a 1 in 1+2^x chance that it will spawn as a caster (x is the number of casters already on your side).
Spellscale(Caster) - (6/3/3/5/caster) (250+50/lvl)
Casters perform the functions of a warlord, but do not give their leadership bonus to other units (unless they are made within their school (dirtamancer with golems, croakamancer with undead etc.)). Besides this they can also cast spells from their school. More on casters in the magic chapter.
Ascendee(Heir (Designate)) - (10/4+1d4/4+1d4/5/leadership, rider) (500+50/lvl)
This rank can either be popped or given to an existing warlord. A royal warlord or heir popped on a royal side will become an heir. A non-royal warlord or heir popped on a non-royal side will become an heir designate. If popped this unit has a 20% chance to get the a Special as Warlords do. Promoting a unit increases its upkeep by 400 schmuckers.
Great Wyrm(Ruler) - (10/8/8/5/Rider, Leadership) (0 upkeep)
A Ruler holds absolute authority over a side. Through natural thinkamancy they know the status of every unit on their side, and can issue orders to units in the same hex. The Ruler sets all cities’ production, and has final authority to End Turn. They also have the ability to disband their own units at any time, except when a unit is captured by the enemy.