Armageddon's Blade Manual Page 19
Peasant
10 Gold
1
None
1
1
1
Ground
Very Slow (3 hexes/turn)
To know a peasant is to dread
knowing a peasant. It seems the
only hero eager to fight a peasant
or have a peasant in their army
ranks is the Necromancer.
Boar
150 Gold
2-3
None
6
5
15
Ground
Swift (6 hexes/turn)
Orcs who have been unable to
master the skill of throwing an ax,
yet are above the common hack
and slash antics of a grunt, are
given Boars as mounts to ride into
battle.
Halfling
40 Gold
1-3
24
4
2
4
Ground
Immobile (5 hexes/turn)
Armed with sling and stone,
Halflings have found a harsh existence in Antagarich. Driven from
their homes by the Kreegans,
Halflings have been scattered to the
winds. These noble fighters take
refuge in the earth and have an
uncanny sense of luck.
Mummy
300 Gold
3-5
None
7
7
30
Ground
Slow (5 hexes/turn)
Mummies roam the earth seeking
vengeance upon those who have
disturbed their eternal slumber.
Those suffering the attack of the
mummy often find themselves
‘cursed’ and unable to effectively
mount a strong attack.
Rogue
100 Gold
2-4
None
8
3
10
Ground
Swift (6 hexes/turn)
Rogues abound in Antagarich.
If you are able to employ them in
your ranks, you may find
your Thieves Guild possessing
additional information.
Nomad
200 Gold
2-6
None
9
8
30
Ground
Extra Swift (7 hexes/turn)
Native to the desert sands,
Nomads are fast riders able to
traverse sand with the ease most
travel over grass.
Name
Cost
Damage
Shots
Attack
Defense
Health
Movement
Speed
Description
Name
Cost
Damage
Shots
Attack
Defense
Health
Movement
Speed
Description
Troll
500 Gold
10-15
None
14
7
40
Ground
Extra Swift (7 hexes/turn)
Unlike their Enrothian cousins,
Antagarich trolls prefer a more
personal hand-to-hand attack.
Like their Enrothian cousins,
Antagarich trolls do regenerate
damage taken in battle.
Enchanter
750 Gold
14
32
17
12
30
Ground
Ultra Swift (9 hexes/turn)
Specially trained by the dragon
slayer Dracon, Enchanters are an
elite fighting force. Recruited from
the ranks of Monks, Zealots, Magi
and Arch Magi, these magical
warriors are also capable of casting a
beneficial mass spell once every three
rounds, up to six castings.
Sharpshooter
400 Gold
8-10
32
12
10
15
Ground
Ultra Swift (9 hexes/turn)
Specially trained by the guerilla
warrior Gelu, Sharpshooters are
recruited from the ranks of
Archers, Marksmen, Wood Elves
and Grand Elves. Sharpshooters
use a huge recurve, compound
longbow to aid in the power and
precision of their attacks. With
their training, distance and
siege walls are not a hindrance.
Faerie Dragon
Rust Dragon
10000 Gold + 8 Gems
20-30
None
20
20
500
Flying
Super Quick (15 hexes/turn)
15000 Gold + 14 Sulfur
50
None
30
30
750
Flying
Extra Fast (17 hexes/turn)
Faerie Dragons are deceptively cute, but in truth, are
mischievous tricksters. Little is known about these
notorious troublemakers. What is known is found
more in storybooks than magical tomes. Some say
they are invisible. Some say they can cast spells. Some
say Magic Mirror is one of their natural defensive
traits.
Rust Dragons are known to hunt Gorgons, and live
and feed in sulfur mines. With this appetite, Rust
Dragons spew a concentrated acid as their primary
attack. This acid is capable of eating through the
strongest armor, lowering the defense of its target while
inflicting further damage.