Gaming WorkshopWarlords II for Macintosh Army Sets (Main Page)


Ancient Armies

Dark Armies

Demihuman Armies

Enchanted Armies

Forgotten Armies


Forgotten Armies

Your race has discovered a portal to another world, one where ancient cities filled with bizarre wonders lie waiting for your conquest and exploitation. You have seven army types which you can produce in cities, being those of a gunpowder-age empire colonizing other lands. All of the other types in this set must be discovered in neutral cities. These are the armies of four ancient races which once thrived in this forgotten realm.

What art there is is based on that of the Spectremia set.

Caravellian

Skirmishers, Footmen, Mercenaries, Gunners, Dragoons, Captains, Cannoneers

The Caravellians had just reached the technological level where their kingdoms were developing into gunpowder empires, when they discoverd a portal to another world. Now their different kings have each sent forces into the new realm, to secure as many of its wondrous cities before the other kings can get to them.

Hadron

Troopers, Hovertanks, Mind Drones, Cyborgs, Walkers

This high-tech race perfected cybernetic warmaking, using hovertanks or spider-like "walking" tanks for firepower, supported by infantry in mechanized suits. Eventually they developed robot soldiers with which to terrorize their enemies. A particularly feared weapon of the Hadron was the mind drone, a small hovering sphere which could seek out and incapacitate leaders with radiation discharges.

Taragi

Crystal Orb, Thunder Riders, Fire Lancers, TK Warriors, Death Knights

The Taragi developed a unique technology based on crystal power. They were able to use crystals to generate bolts of energy, to produce force fields, and to record and transmit information. They also tamed pegasi, for use by cavalry wielding lances which shot lightning bolts or fireballs. Their technology reached its apex in the Death Knight, a warrior transformed by a crystal implanted in his skull, rendering him nearly invincible.

Darr Vos

Soldiers, Mind Flayers, Infiltrators, Telepaths, Psionic Masters

This psionic race had troops specialized in particular abilities, such as psychic attack, mind control, or telepathy. Their most accomplished psionics were so powerful that any army making use of them gained enormous advantage.

Chirik

Cobra Warriors, Cat Warriors, Winged Panthers, Bird Goddesses, Force of Nature

An animist race, the Chirik became mystically united with the world's natural forces. While this made them beastlike in appeareance, it gave them enormously powerful spiritual allies.

  Name Str Mov MvB Abilities & Bonuses Turns Cost Prod
Skirmishers 2 18 h&f +1 forest 1 3 60
Footmen 2 16   +1 open 1 3 50
  Mercenaries 4 16     1 20 60
Gunners 3 16   +2 city 2 5 180
Dragoons 3 24   +2 open 2 6 250
Captains 3 16   +1 stack 3 7 420
  Cannoneers 3 14   cancel city 3 9 500
  Crystal Orb 1 50 fly   1 4 -80
  Cobra Warriors 2 18   +2 open 1 3 -70
  Soldiers 2 16   +2 city 1 4 -70
  Cat Warriors 3 18 forest +2 forest 2 6 -220
  Thunder Riders 3 28 fly   2 7 -400
  Winged Panthers 3 24 fly +2 hills 2 7 -450
  Fire Lancers 4 24 fly +2 open 3 9 -700
  Troopers 5 16   +2 city 3 8 -600
  Mind Flayers 5 16   -2 enemy stack 4 14 -1100
  Infiltrators 5 30 h&f cancel city 4 16 -1200
  Hovertanks 7 30   +2 open 4 11 -1100
  Mind Drones 2 46 fly +1 special, cancel hero 5 25 -2500
  Telepaths 5 16   +1 special, cancel non-hero 5 16 -1600
  Cyborgs 6 20   -1 enemy stack 5 12 -1200
  TK Warriors 6 20 fly +2 stack 5 19 -1900
  Death Knights 7 18   +1 special, cancel hero 5 24 -2400
  Psionic Masters 7 40 fly +3 special 5 28 -2800
  Bird Goddesses 7 54 fly +1 special, cancel non-hero 5 29 -2900
  Walkers 8 24 h&f +2 stack 5 20 -2000
  Force of Nature 9 24 h&f +4 special 5 29 -2900
Str=Strength, Mov=Move, MvB=Movement Bonus, Prod=Production Cost; h&f=hills and forest

 


Ancient Armies

Dark Armies

Demihuman Armies

Enchanted Armies

Forgotten Armies


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