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Nation Building Birth of Nations Heroes and specialized unlocked units.

Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
Verus Verus
Hekron The Inventor
2 HP
2 Attacks
Atk: 1
Def: 3
Inventor Extraordinaire: Every 4 Turns, Hekron creates a new invention that benefits the nation
Crazy Prepared: If placed in a settlement, boosts the required forces to breach the settlement by 5
 
Lazaro1505 Lazaro1505
Javelin Warriors
Troop
1 HP
1 Attack
Atk: 1
Def: 0
Javelin Toss: Javelin warriors are speedy and capable of fast movements in order to hunt various predators. +1/0 and Attack First in combat

Tamed Lions
Elite
1 HP
1 Attack
Atk: 2
Def: 1
Lion's Ferocity: +0/+1. Gets boosted to +1/+1 when partnered with Javelin Warriors. On the roll of an 8+ instead of attacking, capable of preventing a Hero Unit from acting in that combat round.
 
Martydi Martydi

Ga'Lade Knights
Elite
2 HP
1 Attack
Atk: 2
Def: 2
Tower Shield: Wielding a powerful large shield in one hand and a hardened bronze blade in another, they are a force to be reckoned with on the battlefield. +1 HP, 0/+1. Capable of canceling any charge attack.
 
TeaMMatE11 TeaMMatE11

Trent The Ballista Master
Hp 2
Attack 2
Atk:4
Def:0
Hold the Line: If Trent takes damage, he immediately attacks the target. Goes into effect even if he dies after the shot.
Inspirational Siege Weapon: For every kill, gains an Inspire Token. Every 3 tokens can be spent to give all units in that army a temporary 0/+2 (UP to a max bonus of 0/+4)

Huntertabbysandshark3 Huntertabbysandshark3

Garli The Gecko Wizard
HP 2
Attack 2
Atk: 2
Def: 2
Praise of The Skeletons: Due to gaining power from the Tower and solving its riddles, the other Geckos look up to Garli. All friendly troops are inspired to fight harder. +1/0
Novice Spellcaster: In battle when a natural 9+ is rolled, the damage on Garli's attack is 2. If an enemy is killed with this ability with overflow damage, attack an additional target.
 
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Athanas Athanas
Prostitutes
Non combat unit so unable to fight and will dissappear if in a space with enemy combatants unaccompanied.
Pleasures of The Flesh: Increases Happiness in any settlement. If brought with an army unit, causes them to fight harder. +1/0
 
CaptainSully CaptainSully
Jigamundo Samurai

Same stats as Samurai

Different Styles for Jigamundo Samurai:

• Stone Form: Enemy never hits on better than 6+
• Typhoon Form: Always hit on a 6+
• Torrent Form: Attacks explode on 9+
• Blazing Form: Ignore enemy saves
 
Paleo_Rex Paleo_Rex

Hazel The Nymph
HP 2
Attack 2
Atk: 0
Def: 4
Aura of The Nymph: The Nymph can be irresistible in some situations. Hazel releases magical energies that can calm and convert the masses. Roll a d10. On a 6+ The Fighting on Both sides of combat stop. On a 8+ D4 troops are converted to the cause. On a 10+ D4 Elites are converted to the cause. Heroes and Leaders are immune to conversion.
Heroic Resolve: Hazel's aura can boost her allies resolve in combat. All allies gain 0/+2 on the tile

Obsidian Obsidian

Grem the Goblin Mage
- Type: Hero
- HP: 2
- Movements: 1
- Attack Rolls: 2
- Attack and Defense: 1/3
- Trait 1: Arcanist ~ At the start of every turn, GM throws a 1d10 for Regalia. Should the dice land on 10, Regalia gains 1 free tech. This does not bypass any locks on techs. (( Some techs I have in mind are locked, they need other techs to be researched first to unlock them. For roleplay purposes. ))
- Trait 2: Master Warder ~ When Grem is on any settlement, that settlement gives 0/+2 to all units on that settlement and immunity to Fire Damage, including Grem.

Ant Cavalry
- Type: Troop
- HP: 1
- Movements: 1
- Attack Rolls: 1
- Attack and Defence: 0/0
- Costs: 3 Resources and 1 Pop, 1 action point to train.
- Trait: Stampede ~ Before any attack rolls are thrown in any battle, 1d10 intimidation roll is thrown for each Ant Cavalry unit in the army. When rolls give a 9+, an enemy unit retreats from the battle in terror.
 
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Verus Verus

Borage
Hero Unit
HP 3(4)
Attack: 2
Atk: 2(3)
Def: 2(3)
Lord of The Swamp: Borage gains power from the swamp or forest tiles. While in such tiles, gains +1 HP, Atk, and Defense. If killed on a Swamp or Forest Tile without the use of Fire, will return in 3 Turns
Swamp Growth: Capable of growing swamp/forest tiles while on tile for 4 Turns
 
Athanas Athanas

The Mighty Minotaur
HP:2
Attacks:4
Atk: +7
Def: +5

The Mighty Minotaur stats

Trait 1: Maze-keeper's cunning-Having spent long at the trapped maze, the minotaur is adept at honorless yet effective tactics. The Minotaur gains +1/+1. In addition, At the start of the battle, up to five random enemy units lose strike first. If they did not have attack first, then they gain attack last until the end of the battle.

Trait 2: Bestial size: The Beast's strength is colossal, and few can withstand it's assault. The minotaur gains +2 Attacks.

Trait 3: Mystical Hoard: The great Minotaur has taken many of the artifacts of the maze inside an enchanted bag that he carries with him at all times. Upon triggering this trait, the minotaur gains access to a powerful random artifact of the maze for the rest of the turn. This ability has a cooldown of three turns.

(Some examples of items:)

Crown of Warding: While this item is active, the Minotaur gains a 7+ save that cannot be negated and +5 defense.

Helm of Wrath: Gain +3/0 and +2 attacks.

Gem of the Soul-Crusher: Gain +2/0 and reroll failed hits. No saves can be made against attacks by the Great Minotaur, and no units reduced to 0 hp by him may reanimate.

The Accursed Chains: Choose three enemy units. They may not act this turn, and any traits they have are disabled for the turn. A hero counts as three units for the purposes of this item.

Hellish Pentagram: Summon 1d3+1 demon units. They have three stat points and a trait. These demon units dissappear a turn after combat ends.

Scroll of Annihilation: Choose an enemy unit. That enemy unit is immediately attacked by 3 +7 attacks that deal 2 damage each. These attacks cannot be redirected by traits such as meat-shield

If the Great Minotaur is killed, the faction that killed him gains a random one of these artifacts which can be given to a hero or leader as a trait.


Agathos
HP:4
Attacks:3
Atk: +6
Def:+6

Stubborn as a Mule: Increase HP by 1. Agathos also has a 9+ save.

Defensive combatant: Increase HP by 1. In addition, the first time each turn an attack would succeed in damaging Agathos, reduce the attack's damage to 0

Fear becomes fury: Increase Agathos's atk by +2/0 the amount of attacks Agathos can make each turn by 1. In addition, before Agathos fights, he may perform a desperate breakthrough. If he does so, he loses his save and the secondary portion of Defensive combatant, but his stats alter as follows: For every point of health he is missing, he gains +1/-1 and +1 attack.
 
Jabroni Jabroni

Lord Commander de'Orleon
Hero unit
HP 2(4)
Attack: 2(4)
Movement: 1
Atk: 2(4)
Def: 2(4)

Eternal Pride: +2 HP, Attack, Atk, and Def while in his Military Fort and Tile. If killed on tile, roll a d10. On a 5+ is resurrected at the end of the combat turn.

Inspiration to his Troops: All Allied troops in the same tile as him gain +1/+1 and Strike First

Skeleton Knights
Elite Unit
HP: 1
Attack: 1
Movement: 1
Atk: 3
Def: 0

Loyalty Beyond the Grave: +1/0 and on defeat, roll a d10. On a 8+, they rise again after the current turn of battle.
 
Verus Verus

The Dark Disciple
Hero
HP 2
Attack 2
Atk: 2(5)
Def: 2
Aura of Darkness: Those that are opposed the Dark Disciple receive a -1/-1 in battle. Roll a d10. On a 1 to 3, nothing happens. On a 4-7 its boosted to -1/-2. On a 8-9 its boosted to a -2/-3. On a 10, d2 units flee and the remaining forces are at -3/-3.
Dark Side of The Forest: While in the forest or Swamp, gain +4/0 and gains an extra attack.
 
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Obsidian Obsidian

Derin, the Devourer
Type: Hero
- HP: 2
- Movements: 1
- Attack Rolls: 2
- Atk: 7
-Def: -3

Ravenous Spear ~ When Derin successfully hits an enemy in battle, the DM throws 1d10. If the dice lands on:
1 to 4; nothing happens.
5 to 9; Derin recovers 1HP of lost health or, if at full health, gains an additional +2/0 for the next attack.
10; recovers all lost HP, gains an additional +4/0, and gains +2 attack rolls. These bonuses can stack, and they are in effect for the current battle as well as lasting for 1 turn afterwards outside of combat.

Sparda, My Brother ~ Derin and Sparda may be two, but they fight as one. Whenever Derin and Sparda are in the same army, Sparda's attack stat is raised to mirror Derin's, covering for Sparda's weaknesses. Derin also shares the power of the Ravenous Spear with Sparda, providing healing and bonuses to Sparda as well.

Mokanu The Avatar
Hero
HP: 2(3)
Movement: 1
Attacks: 2
Atk: 2(3)
Def: 2(3)
Flow of Mana: Mokanu naturally possesses +1 HP, Atk, and Def due to the magic that flows inside him. However, while in battle, he can instead shift towards what is most needed, decreasing the +1 Bonus in any of those to boost any Atk, or Def up to an additional +2 if focused on one attribute. Example. Decrease Atk and HP back down to 2, causes Def to increase to 5. After combat however, reverts back to its natural +1 in each attribute.

Avatar of Magic: Mokanu is able to block one attack per turn and reflect the damage back to the attacker. Preference for ability is on Hero units
 
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TeaMMatE11 TeaMMatE11

Shadowman
Hero
Attack 2
Atk: 2
Def: 2
Move through the Shadows: Shadowman is able to teleport himself and up to 3 other units 3 squares away before normal movement takes place.
Protection of the Darkness: The field of battle is covered in darkness that hampers foes, but allows allies to see. Troops at -4/0. Elites at -2/0, and Heroes and Leaders at -1/0

Obsidian Obsidian

Civilian units: If they are in a tile without any allied troops, they will be killed and captured.

Old World Scientists
Knowledge of the Old World: -1 Resources on research to a minimum of 1

Old World Technician
Ancient Devices: -2 Turn for research to a minimum of 1

Old World Guard
Advanced training techniques: If with an army on a tile, that army gains +1/0. If defending a settlement, counts as a 2/2 unit with 1 attack and 1 HP, but unable to be modified by any positive or negative modifiers. Does not give the +1/0 modifier if defending a settlement as a unit.
 
Huntertabbysandshark3 Huntertabbysandshark3

Wheeled Terror
Elite
HP 1
Attack: 1
Atk: 4
Def: -2

Immense size: The object moves fast for its size, but its size still works for its advantage even while it is somewhat easy to hit. At the start of battle, roll a d2. That many troop units are eliminated and do not participate in the fighting.

Verus Verus

Asphodel
Hero
HP 2
Movement 0
Attack 2
Atk 0
Def 4
Overgrown Theig: Asphodel has grown a long time into the mountain fortress of a Dwarven Clan. As such, it counts as a lvl 2 Military Settlement. Fire decreases these effects to a lvl 1 Military Settlement and allows space to be occupied by enemy troops. Harassment rules apply to occupied Asphodel tile.
Spreading Seedlings: Every turn roll a d10. On a 8-10 gain 1 seedling unit on this tile.

Seedling
Troop
HP 1
Movement 1
Attack 1
Atk 0
Def 0
Fire resistant: Due to the seedlings taking up residence in the desiccated corpses of armored Dwarven warriors, they are not affected by the fire weakness of Mitsura.
 
Obsidian Obsidian
The Amethyst Owl Tribe

Shaman Helka

Hero
HP 2
Movement 1
Attack 2
Atk: 2
Def: 2
Elemental Magics: If an enemy is weak to either water or fire, Helka will strike with that blast of magic. Otherwise the effects of the spells are as follows: Fire Blast- +2/0. If this attack kills an enemy, gain 1 additional attack. (Only occurs once a battle). Water shield- 0/+2. If an ally is about to die, can block the final strike. (Only usable once per battle and prioritizes Hero units)
Animal Summons: Can summon a variety of animals to assist in battle. Can only use one of them at a time: Wolf- Adds +2/0 Strike First. Bear- +4/0 Always strike last. Turtle- 0/+2 Deflects kill shot on Helka( Once per battle)

Goblin Warriors
Troop
HP 1
Movement 1
Attack 1
Atk: 0 (1)
Def 0 (1)
Versatile: Wields either Spears or swords depending on the situation. Spears: 0/+1 Stops charge attacks. Swords: +1/0 Pierces 1 Defense

Goblin Wolf Riders
Troop
HP 1
Movement 2
Attack 1
Atk 1
Def 0
Wolf Speed: +1 Movement and Atk. During first strike moving into battle, gains an additional +2 Atk

Goblin Beast Masters
Elite
HP 1
Movement 1
Attack 1
Atk 2
Def 0
Beast Companions: The Goblin Beast Masters have trained animals to assist them, usable one at a time in battle. Cobra: 0/+1 Afflicted target gains attack last. Wolf: +1/0 Attack first. Hawk: Pierces 1 Defense and gains flying.

Shaman
Elite
HP 1
Movement 1
Attack 1
Atk 2
Def 1
Flaming Hands: +1/0. On a natural 9+ can attack a second unit.
 
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CaptainSully CaptainSully

Old World Scientists
Knowledge of the Old World: -1 Resources on research to a minimum of 1

Dr Mia
-Non Combatant
- When in an Oni settlement, Oni advancements count as being one tier less in terms of cost and turns required. E.g., Tier 2 advancements cost and take as long as Tier 1

Akemi Memorial Facility (Counts as an advancement)
- Oni units gain a save on a 10 due to improved knowledge of human body and how to treat injuries and use more effective medicine

Huntertabbysandshark3 Huntertabbysandshark3

Unit 01
Hero
HP 2
Movement 1
Attack 2
Atk: 2
Def: 2

Flame based strike: Before the first turn in battle, all enemy units roll a d10. On a 1 or 2 those units take 1 damage. Any units that take the damage lose 1 attack and any that are killed do not get to participate in the battle.

Construction Powerhouse: Its vast strength is put towards construction capabilities, decreasing both time and effort if in the settlement that the construction that is taking place, or when used to build a settlement. (-2 Cost and -1 turn for buildings)
 
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LadyOfStars LadyOfStars

Proteus
Hero
HP 2
Movement 1
Attack: 2
Atk: 2
Def: 2
Ultimate Disguise: Proteus is able to disguise itself as anyone. This allows it to easily bypass the defenses in any settlement or wall. It can also do one action from this list a turn while on the same square- Order 1 enemy Troop or Elite to move and attack
Order an enemy Hero to move or attack on a successful roll of 8+
Assassinate 2 Troops on a 4+ or 2 Elites on a 6+ or 1 Hero unit on a 8+
Infiltrator Supreme: In addition to the actions of UD, Proteus can also do one of these actions a turn:
Destroy and advancement. Lvl 1 on a roll of a 4+. Lvl 2 on a roll of a 6+ and Lvl 3 on a roll of an 8+
Train an enemy unit under your command
Disable settlement or wall defenses on a 8+


Lazaro1505 Lazaro1505

Brothers 3
Hero
Movement 1
HP 3
Attack 2
Atk: 4
Def: 4

Ronin: The Brothers 3 gain access to The Art of War trait from the Oni

Combined Strength: The brothers cover each other in battle and are capable of attacking in conjunction. +1 HP, Atk, and Def
 
Obsidian Obsidian

(Sparda stats still under possible readjustment for balancing)
Sparda, the Paragon
Type: Hero
- HP: 2
- Movements: 1
- Attack Rolls: 2
- Attack and Defence: -3/+7

- Trait 1: The Regal Ring ~ The shard of the Goddess that now resides within him gives Sparda abilities no other man may possess. At the start of any battle, Sparda is the first to be attacked by the enemy, which starts a defence chain. With every successful defence, a 1d10 is thrown:
> 1; Defence chain breaks
> 2 to 5; Sparda unsuccessfully counterattacks, but is targeted by the next enemy attack
> 6 to 9; Sparda successfully counterattacks, taking 1HP from the attacking enemy unit, empowering him with a 0/+1 in defence (to a maximum of +5, which lasts for the current battle as well as 1 turn afterward), and he is targeted by the next enemy attack
> 10; Sparda successfully counterattacks, taking 1HP from the attacking enemy unit, and unleashing a devastating debuff attack upon the rest of the enemy army. Sparda disempowers the enemy defence, taking 0/-3 from all enemy forces, and using the strength he steals to empower his own army, raising the defence of all units in Sparda's army by 0/+3. The enemy army suffers this debuff for three turns, and Sparda's army enjoys their buff for 3 turns. This also breaks the defence chain.

- Trait 2: Derin, My Brother ~ Sparda and Derin may be two, but they fight as one. Whenever Sparda and Derin are in the same army, Derin's defence stat is raised to mirror Sparda's, covering for Derin's weaknesses. Sparda also shares the power of the Regal Ring with Derin, providing him with defence buffs as well.

Professor Xentha Lorafina
Non combatant
When in a Regalian settlement, Regalian advancements count as being one tier less in terms of cost and turns required. E.g., Tier 2 advancements cost and take as long as Tier 1

Lorafina's Laboratory (Counts as an advancement)- Mages gain a save on a 10 due to the magical concoctions from the lab making them slightly hardier.

Verus Verus

Large Wolf
Hero
HP: 4
Attack 2
Atk: 4
Def: 0

Hearty Stock: 2 HP due to its massive size

Playful Demeanor: As an action, instead of attacking during battle, it can prevent 1 unit from attacking that round. Troop, Elite, Monster, Hero, or Leader
 
LadyOfStars LadyOfStars

Lord Ga'Lade
HP 4
Movement 1
Attack 2
Atk 0
Def 0
Duel of Honor: Lord Ga’Lade challenges the leader of the attacking group to a duel (Leader or Hero unit). If they are not there, he challenges the strongest unit in the attacking group. Both combatants have their atk and Def reduced to 0 and gain no benefits from any bonuses, either Nation strengths or upgrades. The two leaders fight until defeat. If Lord Ga’Lade wins the duel, the other unit is not killed, but cannot participate in any further battle. If the army decides to continue fighting, they are demoralized and fight at -2/-2. The same goes if Lord Ga’Lade loses the duel.

Respendent Heroics: Lord Ga’Lade is an inspiring figure and boosts all the allied troops in his square with +1 HP
 
Lazaro1505 Lazaro1505

Adella
Hero
HP 2
Movement 1(3)
Attack 2
Atk 2
Def 2 (4)
Underwater Magic: Adella is capable of transforming the lower half of herself into a fish as per her mermaid nature. She can do this up to 3 other units allowing moment to increase to 3 while in the water. While in the water, her defense also rises by 2

Athanas Athanas

Chosen of Matris
Elite
HP 2
Movement 1
Attack 1
Atk 1
Def 1
The Chosen: As a chosen of Matris, they have become hardier than other pilgrims and gain +1 HP. On death, roll a d10. On a 8+, the chosen is alive, but cannot participate in the remainder of the battle until the next turn.
 
GrieveWriter GrieveWriter

Veximus Triumphus The First
Hero
HP 2(3)
Attack 2 (3)
Atk: 2(3)
Def: 2(3)
Rooted Power: When Veximus does not move for that turn, he gains +1 HP, Attack, Atk, and Def as his roots dig in, giving him greater power.
Flower Power: When in battle, roll a d3, gain that many Flower Children.

Flower Children
Troop
HP 1
Attack 1
Atk 0
Def 0
Sacrificial Pawn: Any attack that would hit Veximus Triumphus is instead redirected to a Flower Children unit instead.

Galixo Prime
Hero
HP 4
Attack 2
Atk: 2(3)
Def: 2(3)
Powerful Metal Casing: Galixo' tough exterior shell grands him greater protection from harm. +2 HP and decreases all incoming damage on him to a 1 HP damage per hit.
Advanced Knowledge: +1/+1. If inside settlement, can negate that bonus for a -2 to research
 
Verus Verus
The Golem
Hero unit
HP 2
Movement 1
Attack 2
Atk 0
Def 4
Weapon and Armor Smith- While in a settlement, gives the bonus of fine armor and weapons to all allies. +1/+1. Also gives a -2 resources and -1 Turn for all research on weapons and armor.
Trap Maker- While in a settlement, makes it take an extra 10 troops to invade. Before combat begins, roll d4. That many Units are incapacitated and unable to fight in that round.

Obsidian Obsidian
Orc Archer
Troop
HP 1
Movement 1
Attack 1
Atk 1
Def 0
Harrowing Arrows- +1/0. Instead of attacking, can instead prevent 1 unit from attacking that round

Orc Protector
Troop
HP 1
Movement 1
Attack 1
Atk 0
Def 1
Defensive Posturing- 0/+1. Instead of attacking, can protect 1 unit from harm that round

Orc Warlock
Elite
HP 1
Movement 1
Attack 1
Atk 2
Def 0
Unholy Buff- Instead of attacking, can give all friendly units within the square a +1/+1. Does not stack with other unholy buffs

Scout Bikes
Elite
HP 1
Movement 4
Attack 0
Atk 0
Def 2
Fast speed- The bikes give such speed that it is harder to hit them. 0/+2
The Bikes are able to travel at such long distances before the riders require rest. +3 Movement
 
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Martydi Martydi

Hoodoo The Crusher
Hero
HP 2
Movement 1
Attack 2
Atk 2
Def 2
Inspirational Values- +1/+1 to all allied troops
Rage Induced Strength- Goes last in battle. For every allied troop killed in battle, Hoodoo gains an extra attack, up to 3 additional attacks. For each of those that result in a kill, he gains and additional 1 HP up to +3 for the next round of combat.

Bandit Warlords
Elite
HP 1
Movement 1
Attack 1(2)
Atk 2
Def 0
Unpredictable- In the first round of combat, gains a second attack. Does not apply if battle continues after the first turn of combat

Bandit Warriors
Troop
HP 1
Movement 1
Attack 1
Atk 0
Def 1 (0)
Makeshift armor- When hit, roll a d10. On an 8+, their armor protects them from damage. Only usable once per battle. For the remainder of the turn, Def is 0
 
Verus Verus
Vehicle of Unholy Fire
Unique Unit (Unable to build more)
HP 2
Movement 3
Attack 1(2)
Atk 4 (0)
Def 0 (4)
Flurry of Blows: If the unit does not move in the same turn that it attacks, it gains a +1 Attack. When in battle it can choose whether to focus on its ability to hit, or speed for its survivability (switching Atk and Def). Attack deal 2 HP damage.
Weakness: Against Water or Electric Attacks, this unit becomes 0/-4 and takes an extra 1 HP damage from the attack. This unit is always able to be the target of hero based attacks unless units with blocking abilities are in play.
 
CaptainSully CaptainSully

Moleman

Elites
M:1
HP: 1
Attacks: X
Atk: X
Def: 2

Slow, steady...scary:
When hit by an attack, makes a retaliation attack even if they've lost their last HP. Hits on a 5+ and deals 4 Damage. Saves do not negate this damage.

Can only possessed 2 units of Molemen at one time.

---------

Moleman Worker:
Non-Combatant

Tunnelers: Armies with Tonberry Workers can dig underground. For every five units, one Tonberry Worker is needed (not including any units with Tonberry in the name). When tunneling, remove the army from the map and it may appear up to two hexes away. If it isn't revealed until the following turn, it may appear up to four hexes away. It ignores any movement restrictions and penalties. If the army attacks, all enemy units count as attacks last for the first round of contact.
 

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