Example Units
Up

The number after a name is the 'cost' of the unit. That amount can be paid in victory points to have that unit as a personal unit. Generally, a PC can only have one personal unit. Mako can be used to purchase a unit, but costs 50% more than the listed price. Gil can also be used, but costs 10 X the listed amount. If a unit is specifically of a nation that you are not allied with, double the cost of attaining it.

A unit can be made 'large' for triple the cost, doubling its health. A unit can be made 'huge' for sextuple the cost, tripling its health. Lastly, a unit can be purchased 'small' for half its cost, with half its usual health.

COMMON UNITS

NameMilitia (Untrained Infantry)(20) Swordsman(30)Halberdiers/Spearmen(30)
MoraleFair (Good if protecting home) GoodGood
Health200200 200
Attack Power 1 per 3.51 per 3 1 per 3
Attack Range/Area 1/11/11/1
Defense10%30% 30%
Magic Defense 20%30%0%
SpeedNormalNormal Normal
Abilities NoneCounter

 

NameDragoons(45) Veteran Dragoons(70)Elite Dragoon(100)
MoraleGoodGood Good
Health 100100100
Attack Power1 per 2 1 per 1.5100
Attack Range/Area2/1 3/14/1
Defense50%60% 60
Magic Defense 30%40%40
SpeedNormal FastFast
Abilities FlyingEpic, Flying. Once per battle, may move up to 2 squares away to avoid a lethal blow.

 

NameArchers(30) Chocobo Cavalry(45) Catapaults(40)
MoraleGood GoodGood
Health200 10050
Attack Power 1 per 31 per 2 1 per 1
Attack Range/Area 2/11/1 3/1
Defense10% 20%0%
Magic Defense 30%20% 0%
SpeedNormal FastSlow
Abilities None

 

 
NameStandard Black Mages(40) Vetern Black Mages(60)Elite Black Mages (100)
MoraleGood GoodGood
Health100100 100
Attack Power 1 per 21 per 1.5 1 per 1
Attack Range/Area 3/24/26/3
Defense0%10% 20%
Magic Defense 40%60%80%
SpeedSlowSlow Normal
Abilities Magic. In lieu of damage, black mages may also slow(-1 speed step), mini(-20% attack power), or poison(-5% health/round) a single enemy unit. This status lasts 3 rounds or 5 for elite.

 

NameStandard White Mages(40) Veteran White Mages (60)Elite White Mages (100)
MoraleGood GoodGood
Health100100 100
Attack Power 1 per 21 per 1.5 1 per 1
Attack Range/Area 3/24/26/3
Defense0%10% 20%
Magic Defense 40%60%80%
SpeedSlow SlowNormal
Abilities Magic healing. In lieu of damage, white  mages may also haste(+1 speed step), protect(+20% Defense), or shell(+20% magic defense) a single friendly unit. This status lasts 3 rounds or 5 for elite.

 

Name Standard Geomancers(40) Veteran Geomancers(60) Elite Geomancers(100)
Morale GoodGoodGood
Health 100 100 100
Attack Power 1 per 3 plus status dependant on terrain of target1 per 2 plus status dependant on terrain of target1 per 1.5 plus status dependant on terrain of target
Attack Range/Area 3/1 4/2 6/2
Defense 20%30%40%
Magic Defense 40% 50% 70%
SpeedNormal NormalFast
Abilities Based on terrain types:
Plains: Mini(-20% damage inflicted, note, damage, not attack power)
Forest: Slow(-1 movement rate)
Town: Building Collapse(20% chance of town square ceasing to be town)
Water: Confusion (If multiple targets are within range when an attack is declared, the target is determined randomly)
Mountain: Stone (Unit is paralyzed but cannot be harmed)
Swamp: Poison (-10% health per turn)
All statuses remain for 3 rounds.

 

NameCannon Team(40) Airship Bombadiers(50) Airship Assault Fleet(100)
Morale GoodGood Good
Health50 5100
Attack Power 3 per 15 per 1 1 per 1
Attack Range/Area5/1 0/13/1 vs air targets
0/2 vs ground targets
Defense 0%40% 50%
Magic Defense 10%0% 20%
Speed SlowFast Fast
Abilities  Flying, must share a square with an enemy to attack, can only be attacked by magic or other flying units.

Cargo: The airship can hold one friendly unit of no more than 40 health per health of the airship. This carried unit moves with the airship, profiting from its speed and flying. If the airship loses health, any health that can not be carried is lost.

Flying, can only be attacked by magic or other flying units.

Cargo: The airship can hold one friendly unit of no more than 4 health per health of the airship. This carried unit moves with the airship, profiting from its speed and flying. If the airship loses health, any health that can not be carried is lost.

 

NameSpy(60) Palisades(5)
MoraleGoodNil
Health1200
Attack PowerNil 0
Attack Range/AreaNil 0
Defense0%20%
Magic Defense0% 20%
SpeedNormal None.
AbilitiesThe spy can not be detected unless by special ability or when it uses its own ability. When a special ability is used, there is a 10% chance per enemy unit adjecent to it of detection.
Special Actions:
Demoralize: Target adjacent unit suffers a demoralizing event.
Subvert: 5% chance per step under fanatical morale that target adjacent unit will change sides. If successful, morale increases one step after conversion.
Sabotage: Only usable on adjacent mechanical units(Catapaults, airships, etc). Their next attack causes them to lose 20% of their health.
Detect Hidden: The one special that does not provoke a chance of detection, but instead has a 50% chance per hidden unit adjacent to the spy of revealing that unit.
Hide: Returns to invisible status. No enemy unit can be adjacent to the spy at the start or end of the phase in which he wants to hide.
Enemy units without flying cannot move into a square with a Palisades. Friendly units may not end a turn sharing a square with palisades, but may move through it. Units with the bombard ability deal double damage to Palisades.

IMPERIAL

Name Imperial RuneSwordsmen(45)Magic Disruptor(150)
MoraleExcellent Nil
Health 20020
Attack Power 1 per 3Nil
Attack Range/Area 1/10/6
Defense 40%0%
Magic Defense 30%50%
Speed NormalSlow
Abilities May choose to deal magic damage instead of physical.

Magic attack power against a square occupied by Rune Swordsmen is reduced by 25% of the health of the unit.

The magic disruptor renders it impossible to use multiple magic groups in one attack within its awesome area of effect (The square it's in plus 5 squares in any direction).

Note: This is an imperial device made specifically against Wutai combination magic tactics.

CHURCH

NameNon-Monsters(40) Paladins(60)
MoraleGoodExcellent (Fanatical if defending Church or Holy ground)
Health200 200
Attack Power1 per 3/1 per 1.5 against monsters 1 per 2
Attack Range/Area1/11/1
Defense20%/50% 50%
Magic Defense20%/50%50%
SpeedFast Normal
Abilities Fear Inducing and frenzied against enemy monster units. Regen 10% per round of own health. Cannot move outside of two squares from a 'city' square.

BARBARIAN

Name Barbarian Beast(60)Barbarian Ragers(45)
MoraleFanatical Fanatical
Health 400200
Attack Power 701 per 2
Attack Range/Area 1/11/1
Defense 6010%
Magic Defense 8010%
Speed FastNormal
Abilities Epic 

 

Name Goblin Archers(25)Goblin Catapaults(35)Goblin Cannon Team(40) Goblin Bomber(60)
Morale Good (Fair if working for the Empire) Excellent (Good if working for the Empire) Fanatical (Cannot be hired by Empire)
Health 20050 50200
Attack Power 1 per 51 per 13 per 1 10 per 1
Attack Range/Area 2/13/1 5/11/1
Defense 5%5% 5%10%
Magic Defense 20%0% 10%10%
Speed Normal SlowSlow Fast
Abilities NoneGoblin Bombers hit with kamikaze attack. Taking out a unit in this way raises the morale of all allied goblin units by 1 but destroys this unit..

DROMINHAM

Name Musketeers(40)Skirmishers(60)Elite Skirmishers(120)
Morale Fair (Good if Drominham, Fanatical if Drominham and defending Drominham)Good Good
Health 1005050
Attack Power1 per 2 1 per 3(2 HP damage per 3 against PCs) 1 per 3(2 hp damage per 3 against PCs)
Attack Range/Area 4/14/14/1
Defense10%10% 10%
Magic Defense 10%20%20%
SpeedNormalNormal Normal
Abilities Forest homeWhen attacking a non-epic unit, the unit suffers a demoralizing event as their leader is struck. If a PC is leading the unit, the entirety of the damage is applied to them and must be soaked by their personal armor without any assistance of the unit they are leading. If the PC survives, the demoralizing event is canceled. When attacking a non-epic unit, the unit suffers a demoralizing event as their leader is struck. If a PC is leading the unit, the entirety of the damage is applied to them and must be soaked by their personal armor without any assistance of the unit they are leading. If the PC survives, the demoralizing event is canceled.

Stealth: Elite Skirmishers are invisible to the enemy. Any time they attack, there is a 20% chance of detection per enemy unit adjacent or sharing squares with the target.

Hide: The skirmisher may move to hide and resume invisibility if they did not start the round in contact with an enemy unit and are not now.

 

WUTAIIN

NameHeretical Field Engineers(30)Wutai Riflemen(45)
Morale FairGood
Health 100 100
Attack Power1 per 3 1 per 1.5
Attack Range/Area 1/1 5/1
Defense10% 10%
Magic Defense 10% 10%
SpeedNormal Normal
Abilities Attacks against mechanical units are considered to have quadruple the attack power.
Repair: Target mechanical unit within one space is restored 20% of its health.
 

 

NameWutai Mobile Armor(70) Wutai Transport Ship(70)
Morale GoodGood
Health 400 100
Attack Power1 per 2 40
Attack Range/Area 3/1 3/1
Defense60% 40
Magic Defense 40% 50
SpeedFast Rapid
Abilities Terror inducing against imperial or barbarian units. Swimming, Capturable

To Capture: Make a specific attack to capture, must be melee. The capturing unit moves into the transport ship square. If the transport ship holds units, the attempt will fail unless the attacker can slay the held unit in one strike. If the ship is empty, roll 1d100, if UNDER the attacker's attack power, the ship is taken.

If a unit fails to take a ship, it is ejected into the water. Land based units can only move one square a round in water and may not take any other actions while doing so.

MONSTERS

NameBand of Imps(20, Costs half as much for size upgrades) Horde: Hordlings(40) Golem(45)
MoraleFair FanaticalNil, but can be pushed to a second attack as per fanatical
Health 300 200200
Attack Power1 per 41 per 3 100 - 1 per 10 health missing
Attack Range/Area 1/1 1/11/1
Defense 10%1 per 3 70%
Magic Defense10% 1 per 440%
Speed NormalNormal Slow
AbilitiesSwarming Swarming, Terror InducingSemi-Epic, see attack power.

 

NameHumanoid Skeletons(25) Vampires(45, +50% cost for size upgrades) Spiders(45)
Morale NilGoodGood
Health 200200 (For power calculation, round UP to the nearest 4, each vampire is 4 health) 200
Attack Power1 per 3 2 per vampire (100 at full health) 1 per 2
Attack Range/Area1/1 1/1 1/1
Defense 30%50%30%
Magic Defense 10%40%30%
Speed SlowFastFast
Abilities Undead (Healing magic causes damage)Flying, Undead, Terror Inducing, Draining (Melee attacks cause the vampire unit to regenerate the damage caused, up to its normal maximum health) Terror Inducing, Swarming

ESPERS

NameSpirit(60) Forest Swarms(50) Rangers (60)
Morale Good (Excellent if defending the Esper Forest) Poor (Good if led by Warden) Good
Health 400 400 75
Attack Power70 1 per 4 2 per 3
Attack Range/Area 1/1 1/1 3/1
Defense 70 0% 20%
Magic Defense 50 10% 25%
Speed Fast Fast Normal
Abilities Epic, Immortal, Flying, Magical Swarming, Immortal Forest Home
Mountain Home
Ambush: While inside any terrain that would provide cover or concealment ( Mountains, Forest, Town, etc ), the Rangers may declare themselves to be in 'Ambush'. While in this state, any enemy units occupying the same terrain mass as the rangers may be automatically attacked by them once per round for half damage. The attacked unit gains an automatic counterattack that will in turn deal only 10% damage. While in Ambushing state, the Rangers may not be attacked directly or influenced by magic effects, however Terrain Home defence / offence bonuses do not apply.

 

Name Burning(60) Treants(35)
Morale Excellent (Fanatical if led by a burning or defending the Esper forest)Fair (Good if defending any forest terraine)
Health 200100
Attack Power 1 per 2 1 per 2
Attack Range/Area 1/1 1/1
Defense 40%60%
Magic Defense 40% (0% vs ice)20% (0% vs fire)
Speed SlowSlow
Abilities Frenzied, Immune to Fire, Breath Weapon, Undead, Forest Home Forest Home

HERETICAL

NameSpiderlings(30) Dragonflies(35)
Morale NilNil
Health 200200
Attack Power1 per 3 1 per 3
Attack Range/Area1/1 1/1
Defense 30%30%
Magic Defense 20%20%
Speed NormalFast
Abilities  Flying