- Attack
- 5
- Defense
- 3
- Min damage
- 4
- Max damage
- 8
- Hit points
- 36
- Initiative
- 80
- Growth
- 8
- Movement
- Ground
- Size
- Single hex
- Tier
- Core
The upgraded Mauler: a special cast of Maulers with an instinctive combat sense whose Assault lets them attack again whenever an enemy retaliates.
-
185 Gold
- Attack
- 4
- Defense
- 2
- Min damage
- 5
- Max damage
- 8
- Hit points
- 33
- Initiative
- 80
- Growth
- 10
- Movement
- Ground
- Size
- Single hex
- Tier
- Core
The upgraded Harpy: veterans who have mastered advanced strafing attacks, flying with such speed and manoeuvrability that they are impossible to counter-attack.
-
160 Gold
- Attack
- 1
- Defense
- 3
- Min damage
- 2
- Max damage
- 3
- Hit points
- 23
- Initiative
- 80
- Growth
- 10
- Movement
- Ground
- Size
- Single hex
- Tier
- Core
'Degenerate' Orcs born from the blood of lesser demons — small, weak, but swift and agile; in Orc armies they serve as servants, scouts and skirmishers, favoring sneak attacks and crude traps.
-
80 Gold
- Attack
- 1
- Defense
- 3
- Min damage
- 3
- Max damage
- 5
- Hit points
- 26
- Initiative
- 80
- Growth
- 13
- Movement
- Ground
- Size
- Single hex
- Tier
- Core
The upgraded Goblin: Goblins smart enough to survive in the wild on their own, not to be underestimated as they are particularly good at finishing off incapacitated enemies.
-
115 Gold
- Attack
- 3
- Defense
- 1
- Min damage
- 4
- Max damage
- 5
- Hit points
- 29
- Initiative
- 80
- Growth
- 7
- Movement
- Ground
- Size
- Single hex
- Tier
- Core
Beastmen created by the Wizards, half-human and half-bird of prey; used as scouts, messengers and skirmishers, they strike and return to harass enemy lines.
-
110 Gold
- Attack
- 4
- Defense
- 3
- Min damage
- 4
- Max damage
- 8
- Hit points
- 30
- Initiative
- 80
- Growth
- 5
- Movement
- Ground
- Size
- Single hex
- Tier
- Core
Lightly armored and heavily armed, the Orc Maulers are the basic front-line of the Stronghold hordes, rushing the enemy and using heavy shields to deflect incoming missiles.
-
130 Gold
- Attack
- 8
- Defense
- 10
- Min damage
- 14
- Max damage
- 16
- Hit points
- 70
- Initiative
- 80
- Growth
- 3
- Movement
- Ground
- Size
- Large
- Tier
- Elite
Beastmen created by the Wizards, half-human and half-horse, who joined the Orc revolt; trained as mobile archers, they are among the best harassing units on Ashan.
-
495 Gold
- Attack
- 8
- Defense
- 11
- Min damage
- 14
- Max damage
- 18
- Hit points
- 80
- Initiative
- 80
- Growth
- 4
- Movement
- Ground
- Size
- Large
- Tier
- Elite
The upgraded Centaur: a cast dedicated entirely to warfare, disciplined mobile shooters who fire deadly arrows and reposition to the deadliest vantage points.
-
625 Gold
- Attack
- 11
- Defense
- 12
- Min damage
- 15
- Max damage
- 19
- Hit points
- 100
- Initiative
- 80
- Growth
- 6
- Movement
- Ground
- Size
- Single hex
- Tier
- Elite
The upgraded Dreamwalker: shamans who have traveled so often into the Dream realms that they can summon part of it onto the battlefield — feared even by other Orcs.
-
450 Gold
- Attack
- 10
- Defense
- 10
- Min damage
- 13
- Max damage
- 15
- Hit points
- 85
- Initiative
- 80
- Growth
- 4
- Movement
- Ground
- Size
- Single hex
- Tier
- Elite
Shamans who serve as the voices of the tribes' ancestors, transformed by a perilous dream journey to the Spirit World; they wield blood magic and dream powers that hasten allies and torment foes.
-
355 Gold
- Attack
- 9
- Defense
- 9
- Min damage
- 17
- Max damage
- 20
- Hit points
- 85
- Initiative
- 80
- Growth
- 3
- Movement
- Ground
- Size
- Large
- Tier
- Elite
The tallest, strongest and meanest Orcs of the Pao islands, who must kill a saber-toothed jaguar bare-handed to earn the title; they rush blindly into the enemy raking with obsidian claws and serve as honour guards.
-
415 Gold
- Attack
- 11
- Defense
- 11
- Min damage
- 18
- Max damage
- 22
- Hit points
- 90
- Initiative
- 80
- Growth
- 5
- Movement
- Ground
- Size
- Large
- Tier
- Elite
The upgraded Jaguar Warrior (in the RU manual, Orcs who slew the legendary Dark Panther): furious, instinctive chargers whose All-around Slash falls upon battle lines like a summer storm.
-
535 Gold
- Attack
- 26
- Defense
- 24
- Min damage
- 57
- Max damage
- 65
- Hit points
- 330
- Initiative
- 80
- Growth
- 1
- Movement
- Ground
- Size
- Large
- Tier
- Champion
The opposite of Goblins — born from the blood of major demons into monstrous one-eyed giants; only the Orcs can tame them, using them as tireless workers, heavy shock troops and 'siege engines'.
-
1685 Gold
- Attack
- 26
- Defense
- 24
- Min damage
- 57
- Max damage
- 65
- Hit points
- 350
- Initiative
- 80
- Growth
- 2
- Movement
- Ground
- Size
- Large
- Tier
- Champion
The upgraded Cyclops: normally calm, when hurt they erupt into an explosive, chaos-born rage; a select few can channel it through their 'Evil Eye' to incinerate enemies from a distance.
-
2190 Gold