recursal/Fanatic-Fandom huggingface dataset:
Ulfberht Sword

## Description

A very rare Viking Sowrd of elite quality.

* 100  Renown
* 2  Insight
* Choice between 2  Viking and 2  Unique properties

## How To Obtain

* "Boats and Bullies" encounter in the "Viking Landing" expedition - After this final encounter there is a chance of obtaining The Ulfberht Sword, choosing the option "A treasure is buried deep underground far away from here!" (which can be chosen only if you have a fighter in your crew) significantly increases this chance.
* "Battles of Old" encounter in the "Viking Landing" expedition - In this encounter a level 1 tactician is required to obtain this item. Party with a tactician must chose the option "analyze the history of the battle" and then chose the option "Look carefully for **bones**!". By choosing the correct option party gains a chance of obtaining the Ulfberht Sword.
Brain Blast

**Brain Blast** is a spell in *War Wind II*.

## Description

This spell only works on organic units
within six squares of the caster. The target sustains twenty points of damage, but the caster sustains ten points. Multiple targets may be selected provided the caster has sufficient Mana and life points. Armour does not reduce the damage inflicted by this spell.
Refuse

**Refuse** is a Overlords mission in *War Wind II*.

## Briefing

The wild Lands Harbor all manner of refuse: Bandits, outlaws, and SUN cultists. They exist only as a blemish on the face of all Overlord progress. These lands hamper our mechanized forces, while Shama'Li criminal activity flourishes within.
The High Council orders the clans of our Overlord Master Angrak to raid the forests of central Yavaun. Your clan will eradicate all supplies sources in sector 10-84 nar Vedelity. Expose all who skulk to the judgment of the High Council.
Countenance

**Countenance** is a Yavaun Critter unit in *War Wind*.

## Background

Resisted all means and methods of study and research, as though it were above the natural order of life itself. The face-like creature, if indeed it is a life-form at all has no seeming pattern to its movements or reason for existence, pressing its massive features up through the earth's crust at random locations and times of its own choosing. On the two times that I have encountered it, it has destroyed every piece of equipment that I had brought with me. Movement or construction is useless while the thing remains, I have heard superstitious tales of those who have been able to destroy or drive it away and then experienced great losses, ill times, and believe they have fallen under a curse of nature itself. The Shama'Li believe that the Countenance (in their tongue, they refer to it as the Aspect of the First Pain, claiming it to be the world's remembrance of the first blow struck against their people) is a sign and symbol of the planet Yavaun itself a physical reminder of her lament.
Cerebral Stun

**Cerebral Stun** is a spell in *War Wind II*.

## Description

Once this spell is cast, every unit within
five squares of the caster takes five points of damage and is stunned. Only organic targets are affected, and spin in a circle for the six second duration of their stun. Armour does not reduce the damage inflicted by this spell.
Beyond Spies

**Beyond Spies** is a Obblinox mission in *War Wind*.

## Briefing

The High Council of the Obblinox order this. Obey, so that Her Highness may honor the name of the invincible clan Rusty Thunder. The Tha'Roon grow weak. Our fight moves beyond spies. For the sake of honor, we must confront them at their strongest point. The Citadel of Spires lies before us. From there, the Tha'Roon Prime Minister of Death commands his remaining troops. We charge your clan to spearhead the assault, while an equally powerful clan flanks the weakened Tha'Roon.
Higher Purpose

**Higher Purpose** is a Descendants mission in *War Wind II*.

## Briefing

Yavaun continues to exact a high price on our human colonies. Before the passing of another generation and the loss of our Elders, we must return to Earth. Otherwise all hope will be lost and humans will be reduced to a primal state.
This higher purpose can only be achieved in small, but crucial steps.You will go north, past the waterfall, to one of our troubled sister colonies. The rigors of Yavaun impede the people's ability to establish a working town, which is necessary to the preservation of life. Help them develop and secure their area. They claim that an elusive creature in the area is stealing their supplies - you must eliminate this beast for the safety of the colony.
Desperate Hope

**Desperate Hope** is a Tha'Roon mission in *War Wind*.

## Briefing

By decree of the High Tha'Roon Minister, we charge your imperious clan to take action. Hear us then, our royal troops of the clan House Mondra. It is rumored the primitive Shama'Li have allied themselves with the remnants of the rebel Eaggra. Their center of strength is Mount Caranei University. You must rely on mercenaries and your own ability to work the land, for constant war has weakened the Empire. In this assault lies out last, desperate hope for victory. Should you win, the Prime Minister of Death may challenge you to mortal combat -- for you will have earned the right of ascension to the throne of Yavaun!
Penthedium Infiltration

### Objectives

Acquire the Tha'Roon plans to the south-west (killing Tha'Roon is actually permitted)

### Foes

Tha'Roon

**Penthedium Infiltration** is a Obblinox mission in *War Wind*.

## Briefing

The High Council of the Obblinox order this. Obey, so that Her Highness may honor the name of the courageous clan Rusty Thunder. We have hunted down Eaggra seeking freedom. We have turned against our own kind. Where is the honor in these actions? If the choice must be honor or loyalty, we choose honor above all! Now, the High Council of the Obblinox orders you to steal Tha'Roon plans from the Penthedium Citadel. You cannot be discovered, use magic, or enter into battle with the Tha'Roon. Feign loyalty at first by destroying the local ruins and its Shama'Li protectors. Unfortunately, you do not have the resources to study advanced magic.
Old Kingdom Artifact

**Old Kingdom Artifact** is a Descendants mission in *War Wind II*.

## Briefing

Juien Gien Eight Eyes has informed us of an Old Kingdom artifact called the Atlantis Gate. With typical SUN obscurity, he has indicated a place far to the north, in the wastes near the Overlord Capitol. You must act as our advance scouting force. Proceed to the objective and clear the area of any dangerous variables. Be sure to gather any pertinent data which you may come across.
Yake care to move with the utmost vigilance, because our intelligence indicates that the infamous Wenda of Ohio is in this area. She is wanted for crimes against the Descendants, the Marines, and Overlord factions. Her arrest - or extinction - would be beneficial to all.
David the Stout

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

1-4

**David the Stout** is a leader of the Descendants.

## Background

Second Elder and leader of Descendant security
affairs, David understands the fragility of the
Descendant position on Yavaun. He's a large,
powerful man with prodigious combat abilities.
Until the faction can return home, David sees it
as his personal responsibility to keep everyone alive, using his keen head for
strategy and battle tactics. David can use the War song, and has a shotgun
attack. He also has the ability to persuade units to join at a reduced cost.
2-Headed Colossus

**2-Headed Colossus** is a warrior of the Overlords.

## Background

It costs 5000 Resources and five Butanium to create
this mighty warrior. The Two-Headed
Colossus
is
still in the experimental stages,
but promises
to
be the most powerful
fighter in the Overlord
armies.
Once the necessary research has been
done at an Antenna, a War Alchemist and Minister may go there and become
merged to form a single giant creature. The Colossus is incredibly powerful, reaping
foes with the irresistible force of its missile blast attack. Early tests with this
unit
have yielded
. . . uh, unpredictable results and they weren't available for production until the conclusion of the Second War of Yavaun.
Optimism

**Optimism** is a Descendants mission in *War Wind II*.

## Briefing

Even the wisest and most curageous of us can falter and lose faith. Johnas Bruener no longer believes that we can return home. The other Elders are desperate. As our leader grows more pessimistic, Descendant initiative wanes.
Therefore you will be instrumental in restoring Johnas Bruener's optimism by retrieving an old truck which was brought over in the teleportatione vent. Many have said that Joghans the Elder had once driven the truck hismelf. PErhaps if he sees the artifact, it wil revive his memories and instill a new hope in him. Be cautious in your efforts, though. The Marines also search for this relic. They recognize with cold certainty that once we los ethe vision of earth, our only chance of survival is to joint heir camp and sumit to their will. The truck must be found, restored, and taken out of the area before the Marines can thoughtlessly destroy twhat may be our last vestige of hope.
Kate Turner

**Kate Turner** is a leader of the Marines.

## Background

As a high-ranking officer in the faction, Kate
Turner is involved in all aspects of Marine activity.
She's a tough leader, and the soldiers respect her
tremendously. They'll rally around her in a heartbeat.
Though
she
carries
no
weapon,
Turner
is
highly proficient in the martial arts, making her a strong opponent in one-on-one close range fighting. Turner can use War, Inspirational, Travel, and Work songs.
Chain Gun Mech

**Chain Gun Mech** is a vehicle of the Overlords.

## Background

It costs 6000 Resources and seven Butanium to
build this ground assault unit. Any unit with a
Construction skill level of three can build this
machine. The Chain Gun Mech is an automated
ground assault unit created by Obblinox workers.
With a twin ballistic strafe weapon mounted to the frame, these were designed to
enhance the offensive combat abilities of any group that possesses them.
Insight

### Effect

Increase research efficiency (normal workers can create advanced structures and research high level spells)

### Type

High Level

**Insight** is a High Level of the Shama'Li in *War Wind*.

## Description

By the divine wisdom of the Original One, the
energy of this spell grants the clan the ability to Research one grade higher than normal. This benefit manifests as the ability to instantly build either a Temple, Guild House, or an Outpost. Due to the expensive drain on the personality of the caster, those that brave the expense shall give up their lives to the energy that needs to be replaced. This is the Way.
Research

Units perform **Research** so that the clan may acquire the ability to advance units into certain rankings, acquire bio-upgrades, and learn spells. Research is done in War Colleges, Arcaneries, and Technical Facilities. Any unit which received its training in a particular type of building can perform Research in that type of building. The results of Research are up to chance. A unit does not Research for a particular spel or ability, but performs "Research" in general. The results of the Research are then made available to the clan.

Research costs 4000 Influence plus an amount of Resources unique to each race, but ranging between 1000 and 2000 Resources.

## Tha' Roon Research

* Academy: A Rogue can Research an Assassin, while an Executioner can Research a Destroyer.
* University: A Psychic can Research all LOW Level Spells plus the ability to train a Psionic. A Tha'Roon Psionic can Research LOW and High Level Spells.
* Laboratory: All Tha' Roon units, with the exception of the Rover and Jump Troop, can Research Bio-Upgrades in a Laboratory. A Tha' Roon Architect can Research Land Mines, Barges, Cruisers, Jump Troops, and Flying Drones in a Laboratory.

## Obblinox Research

* Military Base: An Obblinox Agent can Research a Spy in a Military Base,
* Cathedral: An Obblinox Sorcerer can Research all LOW Level Spells plus the ability to train a Warlock. An Obblinox Warlock can Research LOW and High Level Spells.
* Garage: All Obblinox units, with the exception of the Biker and Colossus, can Research Bio-Upgrades in a Garage. An Obblinox Engineer can Research Barges, if a Truck has been built, an Engineer can Research Cruisers, Flying Drones, and the Obblinox Colossus.

## Eaggra Research

* Garrison: An Eaggra Squire can Research a Knight in a Garrison,
* Conservatory: An Eaggra Druid can Research all Low Level Spells plus the ability to train an Arch Druid. An Eaggra Arch Druid can Research LOW and High Level Spells,
* Plant: All Eaggra units, with the exception of the Weed and Grenadier, can Research Bio-Upgrades In a Plant. An Eaggra Artisan can Research Cruisers, Grenadiers, and Flying Drones.

## Shama'Li Research

* Outpost: A Shama'Li Disciple can Research a Grand Master in an Outpost. A Shama'LiDefender can Research a Templar in an Outpost. A Shama'Li Designer can Research Land Mines in an Outpost.
* Temple: A Shama' Li Initiate can Research a Defender in a Temple. A Shama'Li Shaman can Research the Personal Vision Quest Spell in a Temple. A Shama'Li Guru can Research the Summoning Spell in a Temple.
* Guild House: All Shama'Li units, with the exception of the Cavalier and Elemental, can Research Bio-Upgrades and Bridges in a Guild House. A Shama'Li Designer can Research Barges in a Guild House.
House Mondra

**House Mondra** is a budding clan of the Tha'Roon and the default clan selected during the campaign in *War Wind*.

## Background

Under the leadership of Druk Angrak, House Mondra rose to the forefront of Imperial politics. From simple policing actions against the rebel Eaggra to the final, desperate assault against Mount Caranei University, the clan slowly gathered strength until Druk was finally selected for the rite of ascension and challenged the Prime Minister of Death to mortal combat.

The duel was obviously won and under Druk Angrak's leadership, the Obblinox were reintegrated into the Empire with a measure of mercy extended to rebel leaders such as Saw'Sha: In return for their undying loyalty, they would lead the Obblinox warriors into battle once again - or die. The newly formed Overlords went on to restore the Empire and eventually corner the Servants Under Naga'Rom, unwittingly triggering the Transportation Event.
NagaRom's Touch

**NagaRom's Touch** is a spell in *War Wind II*.

## Description

The target of this spell naturally regenerates
Life points at a much higher rate than normal. A target within three squares of the caster may be chosen, but the target unit must require Supplies. Multiple targets may be selected provided the caster has sufficient Mana. The regenerating ability lasts for five minutes.
Farmer

**Farmer** is a worker of the SUN.

## Background

It costs 1500 Resources to hire a
Farmer. Any Shama'Li townsperson
who joins becomes a Farmer, a
basic worker and the foundation
of the S.U.N. effort. Their hand s
build the camps, harvest the necessary resources, and feed the community. Farmers
are also the raw material for all Shama'Li mages and warriors. Thus even the mightiest,
best-trained
Shama'Li
recall
simple,
honest
work,
and
the
feel
of
good
soil
in
one's
hands.
A
Farmer
who
is
trained
at
the
School
of
Growth
becomes
a
Defender.
If
the
unit
has
potential,
it
becomes
a
Cavalier.
A
Farmer
who
is
trained
at
the
Temple
of
NagaRom
becomes
a Shaman.
If
the
unit
has
potential,
it
becomes
a
Guru.
Farmers
are
plain
harvesters
and
builders
who
possess
a hand-to-hand
attack .
Lost Artifacts

**Lost Artifacts** is a Descendants mission in *War Wind II*.

## Briefing

Resources for our operation are pitifully low. We must be more creative and aggressive in our efforts, otherwise our vision of Earth will die out in a few generations. Furthermore, the MArines have stolen some of our most prized artifacts, and hold them at a base south of Bedralten. They resent and fear us, for the superior reasoning by which we comprehend the truth.
Though they are human like us, the Marines attempt to cross a threshold of unacceptable destruction. They are trying to acquire the atomic device which we have kept safe since the time of the Transportation Event. The Marines only see a bigger, more powerful weapon with which they can terrorize their neighbors. If they knew the destructive capacity of this thing as we do... You must not allow them to take the device, or continue their thievery. Take immediate action and return all lost artifacts from their base.
Just and Victorious Path

**Just and Victorious Path** is a Righteous Overlords mission in *War Wind II*. Only available if you sided with the Righteous at the end of the previous mission.

## Briefing

Each hour, support for the Righteous grows. Without doubt we hae chosen the just and victorious path. The Overlords must fall! To this end, we will set a snare for them, one which will end their tyrannical days forever.
Our leaders and the leaders of the SUN travel to the capital city of Jappa to attend a summit. If successful, they shall establish an alliance of tolerance. Such a unification of the races would surely change the face of Yavaun! Your clan commands what little supplies and troops we can muster. Use them to set up an ambush along the Imperial Highway, for the Overlords will indubitably deploy a large war party to break the summit. You must stop this force and by doing so, guarantee a future of harmony and prosperity.
Boa the Trader

**Boa the Trader** is a hero of the Hero.

## Background

This opportunistic Tha'Roon travels from town to
town on a craft packed with merchandise. He
sells to anyone who can pay, regardless of race or
faction. Boa has a particular talent for sniffing
out the desperate and unfortunate - who else
would buy goods from a Tha'Roon trader? His prices are unfair, but his customers
rarely argue. The Tha'Roon seem to tolerate his coming and going - some have
hinted that Boa is actually an intelligence agent answering only to the Overlord
High Council.
Elder Mates

**Elder Mates** is a hero of the Hero.

## Background

Many stories have circulated regarding the wild
apes that now roam Yavaun, enhanced both
intellectually and cybernetically. The most interesting
tale pertains to a pair of gorillas who
never
leave each other's side.
It is said that these
two simians acquired extraordinary intelligence in the Tha'Roon pens, achieved a
higher evolutionary status, even learned to love each other. A few even claim
that the gorilla mates orchestrated the rebellion which released all apes from
their cruel Overlord captors. The Shama'Li are particularly obsessed with the pair,
calling them the Elder Mates. Shama'Li celebrate the gorillas' new consciousness,
and some even seek out the Elder Mates in regions which are heavily populated
by wild apes. None of these searchers has ever returned.
Clairvoyance

**Clairvoyance** is a Low Level of the Tha'Roon in *War Wind*.

## Description

By true manipulation of the eye within the mind, a large area is revealed unto you out of the Fog of War, as if you were standing on that spot. All are laid plain and clear before you: enemies, buildings, and vehicles. Though the duration is short, this shall give you the advantage you had not before. How you use that information is up to you, young psychic, though you would be foolish to ignore it.
Overlord Citadel

**Overlord Citadel** is a building of the Overlords.

## Background

It costs 4000 Resources to upgrade from a
Stronghold, if an Academy and Garage
already exist. The Citadel holds 30,000 Resources,
100 Butanium, and 100 Supplies. All valid units
may receive extended training here. This structure
is required in order to obtain a Bio-Wing, Arcanery, and Communications Antenna .
Military Base

**Military Base** is a Obblinox building in *War Wind*.

## Background

War Colleges are necessary to Train your Workers into Warriors. With Research and Training, your Warriors will become formidable tools. A War College should be built quickly, So that your clan's knowledge of military science can be advanced, and stronger military units created.

## Gameplay

* An Obblinox Agent can Research a Spy in a Military Base,
Marine Grenadier

**Marine Grenadier** is a warrior of the Marines.

## Background

It costs 900 Resources to train this warrior. An
Enlistee with potential who has trained at the
Headquarters becomes a Grenadier. Grenadiers are
tougher, meaner versions of Sappers. They're also
armoured and able to deal with a greater range
of explosives. Grenadiers are especially effective against vehicles and buildings,
trained to optimally position explosives in order to exploit structural weaknesses.
In short, if you want something blown up, call a Grenadier. Grenadiers can
receive extended training at a Headquarters to increase their skill levels. Once
the proper research has been done at a Barracks, Grenadiers can go through an
intense training course in order to become Frogmen.
S.U.N. Shadow Dancer

**S.U.N. Shadow Dancer** is a leader of the SUN.

## Background

The Shadow Dancer is the Shama'Li leader within
the S.U.N. He has great fighting and magical
ability, making him a strong opponent as well as
a knowledgeable combat leader. The Shadow
Dancer bears a great burden - a vision of peace
on Yavaun. Shama'Li understand his struggle all too well, and aid when asked,
fight with extraordinary ability when necessary. Despite the pressure of an entire
world's survival, the Shadow Dancer carries his prodigious bulk with careless
grace and ease. He can use the Magic and War songs.
Executing the Rebels

**Executing the Rebels** is a Tha'Roon mission in *War Wind*.

## Briefing

By decree of the High Tha'Roon Minister, we charge your esteemed clan to take action. Hear us then, our unbeatable troops of the clan House Mondra. A rebel clan of Obblinox has openly disobeyed an order from the High Tha'Roon Minister. This breach of loyalty is intolerable! Your clan must find and execute the leader of this treasonous Obblinox clan. Furthermore, you are to finish the orders originally given to the Obblinox: Capture the Rubble Fiend which has established itself in the area.
Mess Hall

## Defensive

### Speed

,

**Mess Hall** is a building of the Marines.

## Background

It costs 2250 Resources to build. Any unit
with Builder skill level one can build a
Mess Hall. With the Supplies option turned off in
the Game Options menu, you need one Mess Hall
for every five active units. When the Supplies
option is turned on, each Mess Hall produces one Supplies per time segment
(units consume their Supplies requirement every five time segments, roughly
twelve seconds). A Mess Hall is required in order to build a Barracks and
MASH Facility.
Diplomatic Resolution

**Diplomatic Resolution** is a SUN mission in *War Wind II*. This mission is available if you choose to aid the Tha'Roon dissidents.

## Briefing

Our traditional enemies, the Tha'Roon, are experiencing internal disputes and power struggles. Reports indicate a small alliance of clans has split off from the Overlords. These clans call themselves the Righteous and are made up of Obblinox and Tha'Roon who believe in a diplomatic resolution to our conflict.
The Empire refuses to tolerate the existence of the Righteous and plans to destroy all its members. You must promote the peace process by defending the Righteous and pacifying the Overlord leaders.
Pathfinder

**Pathfinder** is a spell in *War Wind II*.

## Description

Allows a target
unit to manoeuvre unrestricted by movement modifiers, terrain, cybernetics, magic, etc. This spell can be cast at any target, including vehicles, up to five squares away. Multiple targets may be selected provided the caster has sufficient Mana. The effects of this spell last for three minutes.
Ramita Abad

**Ramita Abad** is a Obblinox Hero unit in *War Wind*.

## Background

This young Obblinox renegade is a Wizard who possesses very strong combat abilities as well. She has an energy claymore that is brutal in hand-to-hand combat. To attract her to your Inn, you must have an Arcanery. Hiring her costs a significant amount of resources.
Arch Druid

**Arch Druid** is a Eaggra Advanced caster unit in *War Wind*.

## Background

To acquire an Arch Druid, you must possess a total of four Druids, have successfully done Research for an Arch Druid at a Conservatory, and you must Train one Druid at a Conservatory. Having a deeper communion with nature than their lesser Counterparts, Arch Druids Can Cast higher level spells.
Incinerator

## Offensive

### Rate of fire

Very slow
 long pause between shots

### Range

1-3

**Incinerator** is a vehicle of the Marines.

## Background

It costs 4500 Resources and five Butanium to
build this ground assault vehicle. Any unit with
a Construction skill level of two can build an
Incinerator. The Incinerator vehicle design is
based on a few simple concepts: heavy armour, a
flamethrower, and another flamethrower. Bolt it all together and put it on
wheels, that's an Incinerator. Incinerator vehicles can carry up to four units.
Lookout Tower

## Defensive

### Speed

,

**Lookout Tower** is a building of the SUN.

## Background

It costs 2500 Resources to build. Any unit
with Building skill level one can build a
Lookout Tower. A unit within has extended
vision, range of fire, and weapon damage. This
structure is required in order to get a School of
Growth and a Temple. Once a Lookout Tower is built, research for a Stealth Gun
Tower may be done.
Assassin

**Assassin** is a Tha'Roon Advanced scout unit in *War Wind*.

## Background

The Training that Creates a Rogue from an Assassin turns a fearsome unit into the stuff of nightmares. Superior in speed, combat, and of course, deception, Assassins are fairly skilled in the arts of espionage, and possess the stealth level "Disguised." To produce an Assassin, Research must be conducted at an Academy, four Rogues must be in play and one of the Rogues must be Trained at a Laboratory.
Fallen Capitol

**Fallen Capitol** is a Marines mission in *War Wind II*.

## Briefing

You current position will provide a foothold for further advancement of the cause. Now that we've got it, we're gonna push ahead - hard.
From your location, move south through the Gray Water Swamps. Your mission is to assault the Obblinox capitol of Bedralt. An outfit of defense droids will assist you. The little robot critters sure do fight good! Once the capitol is yours, build a base right inside. I want it directly in the center of the fallen capitol. That'll send a loud, clear message to any who stand in the way of New Paris Island.
Hostile Territory

**Hostile Territory** is a Marines mission in *War Wind II*.

## Briefing

We're faced with hardship and danger in hostile territory. But we are Marines, and we will prevail. Your first objective is to construct a new base of operations off the coast of B-194, known as the Bedralt coast. The existing town which occupies ths key strategic position must be eliminated. Bomb experts will move inland and clean the earth so good you'll be able to eat off of it. When we put up camp, spread out. I want a size fourteen foot in the door. This means roads for heavy traffic, and perimeter defenses to secure your position. If the Obblinox in the area give you any grief, you may put them down in the worst possible way.
S.U.N. Defender

## Offensive

### Rate of fire

Medium
 average pause between shots

### Range

1-3

**S.U.N. Defender** is a warrior of the SUN.

## Background

It costs 600 Resources to train this basic
Shama'Li warrior. When most Shama'Li Farmers
are ready to enter the battlefield, they train at
the School of Growth and claim the title of
Defender. These warriors use hand-to-hand
attacks to do effective damage against heavily armoured opponents.
Brew Rage Potion

**Brew Rage Potion** is a spell in *War Wind II*.

## Description

This spell creates a Rage Potion in the
caster's inventory. For the unit that quaffs this potion they receive the following bonuses: all damage doubles, +5 armour, speed and rate of fire increase by one level. The effects last for 15 seconds, then the unit dies.
Mortar Skiff

**Mortar Skiff** is a vehicle of the Descendants.

## Background

It costs 2000 Resources and three Butanium to
build this water-bound assault vehicle. Once an
Engineering Lot is built, any unit with a
Construction skill level of three can build a
Mortar Skiff at the edge of a body of water.
Following a major coastline building project that nearly ended in disaster, the
Descendants began to develop armed craft for the water. The Mortar Skiff is a
very simple vehicle: lightweight for easy manoeuvrability on the rivers and seas
of Yavaun, armed with a single heavy mortar to assault other boats or shoreline
installations. So far, its continued development has been successful in repelling
any major off-shore offensives. Mortar Skiffs can carry two units.
Malcolm

**Malcolm** is a leader of the Marines.

## Background

Any Marine will tell you that Malcolm is the
greatest fighter to wear the uniform. But he's
intensely solitary, with little interest in group
tactics or leadership. While Commander Richards
calls him 'a friggin' hero,' other soldiers are
frankly scared of Malcolm - it's difficult to trust a guy who takes a rocket
launcher into a close-range crossfire. Malcolm is a bear-like man, with scars of
countless battles marking his face. Although he has no song options, Malcolm
has bomb planting and advanced stealth abilities.
Attack cruiser

**Attack cruiser** is a Vehicle unit in *War Wind*.

## Gameplay

Attack cruisers hold a maximum of four units. they cannot be selected or moved until at least one unit is aboard them. To place a unit aboard an attack cruiser, select a unit and choose the attack cruiser as its destination. To unload units from an attack cruiser, select the "unload icon" from the attack cruiser's list of actions.
Across Scorched Earth

**Across Scorched Earth** is a Overlords mission in *War Wind II*.

## Briefing

Despite the Obblinox influx, our numbers remain limited – too much so to make the conquest of Yavaun a mere formality. Thus we will use newly developed mechanized divisions to increase Overlord armies. Use your small group to develop a mechanized squad. Then go, by the decree of the High Council, across the scorched Earth which was once the Wild Lands. You will find a major Eaggra base - and utterly pulverize it. The now-humble terrain should work to your advantage.
MASH Facility

**MASH Facility** is a building of the Marines.

## Background

It costs 5000 Resources, five Supplies to
build. Any unit with Builder skill level
one can build a MASH Facility, if a Mess Hall,
Headquarters, and Guard Tower already exist.
Units standing within are automatically healed at
a slow rate. Offensive, Defensive, and Specialised cybernetic upgrades can be
researched and granted at the MASH Facility. This structure is required in order
to obtain a Base.
Communications Antenna

## Defensive

### Speed

,

**Communications Antenna** is a building of the Overlords.

## Background

It costs 3500 Resources to build. Any unit
with Builder skill level two and
Construction level two can build an Antenna,
provided a Citadel already exists. This structure
improves communications and mapping. Two-
Headed Colossus research can also be done here, the production of which
involves merging a War Alchemist and Minister.
S.U.N. Prime Maker

**S.U.N. Prime Maker** is a leader of the SUN.

## Background

The Prime Maker is the leader of the Eaggra contingent
within the S.U.N. He is a mighty builder
and
wise in the ways of strategic construction.
All
Eaggra respect him tremendously.
Workers are
bolstered
by his rallying cry, and Eaggra towns-
people are readily swayed when the Prime Maker recruits new units. Perhaps it is
a deep sense of irony that causes him to use a flame weapon in battle - the same
type of weapon that the Overlords used to oppress Eaggra slaves in the dark
past. The Prime Maker can also use the Work and Travel songs.
Academy

**Academy** is a Tha'Roon building in *War Wind*.

## Background

War Colleges are necessary to Train your Workers into Warriors. With Research and Training, your Warriors will become formidable tools. A War College should be built quickly, So that your clan's knowledge of military science can be advanced, and stronger military units created.

## Gameplay

* A Rogue can Research an Assassin, while an Executioner can Research a Destroyer.
Razing of Hi'Kama

**Razing of Hi'Kama** is a Tha'Roon mission in *War Wind*.

## Briefing

By decree of the High Tha'Roon Minister, we charge your veteran clan to take action. Hear us then, our noble troops of the clan House Mondra. The Shama'Li have delivered one of our clan leaders from certain death at Eaggra hands. This obvious attempt to gain our mercy will not succeed. You are to take a war party to the Shama'Li village of Hi'Kama. Raze the village and slay all Shama'Li warriors. Our scouts report dangerous wildlife in the area, especially in the waters about the Shama'Li held island. Unfortunately, your forces do not have the supplies necessary to build a University.
Meteor Storm

**Meteor Storm** is a High Level of the Eaggra in *War Wind*.

## Description

All living things within a large, random area receive a punishing amount of damage while they remain within the area affected. Use the energy of the storm with caution, youthful Weedling druid. The casting range of this spell is short, thus placing yourself well within the area that may be affected.
Battle Cry

The **Battle Cry** is a special ability of the Minister, War General, Prime Maker and Shadow Dancer, costing 5000 Influence and providing the following: 10 points of Life are Healed, +2 to Damage, +1 level in Rate of Fire, +1 to Speed, Units lose the ability to use spells and have -1000 to Hit penalty.
Professor

**Professor** is a warrior of the Descendants.

## Background

It costs 800 Resources to train this basic inventor.
Some interns display a keen aptitude
for
advanced
construction projects.
These individuals
are
offered the position of Professor
along with
training
at an Academic
Hall in dealing with
more highly evolved technologies. Professors wield a freeze ray device when dire
need arises, and often utilise their creative engineering resources to develop new
machinery designed for the betterment of the Descendant faction.
Overlord Jump Troop

**Overlord Jump Troop** is a warrior of the Overlords.

## Background

It costs 4000 Resources to train this very
advanced Tha'Roon warrior. An Elite unit can
become a Jump Troop at a Bio-Wing, once the
proper research has been completed. The Jump
Troop is considered the pinnacle of Overlord battle skill and technology. Particularly cunning and bloodthirsty Elite units are
chosen for this lofty warrior status. They are trained and cybernetically enhanced
with a complete array of devices, including those that allow them to fly. The
result is a Jump Troop - a killing machine of the highest order. Moving fast and
armed with a powerful laser weapon, a Jump Troop unit can eliminate a score of
targets before they have a chance to counterattack.
Johnas Bruener

**Johnas Bruener** is a leader of the Descendants.

## Background

As one of the few remaining survivors of the
Transportation Event, Johnas Bruener is an
ancient leader. Though he is confined to a wheelchair,
the Descendants
respect Bruener as a man
of
learning and the last living link to their home
world. He is the Elder Scientist of the faction, and all Descendants defer to his
judgment. Free humans across Yavaun follow him, and his indomitable spirit continually
inspires all members of the Descendant faction.
Johnas Bruener can use
the
Inspirational, Travel,
and Work songs.
Descendant units

**Descendant units** are weak in direct combat, but compensate for that with numerous special abilities.

## Units

Solid lines indicate progression for units without potential. Dotted with potential.

### Special units

Workbot

Surveillance Satellite

Defence Satellite
## Leaders

Johnas Bruener

Domingo Mejia

Taherih Safien

David the Stout
## Vehicles

Ambulance

Mortar Skiff

Gun Car

WASP
Knight

**Knight** is a Eaggra Advanced warrior unit in *War Wind*.

## Background

To educate and develop a Knight, you must have a total of five Squires, as well as having Successfully done Research for a Knight at a Garrison, and you must Train one of the Squires at a Garrison. Knights possess the ability to move bodies of troops. Although they make fine warriors, their order is new and thus rare, making their training expensive. In addition they are slow by nature, but physically very resilient.
Eaggra Town Folk

## Offensive

### Rate of fire

Fast
 minimal pause between shots

### Range

1

**Eaggra Town Folk** is a recruit of the Servants Under NagaRom.

## Background

These are unaligned Eaggra who may be hired into
your clan, or persuaded to join. In some scenarios
you can rescue Town Folk, and they become part
of your forces for no cost. Eaggra Town Folk who
join your clan become Combat Engineers.
Rescue Dui'Green

**Rescue Dui'Green** is a Shama'Li mission in *War Wind*.

## Briefing

Bide you well these days of trial and hearken unto the spirit of the learned Shama'Li, for this we require of the sagacious clan Agro Defense. The strength and wisdom of the ancients shows itself in the spirit of your clan. For that reason, we must rely upon you to save the life of the Eaggran Druid Dui'Green, one of Yavaun's most honored visionaries. His village has refused to supply Eaggra rebels with weapons, and the fire of rebel vengeance has fallen upon those who hope only to maintain their innocence. Rescue Dui'Green and escort him safely to the Sanctuary in our own village of Wyusdum.
Psychic

**Psychic** is a Tha'Roon Caster unit in *War Wind*.

## Background

Training a Servant at a University produces a Psychic. These members of Tha' Roon Culture have cloistered themselves in the pursuit of mental powers. Their Research can give them such abilities as Clairvoyance and Mental Blasts. Powerful from a distance, the Psychic is not meant for close-Combat.
Rover

**Rover** is a Tha'Roon Mercenary unit in *War Wind*.

## Background

Renegade families of Tha' Roon who have lost their Minister become Rover clans. These clans offer up their Warriors for hire to other Tha' Roon families. They are fast-mounted units, who utilise hover technology and energy swords, racing about the land of Yavaun like futuristic knights. You must possess a Grande Parlor to attract a Rover.
Human Town Folk

## Offensive

### Rate of fire

Medium
 average pause between shots

### Range

1

**Human Town Folk** is a recruit of the human factions.

## Background

These are unaligned Humans who may be hired
into your clan, or persuaded to join. In some scenarios
you
can
rescue
Town
Folk,
and
they
become
part
of
your
fo
rces
for
no
cost.
Human
Town Folk
who
join
a
Descendant
clan
become
Interns, while Marine recruits become Enlistees.
Sacred Ground

**Sacred Ground** is a SUN mission in *War Wind II*.

## Briefing

The Descendants bring us gravest news. They say that the Marines have defiled the sacred burial place of those who were martyred at the battle of Caranei. We have tried to explain the sanctity of this ground to the Marines, even pleaded with them. But they refuse to listen, laughing, calling us weak and supersititious.
However, we are not without powers. And we shall use them when necessity emands. You are given the charge of reclaiming this sacred ground. Listen: The souls of our dead cry out. Drive out the defilers! Restore our temple!
Guild House

**Guild House** is a Shama'Li building in *War Wind*.

## Background

Advanced Workers must be trained in a Technical Facility in order to build Some structures, good roads, and Complex machinery such as drones. In addition, Research at a Technical Facility may also provide your units with access to Bio-Upgrades.

## Gameplay

* All Shama'Li units, with the exception of the Cavalier and Elemental, can Research Bio-Upgrades and Bridges in a Guild House. A Shama'Li Designer can Research Barges in a Guild House.
Ferry

**Ferry** is a Vehicle unit in *War Wind*.

## Background

Ferries hold a maximum of four units. A ferry cannot be selected or moved until at least one unit is aboard it. To place a unit aboard a ferry, select a unit and choose the ferry as its destination. Units in a ferry are automatically unloaded when the ferry reaches its destination. Ferries are not built by any race, but are pre-existing units which only move between two docks. The cost to have a ferry transport units is 100 Resource Points,
Population

**Population** is the total number of units under your control. There is no upper limit to the number of units, with only the amount of resources and housing standing in the way of creating a massive army.

## Housing requirements

* The Obblinox require one dormitory for every three units.
* The Tha'Roon require one manor for every four units.
* The Eaggra require one greenhouse for every four units.
* The Shama'Li require one hostel for every five units.

## Hall of Heroes

Any units that survive a single-player scenario may be added to the Hall of Heroes, allowing for reusing them in the next scenarios. Up to eight units can remain in the Hall of Heroes at any given time. War machines and mercenaries cannot be added to the hall.
Alchemist

## Offensive

### Rate of fire

Slow
 long pause between shots

### Range

3

**Alchemist** is a caster of the Overlords.

## Background

It costs 900 Resources to train this basic
Obblinox mage. A Herdsman who seems particularly
battle-ready may be trained in the ways of
alchemy
at an Arcanery. This particularly volatile
form
of combat magic allows
the Alchemist to
make various types of potions - often of the destructive sort. The Alchemist's
ability to make and detonate bombs is often required in battle to remove some
troublesome enemy group, vehicle, or construction.
Our Hallowed Site

**Our Hallowed Site** is a Shama'Li mission in *War Wind*.

## Briefing

Bide you well these days of trial and hearken unto the spirit of the learned Shama'Li, for this we require of the righteous clan Agro Defense. Like the brightest of falling stars, a vision of hope has come to us from the Eaggran Druid Dui'Green. From him, we know the Tha'Roon have taken great pains to shield certain ruins from us. Diplomats sent to negotiate have not returned. Could the Tha'Roon be hiding from us our most hallowed legendary site, the Place of Dawning so long sought by our people? To you who seek the truth falls the task of finding it.
A Strategic Base

**A Strategic Base** is a Overlords mission in *War Wind II*.

## Briefing

Each day more Obblinox join our Empire of the House of Mondra. Their numbers strengthen our grip on Yavaun. At this rate, there is little to dissuade complete Overlord control.
We have assigned an outfit of the finest Obblinox builders and farmers to your clan. Take your clan to the foothills of the Lands of Pan. Follow the Free Slaves Trail until it opens into a clearing, then secure the area from all manner of Beasts and at that spot construct a strategic base fit for at least twenty of our stalwart warriors.
Preserving the Obblinox

**Preserving the Obblinox** is a Shama'Li mission in *War Wind*.

## Briefing

Bide you well these days of trial and hearken unto the spirit of the learned Shama'Li, for this we require of the scholarly clan Agro Defense. The task which falls upon is is not to preserve the ancient sites alone, but to protect the knowledge of each race and those who embody it. From our scouts, we have reports of a wounded Obblinox making her way through dangerous territory. She is Adonna Bruehil, a scientist whose wisdom and technical understanding must be nurtured for the future of all Yavaun. Find her. Escort her safely to her clan.
Living Wood

**Living Wood** is a Eaggra mission in *War Wind*.

## Briefing

From the rooted wisdom of the elders, by the blessings of sun and rain, so it is that we bestow this commission upon the iron-rooted clan Faction E19. The Shama'Li have assisted one of our clans. At the cost of Shama'Li lives, the druid Dui'Green has been saved. We believe them sympathetic to our cause, and that in their wisdom and strength we may find the allies we seek. An offering to seal this bond of trust must be made. High Elder Briar has crafted a sculpture, a living wood, a tree that shall serve as a monument to Shama'Li self-sacrifice. To your magnificent clan falls the honor of delivering our gift to the Sanctuary of the Shama'Li elder.
Establish New Paris Island

**Establish New Paris Island** is a Marines mission in *War Wind II*.

## Briefing

The time has come, the moment when all of our physical training and mental preparation is focused on the enemy. This is the true test of your courage. This is when we get to see if you soldiers are just simpering lumps of flesh and bone, or one hundred percent pure Marine.
We are going to move to establish New Paris Island. Now, there's a strong Overlord presence in Bedraltar. Despite the opposition these forces may present, we are determined to take the upper peninsula as our own private property. We must take the initiative and cling to it like rotten, stinking life itself. You will use your best men. Use the water. Use the land. Go forth, clear and secure sector A-183.
Personal Vision Quest

**Personal Vision Quest** is a Low Level of the Shama'Li in *War Wind*.

## Description

By the grace of the Elemental powers, those who receive the benefits of this spell regenerate all life energy, gaining strength in the attack, increased range of fire and sighting distance, greater speed, and the ability to "see" stealthy units as though they were normal. All illusions within the caster's visual range are dispelled.
S.U.N. Ranger

**S.U.N. Ranger** is a scout of the SUN.

## Background

It costs 800 Resources to train this Eaggra warrior.
When Eaggra engineers wish to engage
the
enemy
more directly, they
undergo
Ranger
training.
A Combat Engineer who trains at the School
of
Growth
becomes a Ranger.
Rangers
are formidable guerrilla fighters with excellent stealth capability. Strategically placed in a
tree line, a Ranger unit can pick off groups of enemy troops with laser attacks,
then escape pursuit in the dense foliage of Yavaun.
Base

**Base** is a building of the Marines.

## Background

It costs 5000 Resources to upgrade from
Headquarters to a Base, provided a
Barracks and MASH Facility exist. The Base holds
30,000 Resources, 100 Butanium, and 100
Supplies. An Enlistee with potential can be
trained to become a Techie at a Base, once the research has been completed.
Extended training can be given to any valid unit at a Base, and Invention skill
levels are advanced here through research. In addition, this structure is required
in order to build an Uplink, Kennels, and Firing Range.
Druk Angrak

**Druk Angrak** is a Tha'Roon Minister of House Mondra.

## Background

The Minister is a political office in the Tha' Roon government, representing a clan. These unique individuals must have a psionic background. They exhibit leadership initiative, great mental abilities, and receive enhanced combat training. Druk Angrak was a typical Minister of a fledgling clan at the beginning of the First War of Yavaun, until his cunning and brutality brought his clan to the forefront of Tha'Roon politics. Dealing blow after blow and defeat after defeat to the enemies of the Empire, Angrak's ambition brought him and his clan to Mount Caranei, in a desperate attack against the Shama'Li clan attempting to summon NagaRom.

His victory allowed him to challenge the Prime Minister of Death for the right to rule the Empire. Details of the duel are scarce, but at the end of the day, Angrak emerged victorious from the struggle and took control of the crumbling Empire. His manipulations and ruthlessness brought the Obblinox to heel, creating the Overlords. Over the decades, the restoration progressed, at the cost of ever increasing brutality and violence instigated by none other than Angrak himself, now obsessed with total domination over the face of Yavaun.