recursal/Fanatic-Fandom huggingface dataset:
General

**General** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
War-Leader
+1 Morale and +10% Damage in 2 hex radius Provides War-Leader Nearby aura
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Rally**: Nearby allies recover a small amount of morale. (Range: 3 Cooldown: 3)
 **Break Through**: Breaks through all tiles in line, dealing +100% damage as charge damage. Retreats if target tile is occupied. (Range: 3 Cooldown: 3)
Thane

**Thane** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
Harasser
Causes Harassed when attacking for 1 turn: Cannot break charge, -25% Armor and Damage Target suffers severe penalties to armor and damage and cannot employ its break charge ability.
War-Leader
+1 Morale and +10% Damage in 2 hex radius Provides War-Leader Nearby aura
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Rally**: Nearby allies recover a small amount of morale. (Range: 3 Cooldown: 3)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Hunters

**Hunters** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Thunderers

**Thunderers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Armoured Troll

**Armoured Troll** is a Siege unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Troll Blood
+20 Health Regeneration Recovers a part of its lost health every turn.
*Trolls are known for their swift recovery from grave injuries, even regrowing lost limbs. Some think the troll’s connection to nature gives them this magical ability.*
Large
This unit cannot hide.
Highland Charge
Grants Charge Attack in Difficult terrain.
*Living in harsh terrain makes you adapt to it.*
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Break Through**: Breaks through all tiles in line, dealing +100% damage as charge damage. Retreats if target tile is occupied. (Range: 3 Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
How to play guide for Default Loadout

*This article is a stub. You can help Fantasy General II Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Fantasy General II***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Official Fantasy General II Wiki/Section 2

Overview

Major factions

Empire

Barbarians
Clans

Baileach

Donagh

Iseal

Machnar

Misneach
Minor factions

Lizardfolk

The Great Herd

Arylis' Daughters

Conquering Kaledonia
Units

* Empire
* Barbarians
* By type

* Empire
* Barbarians
* By type

Gameplay

* Unit statistics
* Moving units and ambushes
* Combat
* Damage and morale
* Recruitment and mercenaries
* Upgrades
* Supply and wealth

* Unit statistics
* Moving units and ambushes
* Combat
* Damage and morale
* Recruitment and mercenaries
* Upgrades
* Supply and wealth

Campaign

* Invasion map
* Missions
* Notable locations

* Invasion map
* Missions
* Notable locations
Malric's Vale

**Malric's Vale** is a mission in the campaign of *Fantasy General II*.

## Summary

A narrow pass, framed by steep mountains with an old road snaking it’s way into a remote part of the Borderlands.

## Briefing

Malric's Vale is a pass said to have been created when the Hero Malric's great dragon cut its way through the soft rock here. The narrow path leading through it only allows a few people at a time to cross the pass, making it easy to defend. A small tower has been erected to guard it.
Berserkers

**Berserkers** is a Shock Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Highland Charge
Grants Charge Attack in Difficult terrain.
*Living in harsh terrain makes you adapt to it.*
Slayer
+50% damage vs. Hero and Large Deals more damage against heroes and large monsters
*I can get rid of all kinds of trolls!*
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Charge Attack**: Attack with all skirmish and melee weapons, dealing +100% damage as charge damage.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Official Fantasy General II Wiki

Welcome to the Fantasy General II WikiWelcome to the Official Fantasy General II Wiki
The Fantasy General II guide for units, factions, campaign missions and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Fantasy General II

***Fantasy General* is back!**
In *Fantasy General II*, you are the son and heir of the respected
warrior Falir One-Eye, ready to prove yourself to your clan and your
father. You will lead a Warband across the world of Aer, a place of
great beauty and even greater danger. Fertile valleys, huge forests
and imposing mountains cover these lands, all presenting their own
challenges to your clan.

Victory will require the creation of a fearsome and mighty army,
made up of Axemen, Slingers, Spearmaidens and more! Harness the
power of magic to recruit vicious creatures, and punish your enemies.
Train your forces in battle, so that they may gain experience and
bring home great treasures. One day you may even take the fight
to The Empire, the strongest of all realms. Victory there will mean a

lifetime of glory. Are you up to the task?[Read more...]

Overview

Major factions

Empire

Barbarians
Clans

Baileach

Donagh

Iseal

Machnar

Misneach
Minor factions

Lizardfolk

The Great Herd

Arylis' Daughters

Conquering Kaledonia
Units

* Empire
* Barbarians
* By type

* Empire
* Barbarians
* By type

Gameplay

* Unit statistics
* Moving units and ambushes
* Combat
* Damage and morale
* Recruitment and mercenaries
* Upgrades
* Supply and wealth

* Unit statistics
* Moving units and ambushes
* Combat
* Damage and morale
* Recruitment and mercenaries
* Upgrades
* Supply and wealth

Campaign

* Invasion map
* Missions
* Notable locations

* Invasion map
* Missions
* Notable locations

Guides

* How to play guide for Fantasy General II
* System requirements
* Release date
* Game support

Videos

*See more videos*

Twitter

Tweets by @slitherinegameswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community

We are currently maintaining 879 pages (162 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Fantasy General II Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Shield Maidens

**Shield Maidens** is a Infantry unit in *Fantasy General II*.

## Characteristics

Fortify
-100% chance to suffer losses, +33% Fortification Damage Reduction, Break Charge The unit fortifies its position for this and all subsequent turns, until another action is taken.
Tough
-15% chance to suffer losses
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
Shieldwall
+2 Armor for adjacent units Shields all adjacent allies.
*The Shield Maiden’s giant shields protect their allies in battle.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Fortify**: The unit fortifies its position for this and all subsequent turns.
 **Force March**: March further by 2 hexes at the cost of morale (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Javelin Throwers

**Javelin Throwers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Skirmish**: Attack in skirmish without receiving a counter from melee troops.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Axemen

**Axemen** is a Infantry unit in *Fantasy General II*.

## Characteristics

Tough
-15% chance to suffer losses
Harasser
Causes Harassed when attacking for 1 turn: Cannot break charge, -25% Armor and Damage Target suffers severe penalties to armor and damage and cannot employ its break charge ability.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Heavy Axemen

**Heavy Axemen** is a Infantry unit in *Fantasy General II*.

## Characteristics

Tough
-15% chance to suffer losses
Harasser
Causes Harassed when attacking for 1 turn: Cannot break charge, -25% Armor and Damage Target suffers severe penalties to armor and damage and cannot employ its break charge ability.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Force March**: March further by 2 hexes at the cost of morale (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Imperial Lancers

**Imperial Lancers** is a Cavalry unit in *Fantasy General II*.

## Characteristics

Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Break Through**: Breaks through all tiles in line, dealing +100% damage as charge damage. Retreats if target tile is occupied. (Range: 3 Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Peltasts

**Peltasts** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Skirmish**: Attack in skirmish without receiving a counter from melee troops.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Sad Skeleton (demon)

**Sad Skeleton** is a demon found in *Iris and the Giant*.

## Location

Sad Skeletons are a common enemy in Path of the Giant, appearing on Floors 7, 9, 9B, 9W, 14, 15, 17 & 18 on all difficulties, and additionally Floor 7B in Easy & Classic difficulty and Floors 1, 2, 4, 5, 6 on Nightmare difficulty.

In Path of the Ferryman, they appear on Floors 6, 11, 11B, 20, 22, & 24 on all difficulties, and additionally Floor 23 on Easy & Classic difficulty.

## Strategy

Sad Skeletons will deal no damage, however they will place a Sorrow card in your bag. They can only attack from the first row.
Fire Archers

**Fire Archers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Vampire Bats

**Vampire Bats** is a Aerial unit in *Fantasy General II*.

## Characteristics

Flying
Ignores movement restrictions, cannot be attacked in melee or hide
Interceptor
Can attack enemy aerial units attacking adjacent allies
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
Cannot Capture
This unit cannot capture or explore locations.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Phalanx

**Phalanx** is a Infantry unit in *Fantasy General II*.

## Characteristics

Fortify
-100% chance to suffer losses, +33% Fortification Damage Reduction, Break Charge The unit fortifies its position for this and all subsequent turns, until another action is taken.
Tough
-15% chance to suffer losses
Formation
+10% Fortification damage Reduction to adjacent units Standing united in closed formation, this unit protests adjacent allies as well.
*Standing united in closed formation, each warrior protects his brethren as well.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Fortify**: The unit fortifies its position for this and all subsequent turns.
 **Force March**: March further by 2 hexes at the cost of morale (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Legionnaires

**Legionnaires** is a Infantry unit in *Fantasy General II*.

## Characteristics

Fortify
-100% chance to suffer losses, +33% Fortification Damage Reduction, Break Charge The unit fortifies its position for this and all subsequent turns, until another action is taken.
Tough
-15% chance to suffer losses
Formation
+10% Fortification damage Reduction to adjacent units Standing united in closed formation, this unit protests adjacent allies as well.
*Standing united in closed formation, each warrior protects his brethren as well.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Fortify**: The unit fortifies its position for this and all subsequent turns.
 **Force March**: March further by 2 hexes at the cost of morale (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Imperial Knights

**Imperial Knights** is a Cavalry unit in *Fantasy General II*.

## Characteristics

Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Break Through**: Breaks through all tiles in line, dealing +100% damage as charge damage. Retreats if target tile is occupied. (Range: 3 Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Official Fantasy General II Wiki/Section 1

Welcome to the Fantasy General II WikiWelcome to the Official Fantasy General II Wiki
The Fantasy General II guide for units, factions, campaign missions and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Fantasy General II

***Fantasy General* is back!**
In *Fantasy General II*, you are the son and heir of the respected
warrior Falir One-Eye, ready to prove yourself to your clan and your
father. You will lead a Warband across the world of Aer, a place of
great beauty and even greater danger. Fertile valleys, huge forests
and imposing mountains cover these lands, all presenting their own
challenges to your clan.

Victory will require the creation of a fearsome and mighty army,
made up of Axemen, Slingers, Spearmaidens and more! Harness the
power of magic to recruit vicious creatures, and punish your enemies.
Train your forces in battle, so that they may gain experience and
bring home great treasures. One day you may even take the fight
to The Empire, the strongest of all realms. Victory there will mean a

lifetime of glory. Are you up to the task?[Read more...]
Bowmen

**Bowmen** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Scorpio Arbalest

**Scorpio Arbalest** is a Siege unit in *Fantasy General II*.

## Characteristics

Mechanical
Cannot rest, all damage is permanent
Slayer
+50% damage vs. Hero and Large Deals more damage against heroes and large monsters
*I can get rid of all kinds of trolls!*
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
## Actions

 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Ranged Attack**: Attack with all long-ranged weapons.
Pegasus Riders

**Pegasus Riders** is a Aerial unit in *Fantasy General II*.

## Characteristics

Flying
Ignores movement restrictions, cannot be attacked in melee or hide
Interceptor
Can attack enemy aerial units attacking adjacent allies
Winged Support
+50% Missile Damage Reduction for adjacent units The Pegasus’ wings protect all nearby ground allies from ranged harm.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Golden Coast

**Golden Coast** is a mission in the campaign of *Fantasy General II*.

## Summary

The Golden Coast is known for its fertile lands and protected by a chain of watchtowers.

## Briefing

The Gold Coast is named for the shine of its wheat fields, glowing golden in the sun. It is a fertile area and the Empire’s breadbasket. Taking away their supplies could weaken the Empire's forces.
105mm Howitzer M3

* Valid targets: All
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 12 s
* Range (min-max): 4 - 10000 m
* Dispersion (lat/vert): 0.35/0.6 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 19 kg
* Projectile weight: 15 kg
* Muzzle velocity: 198/198/216/238/267/311/376/472 m/s
* Rolled homogenous armor (RHA) penetration: 30 mm
* Face hardened armor (FHA) penetration: 30 mm
* Charge type: TNT
* Charge weight: 2.18 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 1 m
	+ Threat: 3 m
	+ Knockdown: 12 m
* Fragmentation radius:
	+ 99% chance: 6 m
	+ 66% chance: 12 m
	+ 33% chance: 20 m

* Round weight: 16.8 kg
* Projectile weight: 13.28 kg
* Muzzle velocity: 380 m/s
* Rolled homogenous armor (RHA) penetration: 128 mm
* Face hardened armor (FHA) penetration: 128 mm
* Charge type: PETN
* Charge weight: 1.33 kg
* Fuze type: Impact
* Blast radius:
	+ Threat: 1 m
	+ Knockdown: 3 m

* Round weight: 19 kg
* Projectile weight: 14.9 kg
* Muzzle velocity: 198/198/216/238/267/311/376/472 m/s
* Charge type: HC
* Charge weight: 3.4 kg
* Fuze type: Impact

**105mm Howitzer M3** is a weapon in *Close Combat: The Bloody First*.
Murder of Crows

**Murder of Crows** is a Aerial unit in *Fantasy General II*.

## Characteristics

Flying
Ignores movement restrictions, cannot be attacked in melee or hide
Interceptor
Can attack enemy aerial units attacking adjacent allies
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
Cannot Capture
This unit cannot capture or explore locations.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Hell-hound Cannon

**Hell-hound Cannon** is a Siege unit in *Fantasy General II*.

## Characteristics

Mechanical
Cannot rest, all damage is permanent
Unstable
Explodes on death, dealing damage to attacker and adjacent units.
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
## Actions

 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Lava Barf**: Spits fire on all ground targets in a straight line. (Range: 2)
Armoured Archers

**Armoured Archers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
Infinite Defensive Fire Charges
Infinite defensive fire.
*Their arms do not tire, every shot counts.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
FJ Spähtrupp

**FJ Spähtrupp** is a unit type in *Close Combat: The Bloody First*.

## Ad-hoc Scout Team

 Vehicle count | 0

Ad-hoc Scout Team - Scouts are the backbone of all battlefield intelligence gathering. Recon teams are lightly armed and equipped to be able to move fast but as a result only able to provide defensive fire to aid their withdraw from engagements with the enemy.

### Soldiers

* **Rank**: Obergefreiter - Obergefreiter
* Hand Grenade StiHdgr 24
 Rifleman* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
 Rifleman* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
* 2 x Stielhandgranate 39
Maidens

**Maidens** is a Infantry unit in *Fantasy General II*.

## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Skeleton Infantry

**Skeleton Infantry** is a Infantry unit in *Fantasy General II*.

## Characteristics

Undead
+50% Physical Damage Reduction, cannot rest Undead units are resistant to physical damage, but cannot rest. All damage they sustain is permanent.
*They do not fear, they do not fatigue, they do not die!*
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
## Actions

 **Melee Attack**: Attack with all skirmish and melee weapons.
Taurus Catapult

**Taurus Catapult** is a Siege unit in *Fantasy General II*.

## Characteristics

Mechanical
Cannot rest, all damage is permanent
Unstable
Explodes on death, dealing damage to attacker and adjacent units.
Large
This unit cannot hide.
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
## Actions

 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Mortar Strike**: Shoot a mortar shell on targeted hex that explodes upon impact, dealing damage in it and adjacent hexes.
Krell's Landing

**Krell's Landing** is a mission in the campaign of *Fantasy General II*.

## Summary

A rich port and the seat of an Imperial Legion.

## Briefing

Krell's Landing is the trade hub of the Borderlands and home to the Western Imperial Legion led by Gerios the Cutter. It is the bridge point for the Empire's trade and military expansion and protected by walls and towers.
Snake Archer

**Snake Archer** is a demon found in *Iris and the Giant*.

## Location

Snake Archers will replace all Cat Archers when under the Sign of the Snake.

They can also be found in Path of the Giant on Nightmare difficulty on Floors 5, 6, 6B & 14.

And in Path of the Ferryman, they can be found on Floors 10, 11B, 15B & 23 on all difficulties, and Floors 7, 20 & 24 on Nightmare difficulty.

## Strategy

Snake Archers can attack you from any range, and will lower your maximum Will by 1 with every hit. They should be defeated quickly because their effect can be detrimental for the rest of the game.
Missions

This page lists all missions found in *Fantasy General II*.

## List

1. Into the Trollwoods: The Southern Trollwoods are wild and few dare to enter them.
2. Battle for Heartspire: The sacred Heartspire Mountain stands alone in the Trollwoods
3. The Old Road: The Old Road runs through Clan Donagh's land and is the main trade route of the Highlands.
4. The White Hills: The Wildlands are an abandoned place full of monsters and wild magic
5. The Clanmeet: The sacred site where all of Fareach's Clans meet.
6. The Gap: The Gap is a broad pass to the Borderlands, protected by a massive fortification.
7. Malric's Vale: A narrow pass, framed by steep mountains with an old road snaking it’s way into a remote part of the Borderlands.
8. Clanhold of Machnar: Clan Machnar control these ore-rich lands from their Clanhold to the East.
9. Owin's Ford: The only point to cross the river, the ford is well protected by a series of towers.
10. Iseal: The wealthy lands of Clan Iseal stretch south to the edge of Veilwood Forest
11. Veilwood: Cross the enchanted Veilwood with its monstrous inhabitants.
12. Krell's Landing: A rich port and the seat of an Imperial Legion.
13. Into the Sunken Lands: A flooded region, warped by magic and inhabited by Lizardfolk.
14. Krell's Tower: The ruins of Krell's Tower are rumoured to be somewhere in this area.
15. Shrouded Coast: Collect more Mana from the Lizardfolk's steads but beware of the mist...
16. Glowood: The air here is filled with spores from strange plants.
17. There and back again: It is time to head back to your fleet.
18. Dragon Isles: The Dragon Isles are occupied by the Empire, who have enslaved the dragons.
19. Golden Coast: The Golden Coast is known for its fertile lands and protected by a chain of watchtowers.
20. Kanthas: At the mouth of the Enithros river lies the trading town of Kanthas
21. Porikos: The largest city on the Western Coast, Porikos is a large Imperial trade hub.
22. Princess Marcra: Send you army into the Scarlet Mountains to free Princess Marcra from captivity by her own father
23. Synor and the North: Conquer the northern province of Synor to open the road towards the Empire's capital
24. Bay of Kyrios: Secure both shores of the Bay of Kyrios to prepare your attack on the capital
25. Hebros Delta: Take the castle guarding the Hebros river to cut off the capital from reinforcements
26. The Capital: Conquer the Empire's capital.
27. The True Path: Stop the True Path before they can finish their ritual.
Longbowmen

**Longbowmen** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Stealth
The unit can hide and remains hidden in any terrain.
*I am as elusive as the night.*
Ulnar the Bear

**Ulnar the Bear** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Slayer
+50% damage vs. Hero and Large Deals more damage against heroes and large monsters
*I can get rid of all kinds of trolls!*
Charge Attack
+100% melee damage as charge damage Replaces the normal melee attack with a more powerful charge attack (selectable skills)
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Spearmen

**Spearmen** is a Infantry unit in *Fantasy General II*.

## Characteristics

Fortify
-100% chance to suffer losses, +33% Fortification Damage Reduction, Break Charge The unit fortifies its position for this and all subsequent turns, until another action is taken.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Fortify**: The unit fortifies its position for this and all subsequent turns.
 **Melee Attack**: Attack with all skirmish and melee weapons.
Hebros Delta

**Hebros Delta** is a mission in the campaign of *Fantasy General II*.

## Summary

Take the castle guarding the Hebros river to cut off the capital from reinforcements

## Briefing

The mighty Hebros river delta separates the Eastern provinces from the capital. Controlling Castle Hebros would stop any reinforcements from reaching the capital.
Arylis' Daughters

**Arylis' Daughters** is a faction in *Fantasy General II*.

## Background

The harpies live deep in the secluded valleys of the Scarlet Mountains, preying on unsuspecting travellers and enslaving the minds of men.

## Overview

* Harpies are flying units able to charm males or drop poison bombs on your heads.

*This article is a stub. You can help Fantasy General II Wiki by expanding it.*
Trackers

**Trackers** is a Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Retreat II
+66% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Stealth
The unit can hide and remains hidden in any terrain.
*I am as elusive as the night.*
Tracker
Grants Tracking. Trained trackers can search the surroundings for tracks of enemy presence, allowing them to anticipate enemy contact and spot hidden units.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Tracking**: Reveals hidden units. Trained trackers can search the surroundings for tracks of enemy presence, allowing them to anticipate enemy contact and spot hidden units. (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Bay of Kyrios

**Bay of Kyrios** is a mission in the campaign of *Fantasy General II*.

## Summary

Secure both shores of the Bay of Kyrios to prepare your attack on the capital

## Briefing

The Bay of Kyrios separates two mountain ranges: To the West, the Copper Hills, rich in ore that is brought to the smelters of Cyneris. To the East, the Cynehelm peaks with the fertile Cynehelm valley.
Armoured Slingers

**Armoured Slingers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
Infinite Defensive Fire Charges
Infinite defensive fire.
*Their arms do not tire, every shot counts.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Recruitment

To expand your army, you can use the **recruitment** screen to hire new units. Hiring units requires gold and supply. If you want to hire while in a region, you also need a captured settlement from where units can be deployed. You can also hire mercenaries who are cheaper and do not require supply, but only join temporarily.

Units that suffered casualties are restored to full health at the conclusion of a battle, but as new recruits join their ranks, their experience level drops. You can spend gold to fill their ranks with experienced recruits instead, mitigating the experience loss.

## Recovery

Units can rest to recover their wounds and heal wounded individuals so they become active members again. Whenever squad members are wounded, there is a chance for them to be killed, resulting in a black segment in that unit's health bar. Killed unit members cannot be recovered by resting but will be refilled with fresh recruits after winning the region. Replacing dead unit members lowers a unit’s experience, often resulting in a loss of levels.
Wealth

**Wealth** is gold and is used for nearly every conceiveable purpose in *Fantasy General II*.

## Sources

After completing a battle, you receive gold based on left-over region wealth. Units that suffered casualties are restored to full health, but as new recruits join their ranks, their experience level drops. You can spend gold to fill their ranks with experienced recruits instead, mitigating the experience loss.

*This article is a stub. You can help Fantasy General II Wiki by expanding it.*
Kanthas

**Kanthas** is a mission in the campaign of *Fantasy General II*.

## Summary

At the mouth of the Enithros river lies the trading town of Kanthas

## Briefing

At the edge of the Empire, the area around Kanthas is less developed and the forests on each side of the Enithros river have become a refuge for many as well as a haven for bandits.
The Great Herd

**The Great Herd** is a major faction in *Fantasy General II*.

## Background

The proud tribes of the Centaurs defend their hunting grounds fiercely and mistrust most humans. They are led by Tirea the Swift, who is renowned for her skill with the composite bow.

## Overview

* Centaurs are heavy cavalry troops with exceptional mobility and bow range.
Iron Javelins

**Iron Javelins** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Skirmish**: Attack in skirmish without receiving a counter from melee troops.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Shrouded Coast

**Shrouded Coast** is a mission in the campaign of *Fantasy General II*.

## Summary

Collect more Mana from the Lizardfolk's steads but beware of the mist...

## Briefing

Bordered by the Sea of Mist to the West, this part of the Sunken Lands has been completely submerged by the Cataclysm and billowing mists hang around the coast permanently. Unnatural plants grow here, said to be formed by the magical nature of the mists coming in from the sea.
Traffic

*This article is a stub. You can help Smart City Plan Wiki by expanding it.*

**Traffic** occurs when many vehicles use roads at once, filling the roads and making it take longer for each vehicle to get where its going. Traffic can be alleviated by creating more efficient road designs or enforcing relevant laws and policies.
Stag Lancers

**Stag Lancers** is a Missile Cavalry unit in *Fantasy General II*.

## Characteristics

Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
Ignores Zone of Control
Not stopped by an enemy’s zone of control.
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Scout
+1 Search and grants Scout Trained scouts travel ahead of the army, scouting the surroundings to reveal unknown lands.
*Knowledge is power. Scouts are the backbone of every great army.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Hit and Run**:The unit attacks a target in skirmish. If the unit attacks in combination with a move, it afterwards retreats to its initial location.
 **Scout**: Scouts the surroundings, lifting the fog of war over a large area (6 hexes). (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Ambushes

Most units can **hide** from the enemy when
they occupy certain types of terrain, including
fog, caves and forests. Units that are hiding
will have a small blue eye icon appear next to
them (as well as on the unit’s portrait), while
the enemy will see an empty hex. Enemy units
that are hiding can be found by moving a unit
next to them, or by using a spell that reveals
them.

Units that would be hiding if they were not spotted will have a
red-eye icon instead of the usual blue one.
If, when moving, a unit encounters a hidden enemy, it will be
ambushed, even if moving to a hex adjacent to that enemy. If a unit is
ambushed, the enemy unit will attack automatically, interrupting the
unit’s movement.

After being ambushed, your unit will still be able
to attack during that turn, provided there is an enemy within range.
Stag Chargers

**Stag Chargers** is a Missile Cavalry unit in *Fantasy General II*.

## Characteristics

Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
Ignores Zone of Control
Not stopped by an enemy’s zone of control.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Skirmish**: Attack in skirmish without receiving a counter from melee troops.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Iseal

**Iseal** is a mission in the campaign of *Fantasy General II*.

## Summary

The wealthy lands of Clan Iseal stretch south to the edge of Veilwood Forest

## Briefing

Clan Iseal is a smaller Clan, having grown rich from trading magical plants. The town of Iseal lies at the edge of the enchanted Veilwood forest and is said to hold many wondrous artefacts.