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HIRED BOWS

Vulthannis recruited mercenary archers from the South to diversify his army--and to intimidate his restive subjects. No soldier of the Four Kingdoms could possibly match the hatred felt for the Northland King's hired Bowmen by ther own Berserk allies.

Hired Bows are identical in form and function to Myth II Dark Archers.

In multiplayer, Hired Bowmen cost 3 points.



IMPERIAL GUARDS

The most talented young Goblin warriors are selected for the Imperial Guard, where they defend the lives of high officials and the Emperor himself. The savage bloodlust instilled in Guard trainees, unsettling even to other Goblins, was traditionally justified by their purely defensive role. In recent years, however, Guards have begun to appear on the battlefield as an offensive force in their own right.

Imperial Guards exemplify the guiding principles of Goblin warfare: speed, audacity and a blitzkrieg offense. Whirling their two-handed, serrated almost-swords faster than the eye can follow, Guards charge over the battlefield chasing down those who run and slicing to bits those who stand and fight. Imperial Guards are not the toughest melee units, but they attack relentlessly and few get the chance to deal a blow in return.

In multiplayer, Imperial Guards cost 4 points.



ORCAN MARAUDERS

Primitive cousins and devoted worshippers of the Goblins, the Orcan tribes range throughout the Midland Forest and the westward lands, harassing Elves, Dwarves and Humans with admirable--if foolhardy--persistence. The Empire's gifts of weaponry--cheap and crude by all standards save the Orcans'--have only reinforced the nomads' loyalty

Most Orcan Marauders carry a sword and a bow, using one or the other depending on the target's distance--though they have little skill with either weapon. They can pick up and carry small objects, tossing them as a special ability. Marauders are quick and nimble, but the few scraps of armor they have collected give them little protection.

In multiplayer, Orcan Marauders cost 2 points.



WARGS

Not content with their Human cannon fodder, the Goblins have made even the beasts of the forest into weapons of war. The half-tame Wargs are bred for size, savagery and cunning to complement the predatory instincts of their lupine ancestors.

Faster than any soldier on two legs, the Wargs can dodge an arrow in mid-flight. They can take little damage, however, and go down quickly before trained melee opponents. A Warg's thick coat and proximity to the ground make fire its worst enemy.

Half-crazed even before the torture the Goblins call training, Wargs will turn on their own if badly injured.

In multiplayer, Wargs cost 3 points.
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