|# of figures||6|
|Moves||1 / 1|
|Melee Attack per figure||3|
|Hit Points per figure||1|
The Fantastic Unit Edit
Physical Description Edit
Phantom Warriors are a pack of translucent humanoid beings, resembling men armed with translucent pikes. Only their glowing magical outline is visible, so little is known about them beyond this basic description.
Attack Properties Edit
With this property, any attack made by the Phantom Warriors completely ignores the enemy's armor. In other words, any enemy unit coming under attack from Phantom Warriors does not get the chance to make Defense rolls in order to block or deflect damage!
Given a basic 30% chance for each 1 to inflict 1 point of damage, and ignoring the enemy's armor rating, an attack by a full contingent of Phantom Warriors will deliver 5.4 points of Damage on average - quite powerful for their cheap Casting Cost.
Note of course that target units possessing the Illusion Immunity ability are not subjected to the Illusion Damage effect - they get to make their Defense rolls to reduce damage as normal. Such units may be exceptionally resilient to the Phantom Warriors' technically-weak attack, possibly suffering no damage at all from it!
Defensive Properties Edit
Phantom Warriors are some of the weakest units when it comes to protection in combat - they have none! The Phantom Warriors' Defense score is 0, which means that they make no rolls to deflect incoming damage, and are thus extremely vulnerable to Ranged Attacks of all kinds, First Strike and any other pre-melee attacks, as well as direct-damage spells. Given the Phantom Warriors' 1 per figure, expect them to die often during normal Melee combat too, whether or not they manage to inflict damage upon the enemy.
Phantom Warriors possess a Resistance score of 6, making them slightly better than average at resisting ill effects from enemy spells and unit abilities.
Other Properties Edit
Phantom Warriors are also Non-Corporeal. This renders them immune to most ill effects that only target Walking units, such as Earth to Mud. Furthermore, it enables them to move through City Walls or other obstacles without any problems.
When Phantom Warriors exist outside of combat (usu. as Rampaging Monsters), their Non-Corporeal ability allows them to move across overland map tiles at a cost of 0.5 Movement Points per tile. However, they do not get a speed benefit from Roads, and will not have infinite movement across Enchanted Roads like other units do.
Basic Tactics Edit
Phantom Warriors are called in to bolster your ranks during battle. They are expected to die fairly quickly, especially if the enemy possesses any Ranged Attacks or direct-damage spells, but will deliver some good combat hits if they can make contact with the enemy.
Phantom Warriors can also be used as meat-shields of a sort, taking damage in lieu of more valuable units. Phantom Warriors are completely expendable, as they will not last after the battle is over anyway!
Enemy Phantom Warriors Edit
Although Wizards may only use Phantom Warriors during combat, these Fantastic Creatures will often be encountered as permanent guardians in many Sorcery Nodes and other encounter areas. Furthermore, they may lead Rampaging Monster groups to attack your cities! Phantom Warriors are often encountered in large masses, whether on their own or accompanying stronger Sorcery units.
Phantom Warriors can easily be dispatched with Ranged Attacks, as they move slowly across the battlefield and have no means by which to defend themselves. Another good way to destroy these warriors is to attack with First Strike units, or units possessing some other combat ability that applies before melee damage is dealt. This will usually destroy the Phantom Warriors before they can do any damage.
Ability Overview Edit
- This unit may move across any land Terrain and/or Ocean at a rate of 0.5 Movement Point per tile.
- The unit does not get speed benefits from moving across Road or Enchanted Road tiles.
- During battle, the unit may move through City Walls as though they were not there.
- Many spell effects that target only Walking units will not affect this unit regardless of what movement abilities it has.
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- This unit cannot be petrified, whether by Stoning Damage attacks or the Petrify spell. It ignores the Stoning effect entirely.
- This unit cannot be affected by any spell or ability that causes death or fear, including most of the combat spells from the Death Realm.
- When this unit attacks an enemy, that enemy does not get to make any Defense rolls to reduce incoming damage.
- Enemy units with Illusion Immunity ignore this effect, and may make their Defense rolls as per the normal combat rules.
The Summoning Spell Edit
Phantom Warriors may only be cast during combat, for the base Casting Cost of 10. The spell must be targeted at any unoccupied battlefield tile, and only on your half of the battlefield. Upon casting, the new Phantom Warriors unit will appear in the targeted tile.
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
The Phantom Warriors will be destroyed at the end of combat, if it hasn't already been destroyed by that point. The only way to "preserve" it for use on the overland map is to cast Word of Recall. In that case, the Upkeep Cost is 2. Note that the cost of summoning and recalling the Phantom Warriors can be paid by a Hero, making the summoning effectively free.
Permanent Summoning Trick Edit
Disclaimer: This trick appears to violate the game designers' intent, and it cannot be guaranteed that its use won't destabilize the game.
If you MUST have a Phantom Warriors unit for your army garrisoned in one of your towns, you can enter a battle with the intention of losing (not winning). You will need the Sorcery spells Phantom Warriors and Word of Recall. Enter a battle and summon the Phantom Warriors that you want for your army. Use the Word of Recall on your Phantom Warriors, as many as you want. You can continue the battle to the maximum number of turns, flee the battle (with the risk of losing any units that you have in the battle), or use Word of Recall on any remaining units. This brings your units back to the Summoning Circle and you now have a Phantom Warriors unit that requires 2 per turn Upkeep Cost. This does not work if you win the battle; and based on the effort and the Mana needed to accomplish this, it is not as useful as using this for other units.
As a Common Sorcery spell, Phantom Warriors may become available to any Wizard who possesses at least one Sorcery Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn. Wizards with 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Phantom Warriors as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not alraedy available for casting.
Phantom Warriors has a base Research Cost of 100.
With at least 1 Spellbook, the Phantom Warriors spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.