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WAR2 UNITS
Here is a list of all units you can find in War2, along with their stats
and abilities

Peasant |
| Peasants are trained from the hard-working
and stout-hearted citizens that live in the numerous kingdoms
of Lordaeron. By mining Gold and harvesting Lumber to meet
the ever-increasing needs of the fighting force which must
push back the unrelenting Horde, they are the backbone of
the Alliance. Trained not only in the construction and maintenance
of the myriad buildings found in every community, but also
those necessary to wage war, they take great pride in the
invaluable service they provide. Roused by the tales of the
Orcish atrocities in Azeroth, these Peasants have learned
to use both pick and axe for their own defenses if threatened.
|
| Cost |
400 |
Sight |
4 |
| Hit points |
30 |
Speed |
10 |
| Damage |
2-9 |
Range |
n/a |
| Armor |
0 |
Build Time |
45 |
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Peon |
The label of Peon denotes the lowest station
amongst those in the Orcish Horde. Inferior in all skills
of import, these dogs are relegated to menial tasks such as
harvesting lumber and mining Gold. Their labor is also required
for the construction and maintenance of buildings necessary
to support the vast undertakings of the Horde. Downtrodden,
the Orc Peons slave thanklessly to please their overseers.
|
| Cost |
400 |
Sight |
4 |
| Hit points |
30 |
Speed |
10 |
| Damage |
2-9 |
Range |
n/a |
| Armor |
0 |
Build Time |
45 |
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Footman |
Footmen are the initial line of defenses
against the Horde. Arrayed in hardened steel armor, they courageously
wield broadsword and shield in hand-to-hand combat against
their vile Orcish foes. The valorous Footmen are ever prepared
to heed the call to arms. |
| Cost |
600 |
Sight |
4 |
| Hit points |
60 |
Speed |
10 |
| Damage |
2-9+4 |
Range |
n/a |
| Armor |
2+4 |
Build Time |
60 |
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Grunt |
| Those Orcs who distinguish themselves enough
in the arts of war to be trained as Grunts epitomize the merciless
spirit of the Horde. Equipped with mighty axes and battle-worn
armor, they are prepared to fight to the death. Devoted to
the Horde and their clans, the Grunt lusts for battle - wanting
nothing more than to wade into the field of carnage and die
a bloody death surrounded by the bodies of his fallen enemies.
|
| Cost |
600 |
Sight |
4 |
| Hit points |
60 |
Speed |
10 |
| Damage |
2-9+4 |
Range |
n/a |
| Armor |
2+4 |
Build Time |
60 |
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Catapult |
Sharpened horns, crimson with blood of
those unfortunate enough to be caught in their path, herald
the advance of the Orcish Catapult. Approaching on the battlefield,
its grim visage is enough to make the weak Human troops
flee in stark terror. These cumbersome, wheeled machines
launch deadly incendiary shot which explodes upon impact.
the sheer destructive force of these great engines of war
make them feared and respected throughout the land.
|
| Cost |
900 300 |
Sight |
9 |
| Hit points |
110 |
Speed |
5 |
| Damage |
25-80 +30 |
Range |
8 |
| Armor |
0 |
Build Time |
250 |
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Goblin Sappers |
The mischievous Goblin Sappers are known
throughout the Horde for their incredible aptitude for destruction.
These diabolical Goblins are invariably armed with extremely
volatile explosives; which enable them to level enemy structures
and weapon emplacements. Although the Goblin Sappers are highly
unpredictable and insubordinate, they have become necessary
to the plans of conquest maintained by the Horde. |
| Cost |
750 250 |
Sight |
4 |
| Hit points |
40 |
Speed |
11 |
| Damage |
1-6 + 4 |
Range |
n/a |
| Armor |
0 |
Build Time |
200 |
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Ogre |
The Ogres are the monstrous two-headed allies
of the Orcs that were brought through the Portal by the Warlock
Gul'dan after the First War to act as enforcers in an effort
to quell needless infighting between the Orc clans. Due to
the constant bickering between their two heads, Ogres exhibit
less intelligence than even the lowly Peons. Their incredible
strength and unnatural toughness, however, make them some
of the fiercest warriors in the Horde. |
| Cost |
800 100 |
Sight |
5 |
| Hit points |
90 |
Speed |
13 |
| Damage |
2-12+4 |
Range |
n/a |
| Armor |
4+4 |
Build Time |
90 |
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Ogre |
| The Ogre-Magi were originally a small band
of extremely loyal Ogre enforcers, transformed by Gul'dan
into scheming and malicious sorcerers. By warping and twisting
the Elf-magiks of the Runestone at Caer Darrow, Gul'dan was
able to infuse the magical abilities of long dead Warlocks
into the bodies of these unsuspecting hosts. once hulking,
simpletons, the transformed Ogre-Magi can direct their death
magiks as easily as their lesser cousins would deliver a crushing
blow to any foolish enough to stand in their path. The Ogre-Magi
have also become extremely cunning and insidious - serving
the Horde only as they see fit.
|
| Cost |
800 100 |
Sight |
5 |
| Hit points |
90 |
Speed |
13 |
| Damage |
2-12+4 |
Range |
n/a |
| Armor |
4+4 |
Build Time |
90 |
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Mage |
| Once students of the Conjurers of Azeroth,
this new order of Mages have been forced to discover untapped
magical forces to command in their war against the ruthless
Orcs. Although masters of their arts, the Conjurers who fell
during the First War were unprepared for the rigors of warfare.
Determined to avoid a similar fate, the Mages have undertaken
a regimen equally demanding on body and soul, thus dedicating
themselves to the command of more aggressive and destructive
magiks. Whether in their sanctum at the Violet Citadel in
Dalaran or on the many battlefields of Lordaeron, the Mages
are resolute in their efforts to defend the people.
|
| Cost |
1200 |
Sight |
9 |
| Hit points |
60 |
Speed |
8 |
| Damage |
0-9 |
Range |
2 |
| Armor |
0 |
Build Time |
120 |
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Death Knight |
These soldiers of darkness were created
by Gul'dan to replace the slaughtered Warlock clans. Assembled
from the corpses of the Knights of Azeroth slain in the last
battles of the First War, these abominations were then instilled
with the ethereal essence of the Shadow Council. Further empowered
with magical energies culled from the slain Necrolytes, the
Death Knights wield an arsenal of necromantic and elemental
spells that mete out all but certain death to the enemies
of the Horde.
|
| Cost |
1200 |
Sight |
9 |
| Hit points |
60 |
Speed |
8 |
| Damage |
0-9 |
Range |
2 |
| Armor |
0 |
Build Time |
120 |
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Gnomish Flying Machine |
| The Gnomes of Khaz Modan have long offset
their lack of physical strength with ingenuity and daring.
As members of the Alliance, they have continued to display
their talents by inventing and piloting the unbelievable Flying
Machine. Although having no armaments, these awkward contraptions
can be used to survey vast areas of terrain, and detecting
the otherwise hidden movements of underwater units (as all
flying units can), making them invaluable for discovering
the movements of the Horde.
|
| Cost |
500
100 |
Sight |
9 |
| Hit points |
150 |
Speed |
17 |
| Damage |
0 |
Range |
n/a |
| Armor |
0 |
Build Time |
65 |
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Goblin Zeppelin |
Zeppelins are ingenious inventions that
allow small teams of Goblins to soar above the countryside
and spy on enemy positions. The Zeppelins are cumbersome,
awkward and maintain no armament. Their airborne capabilities,
extensive line of sight, and ability to spot underwater units
(as with all flying units), however, make them an integral
part of the Horde's spy network. |
| Cost |
500
100 |
Sight |
9 |
| Hit points |
150 |
Speed |
17 |
| Damage |
0 |
Range |
n/a |
| Armor |
0 |
Build Time |
65 |
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Gryphon Rider |
From the ominous and foreboding peaks of
Northeron come the Dwarven Gryphon Riders. Mounted upon their
legendary beasts and wielding the mystic Stormhammers forged
deep within the secret chambers of their Aviaries, these feral
Dwarves fear no enemy and rely upon no friend. They have allied
themselves only with the Elves of Quel'thalas, distrusting
both their Dwarven cousins and the Humans alike. When the
call to battle is sounded, however, they can be counted upon
to fight alongside any who oppose the Horde. |
| Cost |
2500 |
Sight |
6 |
| Hit points |
100 |
Speed |
14 |
| Damage |
8-16 |
Range |
4 |
| Armor |
0 |
Build Time |
250 |
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Dragon |
Dragons are native to the untamed northland
s of Azeroth. Reclusive by nature, Dragons have had little
contact with their earthbound neighbors over the centuries.
Rend and Maim, the Chieftans of the Black Tooth Grin clan,
masterminded the capture of the Dragon Queen Alexstraza by
the Dragonmaw clan. With their Queen held captive, these majestic
creatures have been forced into subservience by the Horde
- her progeny being raised by the Dragonmaw clan to slaughter
the enemies of the Horde. |
| Cost |
2500 |
Sight |
6 |
| Hit points |
00 |
Speed |
14 |
| Damage |
8-16 |
Range |
4 |
| Armor |
0 |
Build Time |
250 |
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Human Oil Tanker |
As the only ships which do not require Oil
to be built, Oil Tankers make possible the construction of
the Alliance fleet. They are manned by hard working, dependable
mariners who search for the rich Oil deposits which lie beneath
the waves. The crew of every Tanker is skilled in building
Oil Platforms and ferrying the Oil back to a Shipyard or Oil
Refinery where it may be processed and put to use.
|
| Cost |
400
250 |
Sight |
4 |
| Hit points |
90 |
Speed |
10 |
| Damage |
0 |
Range |
n/a |
| Armor |
0 |
Build Time |
50 |
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