Overview []
C'tis is an ancient kingdom of lizardmen. They do not use cavalry or archers, but use chariots and javelins instead. C'tis has powerful Death mages and powerful Lizard King priests. The lizards dislike cold provinces.
Background []
C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizardlike humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge are great. At the top of the society are the Lizard King and his Royal Heirs. The King is the highest priest of C'tis. Under the king are the High Priests with their sacred serpents and the enigmatic Sauromancers, great mages of death and rebirth. The lizards are herbivores, but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizard races are cold-blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poison. The inhabitants of C'tis prefer to live in warm provinces.
Units []
Commanders | ||||||||||||||
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Unit | Cost | HP | Protection | MR | Morale | STR | AT Skill | DF Skill | Precision | Encumbrance | Move | Leadership | Weapon | Abilities |
30G, 2R | 13 | 5 | 12 | 11 | 11 | 10 | 10 | 10 | 4 | 2/10 | 40 | Whip | Poison Resistant (5), Cold Blooded, Swamp Survival, Taskmaster (+2) | |
40G, 15R | 13 | 16 | 12 | 11 | 11 | 11 | 13 | 10 | 7 | 2/7 | 60 | Spear | Poison Resistant (5), Cold Blooded, Swamp Survival | |
70G, 21R | 14 | 18 | 13 | 13 | 11 | 12 | 13 | 10 | 8 | 2/6 | 80 | Falchion | Poison Resistant (5), Cold Blooded, Swamp Survival | |
80G, 1R | 11 | 6 | 16 | 11 | 10 | 9 | 9 | 10 | 4 | 2/9 | 40 | Claw | Priest Level 2, Sacred, Poison Resistant (5), Cold Blooded, Swamp Survival | |
30G, 1R | 10 | 4 | 14 | 9 | 9 | 9 | 9 | 10 | 4 | 2/9 | 0 | Claw | Priest Level 1, Sacred, Poison Resistant (5), Cold Blooded, Swamp Survival | |
90G, 2R | 13 | 4 | 14 | 13 | 11 | 11 | 8 | 10 | 4 | 2/10 | 10 | Mace, Bite | Astral Level 1, Nature Level 1, Research (9), Sacred, Poison Resistant (7), Cold Blooded, Swamp Survival, Supply Bonus (10) | |
105G, 1R | 11 | 5 | 16 | 8 | 10 | 9 | 9 | 10 | 4 | 2/9 | 10 | Claw | Death Level 2, Research (9), Poison Resistant (5), Cold Blooded, Swamp Survival | |
210G, 1R, Slow | 11 | 11 | 17 | 10 | 10 | 8 | 8 | 10 | 4 | 2/9 | 10 | Claw | Death Level 3, Nature Level 1, Random Level 1 (100% WSDN, 10% WSDN), Research (15), Poison Resistant (12). Cold Blooded, Swamp Survival, Supply Bonus (10) | |
230G, 5R, Slow | 17 | 5 | 18 | 14 | 12 | 13 | 14 | 10 | 4 | 2/11 | 120 | Falchion | Priest Level 3, Sacred, Poison Resistant (5), Cold Blooded, Swamp Survival | |
155G, 26R |
15 | 17 | 16 | 13 | 12 | 12 | 15 | 10 | 4 | 3/16 | 80 | Falchion, Bite | Priest Level 1, Sacred, Poison Resistant (5), Cold Blooded, Trample |
Strategy Overview[]
general discussion of pretender design, strengths and weaknesses, counters
Strategy Guides []
links to pages where people can submit their own in-depth guides