When you’re not getting paid to play the game, you can take advantage of the bonus Army.
This article explains the rules and bonuses available to players.
What you need before you start…
The bonus army is a unit that is added to your base when the game is over.
It costs 300 gold and costs 300 credits to purchase.
Bonus armies come in all different forms: infantry, cavalry, siege, artillery, and tech.
Each has its own set of abilities and costs.
These abilities are explained in detail in this article.
Basic units and abilities are detailed in the Bonus Army section.
Here’s what you need in order to play your first bonus army.
Infantry: Infantry can be made from any unit type that costs 150 gold, but the first unit you add to your army must be a horse.
These infantry units cannot be ridden, so you need a unit of horses to transport them.
Each unit must be built by a single unit, so there’s no need to add more units.
The following units are available: The first unit, Cavalry: Infantry units can be equipped with shields.
If a unit with shields is placed on top of another unit, it has the shield ability.
A unit with armor can be mounted on a horse and can attack in close combat.
The cavalry can be used to defend against melee units, which can’t attack cavalry units.
This allows cavalry units to take on cavalry units from other units.
It can be an interesting option if you want to protect a large area with multiple units.
Cavalry units can take the attack action to move forward if the unit has less than a point of damage, or if they have been destroyed.
The unit cannot attack while mounted, however, so if the enemy cavalry unit attacks, they will be stunned and taken down by the cavalry unit.
The Cavalry unit can attack any time while mounted.
The enemy unit that attacked can’t move further.
The player that attacked the unit loses a morale point and is given a +1 morale bonus to the attack roll.
The morale bonus stacks with the normal morale bonus for that unit.
It is always possible for the Cavalry to attack a unit it has already attacked, but it has to make an attack roll for each unit it can attack.
When the Cavalary attack roll is successful, it can move a number of squares equal to its armor bonus equal to the number of cavalry units that were adjacent to it.
This is an advantage, as it allows the unit to gain an advantage.
If the Cavalcade’s morale is not higher than its armor score, it cannot attack the next unit it comes into contact with.
If its morale score is higher than it’s armor score or its morale bonus is lower than its morale, the Cavalade cannot attack.
The first cavalry unit equipped with a shield gains the armor bonus of the unit equipped.
The bonus increases by +1 every time the unit gets +1 armor.
It also has a +5 morale bonus on the charge roll.
This means that a unit equipped in armor has a morale bonus of +5 to the charge rolls made by it.
A mounted unit can only attack infantry units.
A cavalry unit can be ridden.
The mounted unit cannot move forward.
This unit can use its mount action to charge and gain a +3 morale bonus.
It then uses its mount to attack.
This bonus increases with each mounted unit it takes on.
This mount cannot attack any infantry units it comes in contact with, and the mounted unit does not gain a morale penalty.
A troop of infantry can be placed on any unit, even a unit you’ve already built.
This troop can move forward and attack infantry and other units that aren’t mounted.
If this troop has armor, it gains a +2 morale bonus every time it moves.
The troop also has the following abilities: Charge: If the troop has a shield and is mounted, it may make an Attack roll.
On a hit, the troop takes 1d6 points of damage.
A character cannot have more than one of this troop equipped on a single character.
Charge: The character with the troop must make a charge roll with +2 to move.
If he hits, he may move up to his speed as if he were making an attack.
Mounted units can use their mount action and attack from the same square as a troop of cavalry.
If they attack, they deal 1d10 points of melee damage to any infantry or mounted unit within a range of at least 20 feet.
The damage increases by 1d8 when the unit attacks from a distance of at or above 20 feet, and increases by 2d8 at the end of each of the following turns: 2d10, 4d10.
Charge : The character has to hit the ground to move up or to make a melee attack.
A charge is an attack that can move the character up to 30 feet in a straight line