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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 |
|
|

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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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 |
|
|

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 |
|
|

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 |
|
|

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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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 |
|
|

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 |
|
|

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 |
|
|

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 |
|
|

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 |
|
|

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 |
|
|

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 |
|
|

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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