20. Units

Units

Generals of Kaladan: Age of Crowns – Complete unit profiles, dice values, and Special Unit mechanics

Every army in Generals of Kaladan: Age of Crowns is built from eight unit types. Each contributes specific attack and defense dice in battle. All dice roll simultaneously and are compared one-to-one (highest vs highest, etc.). Extra dice above the opponent's count are ignored.

1. Unit Summary Table

A quick reference of every unit and its dice.

UnitAttack DiceDefense DiceNotes
SwordD8D8Standard frontline melee
ArcherD10D6Strong attacker, weak defender
ShieldD6D10Defensive specialist
Catapult2 × D10D6Powerful attacker, fragile defender
GeneralD12D12Elite command unit
CrownD6D6 (D8 in Castle)Player elimination risk
Special Units (6 total)D10 (with terrain/condition bonuses)D10 (with bonuses)Unique to each Realm

2. Core Unit Profiles (with Image Placeholders)

Each unit includes its dice profile and battlefield role.

Sword

Sword Unit
Cost:
G
1 Gold

Battle Dice

Attack:D8D8
Defense:D8D8

Role

  • Reliable all-purpose melee
  • Strong in numbers and efficient for capacity-based pushes

Archer

Archer Unit
Cost:
G
1 Gold

Battle Dice

Attack:D10D10
Defense:D6D6

Role

  • High offensive impact
  • Weak defender—protect them with Shields or Generals

Shield

Shield Unit
Cost:
G
1 Gold

Battle Dice

Attack:D6D6
Defense:D10D10

Role

  • Best raw defensive infantry
  • Ideal for holding choke points or guarding the Crown

Catapult

Catapult Unit
Cost:
G
2 Gold

Battle Dice

Attack:D10D102 × D10
Defense:D6D6

Role

  • Devastating siege attacker
  • Very poor defender—must be protected
  • Often used in decisive assaults

General

General Unit
Cost:
G
2 Gold

Battle Dice

Attack:D12D12
Defense:D12D12

Role

  • Outstanding in both attack and defense
  • Turns even matchups in your favor
  • Irreplaceable—once defeated, cannot return

Crown

Crown Unit
Cannot be purchased or respawned

Battle Dice

Attack:D6D6
Defense:D6D6
Defense in Castle:D8D8

Role

  • Your leader
  • If your Crown falls, you are eliminated
  • Keep protected with Shields, Generals, or Special Units

3. Special Units

Special Units are unique elite units tied to each Realm. They use D10 normally, and increase to D12 under specific conditions.

They can respawn for 2 Gold, following the respawn rules defined in the Battle section.

Below are all six Special Units.

Nanchi

Nanchi Special Unit
Respawn Cost:
G
2 Gold

Battle Dice

Normal:D10D10 attack or defend everywhere
In Mountains:D12D12

Role

Mountain specialist with powerful terrain advantage.

Lauriel

Lauriel Special Unit
Respawn Cost:
G
2 Gold

Battle Dice

Attack:D12D12
Defense:D10D10

Role

Aggressive assault commander—best used to initiate battles.

Ardan

Ardan Special Unit
Respawn Cost:
G
2 Gold

Battle Dice

Attack:D10D10
Defense:D12D12

Role

Defensive counter-striker—exceptional for holding Castles or choke points.

Kimba

Kimba Special Unit
Respawn Cost:
G
2 Gold

Battle Dice

Normal:D10D10 attack/defend everywhere
In Fields:D12D12

Role

Field supremacy specialist—dominant on open terrain.

Zhoji

Zhoji Special Unit
Respawn Cost:
G
2 Gold

Battle Dice

Normal:D10D10 attack/defend everywhere
From Forest:D12D12

Role

Forest hunter—best used for ambushes and staging attacks from Forest tiles.

Khalis

Khalis Special Unit
Respawn Cost:
G
2 Gold

Battle Dice

Normal:D10D10 attack/defend everywhere
With Crown:D12D12

Role

Bodyguard specialist—extremely strong when guarding the leader.

4. Special Unit Respawn Rules

Special Units are the only units that can return to the board after defeat.

They respawn for 2 Gold, following this priority:

  1. Any Castle you control (if capacity allows)
  2. If no Castles → spawn on your Crown tile (if capacity allows)
  3. If no capacity → spawn on an adjacent vacant tile next to your territory
  4. If none are possible → cannot respawn this turn

When you defeat another player's Crown:

  • You gain their Special Unit
  • It joins your reserves and must be purchased for 2 gold to join your active army
  • It becomes part of your army permanently

5. Unit Upgrades

Units and Castles can be upgraded using gold, providing enhanced combat capabilities. Once upgraded, units retain their improvements for the rest of the game (except Special Units, which lose upgrades when respawning after defeat).

Unit TypeUpgrade EffectCost
CrownNo Upgrade Available
GeneralRolls an extra D10 when attacking3 Gold
CatapultRolls one D12 and one D10 when attacking3 Gold
ShieldRolls a D8 when attacking2 Gold
ArcherRolls a D12 when attacking2 Gold
SwordRolls D10 attacking2 Gold
Special UnitRolls D12 any time (loses upgrade when respawning after defeat)2 Gold
CastleGives an additional D10 when defending4 Gold

Important: When a Special Unit is defeated and respawns, it loses its upgrade and must be upgraded again.

To show that a unit has been upgraded, simply place a gold coin underneath the unit.

6. Summary

  • Units contribute specific dice; battles resolve by one-to-one die comparisons.
  • Extra dice beyond the opponent's dice count are ignored.
  • All units except Special Units are permanently removed when defeated.
  • Special Units are elite forces with terrain or condition-based D12 bonuses.
  • Units and Castles can be upgraded with gold to improve combat performance.
  • The Crown is the most important unit—protect it at all costs.