Bloodragers
Playtest capture · 2026-07-24Numbers straight from the first Scenario Server playtest, read at max level with no veterancy invested. Leadership is the unit's cost to field: a commander brings up to 70 Leadership into battle, and this unit takes 12 of it. Everything the capture does not show (unit type, what each trait and order does) arrives with later playtests rather than guesses.

Attributes
Basic Attributes
- Health
- 16448
- Strength
- 6
- Leadership
- 12
- Speed
- 5
- Range
- -
- Ammo
- -
- Labour
- 5.14
Attack Attributes
- Piercing Armour Penetration
- 0
- Slashing Armour Penetration
- 1560
- Blunt Armour Penetration
- 0
- Piercing Damage
- 0
- Slashing Damage
- 1521
- Blunt Damage
- 0
Defence Attributes
- Piercing Defence
- 356
- Slashing Defence
- 402
- Blunt Defence
- 513
- Block
- -
- Block Recovery
- -
Traits and orders
Unit Traits
- Battle Revel
Each time the Bloodragers launch an Attack, their Slashing Damage is increased by 40 for 4.5 seconds, stacking up to 10 times. At 7 stacks, they periodically trigger Health Regeneration.
- Juggernaut's Might
In the "Juggernaut" state, Bloodragers recklessly vent their fury, massively enhancing their stats.
- Battle Madness
Traits show exactly as they did in game: lit means active, red is a drawback.
Unit Orders
Fierce ChargeBloodragers wield their axes and charge at the target. During the charge, they gain Damage Reduction against Units and 4 stacks of Battle Madness.
Wildfire WrathBloodragers immerse themselves in battle, Fearless of all. Upon using this skill, immediately recover 4500 Health. During the Frenzy state, they are immune to Control effects, deal 50% extra Damage, take 35% extra Damage, and temporarily lose Control of Units for 5s.
Orders are numbered as they sit in game, left to right. Names and what each one does drop in as they get captured.
