-20 Centaur Lances (common, base unit): 240 gold, 20 x 12 = 240 strength, 2.5h move speed.
–Centaur Charge: Can spend 3 mana to get 240-strength wolf-chariot-style preemptive ranged attack for 6h, recharges in 6h. (cost and damage scale with population, like Elf and Goblin base units. 60 lancers = 9 mana for 6 hours of 720-strength preemptive ranged attack.)
-16 Centaur Rangers (common): 280 gold, 16 x 20 = 320 STR.
–Centaur Rangers fight at +20 strength when the closest settlement (including blighted ones) is at least 1 league away. (Yes, this means any intersection without a settlement will double their strength. The tricky part isn’t getting to these locations, it’s managing to fight the undead there.)
-15 Outriders (uncommon): 300 gold, 15 x 24 = 360 STR.
–Ability: Elusive. Costs 8 mana. This unit will not engage targets or burn bodies for the next 6h. Recharges in 10h.
-20 Blackhoof Chargers (rare): 20 x 24 = 480 Strength. 3h move speed.
–Blackhoof Chargers fight at +12 Strength in blighted hexes.
-Swift General (Common)
–Centaurs in the army of the Swift General fight at +8 Strength.
-Centaur Huntress (Common)
–Ability: Harry, 2 mana. Range 1. Target undead moves at half speed for the next 6h. Recharges in 10h.
-Exiled Raider (Common): 160 STR
–Ability: Lure, 4 mana. Range 1. Choose an undead unit that isn’t moving. Half of them (up to a limit of 1000 strength) split to form a new army, which is compelled to move towards Exiled Raider for the next 12h. Recharges in 9h.
-Camp Guard (Common): 320 gold, 400 STR. 3h move speed.
–If Camp Guard dies while in a plains hex, return her to your deck.
-Vanguard (Uncommon): Preemptive ranged attacks made by the Vanguard’s army as it smashes into melee get +50% strength.
-Centaur Sergeant (Uncommon): Units in the army of the Centaur Sergeant fight at +6 Strength in Plains and Deserts.
-Lowland Guide (Uncommon): 280 gold, 80 STR?
–All units in the army of the Lowland Guide may ignore forest, plain, and desert movement penalties.
-Wind Sage (Uncommon): 40 STR
–Ability: Guidance, 6 Mana. All living units within 1 league gain a 50% saving throw for the next 4 hours. Recharges in 10h.
-Exorcist (Uncommon): 160 STR
–Ability: Abjure, 8 mana. For the next 6 hours, when Exorcist smashes into melee, remove any buffs on opposing undead units. Recharges in 6h
-Bone Seer (Uncommon): 150 gold, 80 STR
–When the army of the Bone Seer purges battlefield graveyards, gain 1 mana per 3 bodies burned.
-Blackhoof Champion (Rare): 200 STR
–Ability: Oath of Vengeance, 4 mana. Blackhoof Champion gets +50 STR for each blighted settlement & mana pool within 2 leagues. Effect lasts 24h, recharges in 21h.
-Ability: Blood Oath. 6 Mana. Choose an undead unit within 2 leagues. For the next 6 hours (or until the target unit no longer exists), all units in the army of the Warchief are compelled to move towards their target at accelerated speed and will fight at +8 strength. Recharges in 12h. (Speed increase is by 1 category, so centaur lancers would have a base speed of 2 hr/league)
-Veteran Skirmisher (Rare)
–Ability: Harry, 8 mana. Range 1. For the next 12h, each time the targeted undead reaches a crossroads, 30% of its population splits off to move in a random direction. Recharges in 9h.
-Windborne Pilgrim (Rare)
–Ability: Sacred Path, 2 mana. Choose an occupied settlement up to 4 leagues away. For the next 12 hours, Windborne Pilgrim is compelled to move towards it. If they reach their destination in under 12h, gain 3 mana per league traveled. Restores in 18h.