Wild Horde: Moves like a Knight. May capture own player's peices.
Tiger: Moves like a Bishop, but only up to 2 diagonal spaces. When capturing enemy piece, it jumps back to the previous space.
Elephant: Moves like a Rook, but only up to 3 straight line spaces. When it captures a piece, it rampages and moves up to the maximum distance, capturing all pieces in its path. May not be captured by enemy outside 5x5 box around.
Jungle Queen: May move only as either a Rook or a Knight;
Empowered
Empowered Knight / Bishop / Rook: Whenever one of these pieces is directly adjacent to a friendly empowered Knight / Bishop / Rook, each piece gains the movement powers of its neighbour, in addition to its classic movement powers. For instance if a Bishop and Rook are adhacent, both may move as either a Bishop or Rook. If a Knight is adjavent to both a Bishop and Rook, it may move as a Knight, Bishop or Rook.
Abdicated Queen: May move only as a king
Two Kings
You have no queen, but have 2 Warrior Kings. IF either is checkmated or captured, you loose. To win by midline invasion, both Warrior Kings must cross the midline of the board. Move like classing Kings, May not move into check.
King Turn: After each turn, you may take a special king turn, either moving a Warrior King or doing a whirlwind attack. It may have moved on your normal turn.
Whirlwind attack: On a King Turn, you may instead do a whirlwind attack. Warrior King stays in place and captures all directly and diagonally adjacent pieces. May not do this with your other Warrior King adjacent.
Nemesis
Elite Pawn: May move as a classic Pawn, or may make a nemesis move. May only capture pieces (or threaten King) like a classic Pawn: diagonally forward. May not do double-space pawn move.
Nemsis Move: Move one space towards an Enemy King. May move backwards if enemy King is behind it.
Nemesis: Moves as a Queen, but may not capture/threaten or be captured except by enemy King.
Reaper
Ghost: May teleport to any unoccupied space. Cannot capture or be captured. Other pieces cannot pass through or occupy same space as Ghosts - blocks movement of sliding pieces like Rooks, but not jumping pieces like Knights.
Reaper: May teleport and capture anywhere on the board, except for enemy's back row. May not capture or threaten enemy King.
Random
This will pick a random Army from all available armys
Light:
Classic
Animal
Empowered
Two Kings
Nemesis
Reaper
Random
Dark:
Classic
Animal
Empowered
Two Kings
Nemesis
Reaper
Random
[Ok]
Classic
This is the default chess army , no changes here.
Animals
Wild Horde: Moves like a Knight. May capture own player's peices.
Tiger: Moves like a Bishop, but only up to 2 diagonal spaces. When capturing enemy piece, it jumps back to the previous space.
Elephant: Moves like a Rook, but only up to 3 straight line spaces. When it captures a piece, it rampages and moves up to the maximum distance, capturing all pieces in its path. May not be captured by enemy outside 5x5 box around.
Jungle Queen: May move only as either a Rook or a Knight;
Empowered
Empowered Knight / Bishop / Rook: Whenever one of these pieces is directly adjacent to a friendly empowered Knight / Bishop / Rook, each piece gains the movement powers of its neighbour, in addition to its classic movement powers. For instance if a Bishop and Rook are adhacent, both may move as either a Bishop or Rook. If a Knight is adjavent to both a Bishop and Rook, it may move as a Knight, Bishop or Rook.
Abdicated Queen: May move only as a king
Two Kings
You have no queen, but have 2 Warrior Kings. IF either is checkmated or captured, you loose. To win by midline invasion, both Warrior Kings must cross the midline of the board. Move like classing Kings, May not move into check.
King Turn: After each turn, you may take a special king turn, either moving a Warrior King or doing a whirlwind attack. It may have moved on your normal turn.
Whirlwind attack: On a King Turn, you may instead do a whirlwind attack. Warrior King stays in place and captures all directly and diagonally adjacent pieces. May not do this with your other Warrior King adjacent.
Nemesis
Elite Pawn: May move as a classic Pawn, or may make a nemesis move. May only capture pieces (or threaten King) like a classic Pawn: diagonally forward. May not do double-space pawn move.
Nemsis Move: Move one space towards an Enemy King. May move backwards if enemy King is behind it.
Nemesis: Moves as a Queen, but may not capture/threaten or be captured except by enemy King.
Reaper
Ghost: May teleport to any unoccupied space. Cannot capture or be captured. Other pieces cannot pass through or occupy same space as Ghosts - blocks movement of sliding pieces like Rooks, but not jumping pieces like Knights.
Reaper: May teleport and capture anywhere on the board, except for enemy's back row. May not capture or threaten enemy King.
Random
This will pick a random Army from all available armys