Sky Arch

Would you like to react to this message? Create an account in a few clicks or log in to continue.

A homebrew tabletop forum


    Troops and Armies

    avatar
    Admin
    Admin


    Posts : 112
    Join date : 2018-09-12

    Troops and Armies Empty Troops and Armies

    Post by Admin Fri Mar 29, 2019 12:20 pm

    All Troops contain 100 manpower, this temporarily reduces your maximum manpower as it is invested in an army.


    Archer (Achr)

    Archers use Longbows. Archer units are carefully trained to focus their fire as directed by officers on vital points in advancing lines or to evenly distribute fire throughout the enemy ranks.  Archers are generally equipped with light armor and a simple melee weapon in addition to their missile weapon. Archer units are most effective if they are mobile enough to flank and evade slower, more heavily armed units.

    Base unit ratings: +0 melee, +2 missile, 2 hits, move 1, +2 morale.

    Special: Archer units gain a +2 bonus to missile attacks against mounted units.

    Price: 12,200 Gold or 9760 T4 Resources

    Artillerist (Art)

    Artillerist units consist of soldiers trained in the use of heavy missile devices and in the construction and use of siege equipment. Artillerists are commonly armed with arbalests, ballista, light catapults, and other slow, cumbersome, but powerful missile artillery weapons. 
    Artillery soldiers are specialists in the use of artillery weapons; they generally wear little armor and are relatively unskilled in hand-to-hand combat. Artillerists are most useful when they can be protected from direct engagement with the enemy by other units, terrain, or prepared fortifications.  Artillerists carry equipment including tools, and the soldiers are trained in tunneling (sapping) and the construction of heavy siege equipment, including catapults, mangonels, covered rams, scaling ladders, and siege towers.
    A unit of artillerists provides significant advantages to an army attempting to take a fortification by siege or storm. When attacking with their missile rating, artillerist units have increased range and can ignore any defensive bonus their target would normally receive from fortification or defensive terrain.

    Base unit ratings: -2 melee, +4 missile, 2 hits, move 1, +2 morale save.

    Special: Artillerist have a two area missile range in tactical combat and ignore any terrain/fortifications AC bonuses to their target. Artillerists are worth 10 units when inflicting siege damage, which allows for the taking of castles or cities.

    Price: 10,600 Gold or 8,480 T4 Resources

    Cavalry (Cav)

    Cavalry units include any unit primarily composed of swift animals (Speed 40+) and their riders. Calvary units can charge their opponents to inflict heavy initial damage. A well-timed cavalry charge can smash almost any defense. When charging, cavalry units receive a +2 bonus to their melee attack.
    Cavalrymen wear medium armor and generally fight with spear, crossbow or shortbow, and sword.

    Base unit ratings: +2 melee, +0 missile, 2 hits, move 3, +2 morale save.

    Special: Cavalry units gain a +2 attack bonus when charging. A charge is allowed only in the initial round of engagement and only if the cavalry unit has at least one move unused. 

    Price: 17,500 Gold or 14,000 T4 Resources

    Infantry (Inf)

    Infantry units consist of well-trained, well equipped foot soldiers. They attack in formation to maximize their offensive potential and defensive capability.  Infantry formations are particularly effective in hand-to-hand battle against ill-trained troops or troops poorly equipped for close quarters battle.
    Infantry units are generally equipped with medium or heavy armor and are armed with martial weapons.

    Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save.

    Special: Infantry units gain a +2 melee attack bonus against irregulars and pikes. 

    Price: 11,600 Gold or 9,280 T4 Resources

    Irregular (Irr)


    Irregulars include volunteers, conscripts, skirmishers, barbarians, marauders, and other soldiers that, regardless of individual skill, lack the cohesive unit training and discipline associated with a regular military unit.

    Base unit ratings: +2 melee, +0 missile, 2 hits, move 1, +0 morale save.

    Price: 8,600 Gold or 6,880 T4 Resources

    Pikemen (Pike)

    Pikemen consist of highly trained footman who are equipped with long weapons (such as pikes or spears) and trained to operate in dense formations. Front rank pikemen wield large martial weapons with reach (such as long spears) and a simple weapon (often a short sword) for close range battle. 
    Pikemen often wear light or medium armor. 

    Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save.

    Special: Hits inflicted by Pike units do damage during the "charge" phase of tactical battle during the first round of an engagement. This attack inflicts double damage against charging units. Pike units gain a +2 attack bonus against mounted units.

    Price: 6,000 Gold or 4,800 T4 Resources

      Similar topics

      -

      Current date/time is Fri Apr 19, 2024 12:22 am