The following are rules for creating troops, and their related information. A Kingdom can field an amount of Troops on the battlefield as determined by their Military attribute.
Troops fall into a number of categories, and it's important to pick different troops for different roles. A mixture of different troop classes is usually recommended.
There are five Class Groups which encompass types of classes, these groups are as follows; Infantry, Armored, Magic, Cavalry, and Flying. Some of these groups may overlap with each other (such as Magic and Cavalry), though usually one is the main group with the other being a sub-group.
Soldiers are the backbone of an army, being the most common types of troops due to their jack-of-all-trades nature and being able to wield most weapons with ease, granting them a level of flexibility unprecedented by other troops.
Base HP: 13
Move: 5 sq.
Usable Weapons: Any
Base Defense: 16
Well Rounded: Soldiers reduce penalties they suffer from by 1 (to a minimum of 0).
Cost: 2 Wealth
Archers make for excellent ranged combatants who can deal with foes from further away.
Base HP: 11
Move: 5 sq.
Usable Weapons: Simple and Bows
Base Defense: 15
Arrow Volley: When making ranged attacks with bows, enemies who are hit take a -1 to their Move for 1 round.
Cost: 2 Wealth
Men who were hired in order to fight on behalf of the highest bidder, completing tasks given to them with utmost precision.
Base HP: 13
Move: 5 sq.
Usable Weapons: Simple, Sword, and Axe
Base Defense: 17
For a Price: An additional 6 Wealth can be spent upon first purchasing the Mercenary company to increase the Troop's Base HP by +4 and their Base Defense by +1.
Cost/Upkeep: 3 Wealth
Monster hunters conscripted to deal with exotic threats to their kingdoms, these specialty troops are best at dealing with exotic beasts.
Base HP: 14
Move: 5 sq.
Usable Weapons: Simple and Bows
Base Defense: 18
Apex Predator: Hunters a +4 attack and defense against monstrous enemies, cavalry, and flying units.
Cost: 3 Wealth
Slaves, criminals, and vagabonds forcibly conscripted into the army in order for them to fight. Penal Troops are free to raise and maintain but are released after the war is over.
Special: Only available if a Jail is established and may only be raised during war. Roll an unmodified 3d10 at DC 16, failure increases crime by 1 per Penal Troop used after the war ends.
Base HP: 8
Move: 6 sq.
Usable Weapons: Simple
Base Defense: 13
Dirty Fighters: Deal 1 additional damage to enemies of an enemy country. Against monsters, however they suffer a -1 to attack and defense.
Cost: Free
Specialty troops raised as a means to deal with religious insurgents and heretics from other countries.
Special: Only available if a Temple or Cathedral is established.
Base HP: 15
Move: 4 sq.
Usable Weapons: Simple, Sword, Polearms, and Hammers
Base Defense: 18
Smite: Against enemies from another kingdom who worship a different religion, they receive a +2 to attack and defense.
Cost: 4 Wealth (2 Wealth if the Casus Belli is religious in nature such as a crusade)
Spellcasters who contribute to armies, war mages are feared among their peers and often utilized when in a full-blown war - reserved for the tougher fights.
Special: Only available if an Arcane or Nature Building of any type is established.
Base HP: 6
Move: 5 sq.
Usable Weapons: Simple
Base Defense: 15
War Spells: Mages have access to War Spells, and possess 10 Magic Points. They spend 1 MP per spell they cast, and after reaching 0 MP they are unable to cast spells for the rest of the combat, leaving them vulnerable to attack.
Cost: 6 Wealth
Mounted knights on horseback who charge forward into combat ahead of the regular infantry.
Base HP: 15
Combat Move: 7 sq.
Usable Weapons: Simple, Sword, and Polearms
Base Defense: 19
Joust: When making an attack after having moved at least half their move speed or more, Cavaliers deal an additional +1d6 damage. This damage is +2d6 if they were using a polearm instead.
Cost: 4 Wealth
All Flying units take double damage from Bows.
Flying cavalry mounted upon various types of flying beasts, Beast Knights typically ride pegasi, griffons, or hippogriffs.
Special: Only available if a Flying Academy is established.
Base HP: 8
Move: 8 sq.
Usable Weapons: Simple, Sword, and Polearms
Base Defense: 16
Swoop: When engaged in melee combat against non-flying units, Beast Knights always attack first. If they choose not to, they are able to avoid the fight entirely.
Cost: 5 Wealth