| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Military Units

Page history last edited by EricCotD 10 years, 5 months ago

The following military units can be constructed in Tuskwood so long as the listed conditions are met.

 

Paltry Militia (ACR 1)

Formed up of approximately 100 hunters, warriors, and members of the watch, this militia is small, poorly trained, and equipped with studded leather armor and spears.

Medium Army of Humans (Warrior 3)

Combat

hp 5; DV 11; OM +1

Tactics: None; Resources: None

Logistics

Speed 2 hexes per week; Consumption 1 per week

Recruitment Cost 1 BP

Prerequisite Kingdom Size 1 or higher

 

Militia (ACR 5)

Although individually unremarkable, by working together this unit of 500 irregulars is fairly formidable.  Their equipment is cheap but effective - studded leather armor and spears.

Huge Army of Humans (Warrior 3)

Combat

hp 27; DV 15; OM +5

Tactics: None; Resources: None

Logistics

Speed 2 hexes per week; Consumption 2 per week

Recruitment Cost 2 BP

Prerequisite Kingdom Size 25 or higher, Can be built only in a city of 2+ districts

 

Enormous Militia (ACR 9)

Quantity has a quality all its own.  By providing basic gear to 2,000 men and women, you can field a force that would impress any commander in the Inner Sea region!

Collosal Army of Humans (Warrior 3)

Combat

hp 49; DV 19; OM +9

Tactics: None; Resources: None

Logistics

Speed 2 hexes per week; Consumption 4 per week

Recruitment Cost 4 BP

Prerequisite Kingdom Size 150 or higher, Can be built only in a city of 3+ districts

 

Heavy Infantry (ACR 3)

This is a professional fighting force.  Though of modest size, the 200 skilled warriors in this unit wear chainmail and carry longswords and shields.

Large Army of Humans (Fighter 2)

Combat

hp 16; DV 14; OM +3

Tactics: None; Resources: Improved Armor

Special Bravery +1

Logistics

Speed 2 hexes per week; Consumption 3 per week

Recruitment Cost 8 BP

Prerequisite Can only be built in a city containing a smithy plus one or more of the following: barracks, a castle, or a garrison.

 

Archers (ACR 3)

This force of 200 professional soldiers is equipped with longbows plus leather armor, bucklers and shortswords for close combat.

Large Army of Humans (Fighter 2)

Combat

hp 16; DV 13; OM +3

Tactics: None; Resources: Ranged Weapons

Special Bravery +1

Logistics

Speed 2 hexes per week; Consumption 3 per week

Recruitment Cost 5 BP

Prerequisite Can only be built in a city containing one or more of the following:  barracks, a castle, or a garrison.

 

Light Cavalry (ACR 3)

Lightly armored and equipped, this cavalry unit is mounted on light warhorses and specializes in quick strikes and harassing shortbow fire.

Large Army of Humans (Fighter 2)

Combat

hp 16; DV 15; OM +5

Tactics: None; Resources: Ranged Weapons, Mounts

Special Bravery +1

Logistics

Speed 4 hexes per week; Consumption 5 per week

Recruitment Cost 8 BP

Prerequisite Can only be built in a city containing stables and one or more of the following:  barracks, a castle, or a garrison.

 

Knights (ACR 4)

Mounted on heavy warhorses and armed with breastplates, heavy shields, longswords and lances, these 200 knights specialize in charging directly into enemy formations and smashing them with steel and shock.

Large Army of Humans (Fighter 2)

Combat

hp 18; DV 17; OM +6

Tactics: None; Resources: Improved Armor, Mounts

Special Bravery +1

Logistics

Speed 3 hexes per week; Consumption 6 per week

Recruitment Cost 12 BP

Prerequisite Can only be built in a city containing stables, a smithy and one or more of the following:  barracks, a castle, or a garrison.

 

Pikemen (ACR 7)

1000 lightly armored soldiers march shoulder to shoulder, presenting a bristling field of longspears to any who would face them.  

Gargantuan Army of Humans (Fighter 2)

Combat

hp 38; DV 17; OM +7

Tactics: None; Resources: None

Special Bravery +1

Logistics

Speed 2 hexes per week; Consumption 3 per week

Recruitment Cost 3 BP

Prerequisite Kingdom size 100 or higher, can only be built in cities containing a castle or a garrison.

 

Field Army (ACR 7)

This large force of 1,000 soldiers combines steadfast pikemen with archer support.

Gargantuan Army of Humans (Fighter 2)

Combat

hp 38; DV 17; OM +7

Tactics: None; Resources: Ranged Weapons

Special Bravery +1

Logistics

Speed 2 hexes per week; Consumption 13 per week

Recruitment Cost 23 BP

Prerequisite Kingdom size 100 or higher, can only be built in cities containing a castle or a garrison.

 

Elite Field Army (ACR 7)

With archers, pikemen, and heavy infantry, this formation of 1,000 soldiers has superb gear to improve its survivability.

Gargantuan Army of Humans (Fighter 2)

Combat

hp 38; DV 18; OM +8

Tactics: None; Resources: Improved Armor, Improved Weapons, Ranged Weapons

Special Bravery +1

Logistics

Speed 2 hexes per week; Consumption 33 per week (no, that is not a typo!)

Recruitment Cost 103 BP (also not a typo!)

Prerequisite Kingdom size 100 or higher, can only be built in cities containing a smithy and a castle or a garrison.

 

Kobold Skirmishers (ACR 4)

With puny little spears and clubs, this poorly equipped horde of kobolds is mainly dangerous because there are 1,000 of them.

Gargantuan Army of Kobolds (Warrior 1)

Combat

hp 22; DV 14; OM +4

Tactics: Dirty Fighters; Resources: None

Logistics

Speed 2 hexes per week; Consumption 2 per week

Recruitment Cost 2 BP

Prerequisite Allied with the Sootscale Kobolds, can only be built at the Sootscale Mine, only 1 may be built at a time.

 

Centaur Outriders (ACR 7)

The Nomen Tribe has mustered for war, and 500 warriors have arrived with spears and longbows to provide expert cavalry support.

Huge Army of Centaurs

Combat

hp 38; DV 17; OM +7

Tactics: Cavalry Experts; Resources: Ranged Weapons

Special Always treated as mounted, Darkvision

Logistics

Speed 5 hexes per week; Consumption 7 per week

Recruitment Cost 11 BP

Prerequisite Allied with the Nomen Tribe, can only be built at the Nomen Camp, only 1 may be built at a time.

 

Lizardfolk Scouts (ACR 1)

Though few in number, the Lizardfolk of the southern Narlmarches are prepared to fight for their friends.

Medium Army of Lizardfolk

Combat

hp 4; DV 11; OM +1

Tactics: None; Resources: Ranged Weapons

Special Amphibious, Aquatic, Cannibalize

Logistics

Speed 2 hexes per week (no penalty for crossing water); Consumption 2 per week

Recruitment Cost 3 BP

Prerequisite Allied with the lizardfolk of the southern Narlmarches, can only be build at their village, only 1 may be built at a time.

 

Boggard Swarm (ACR 8)

The boggards of the Hooktongue Slough have emerged en masse to defend their home

Gargantuan Army of Boggards

Combat

hp 36; DV 18; OM +8

Tactics: Expert Flankers; Resources: Healing Potions

Special Darkvision, Low-light Vision, Mobility Advantage (Swamps)

Logistics

Speed 2 hexes per week (no penalty for crossing water); Consumption 4 per week (34 on a week that Healing Potions are used)

Recruitment Cost 104 BP (not a typo)

Prerequisite Allied with with the boggards of the Hooktongue Slough, removed Sepoko from power, can only be built in M'Botuu, only 1 may be built at a time

 

The Undying Legion of Gorum (ACR 3)

Their bones dripping with blood, these 25 legendary warriors fight tirelessly for the glory of the Lord in Iron.

Tiny army of Human Bloody Skeletal Champions (Fighter 6)

Combat

hp 16; DV 15 (25 vs Ranged); OM +5

Tactics: Relentless Brutality; Resources: Ranged Weapons, Magical Weapons

Special Armor Training, Darkvision, Immune to Cold, Fear, Paralysis, Poison and Disease, Regeneration 2, Significant Defense (Ranged attacks), Undead, Weapon Specialization (+2 to OM once per battle)

Logistics

Speed 2 hexes per week; Consumption 0 per week

Recruitment Cost 0

Prerequisite May only be raised by the wielder of Ovinrbaane, cannot be replaced if destroyed 

 

Comments (0)

You don't have permission to comment on this page.