Troop Types
Troop Types lists the eight generic units available to recruit, collectively known as Troop Set 0 — the default stats used whenever a faction hasn't defined its own named variant. Most factions replace these with their own flavoured units carrying adjusted stats; those will be documented on each faction's own page once drafted.
Combat Stats
| Troop | Melee (MV) | Ranged (RV) | Armour (AV) | Shock (SV) | Resolve (RSV) | Hit Points | Training Value | Movement | Sight |
|---|---|---|---|---|---|---|---|---|---|
| City Guard | 6.0 | 8.0 | 5.0 | 3.0 | 4.0 | 10 | 16 | 10 | 0 |
| Infantry | 9.0 | 0.0 | 11.0 | 5.0 | 8.0 | 10 | 20 | 10 | 2 |
| Heavy Infantry | 12.0 | 0.0 | 18.0 | 5.0 | 14.0 | 16 | 30 | 8 | 1 |
| Archer | 3.0 | 10.0 | 3.0 | 2.0 | 5.0 | 10 | 16 | 10 | 2 |
| Light Cavalry | 12.0 | 0.0 | 10.0 | 9.0 | 7.0 | 12 | 40 | 20 | 3 |
| Cavalry | 30.0 | 0.0 | 15.0 | 16.0 | 8.0 | 18 | 50 | 17 | 3 |
| Siege Engine | 0.0 | 5.0 | 5.0 | 10.0 | 5.0 | 36 | 50 | 7 | 1 |
| Engineers | 6.0 | 0.0 | 5.0 | 2.0 | 4.0 | 8 | 8 | 10 | 2 |
Recruitment & Upkeep Costs
| Troop | Manpower | Melee Weapons | Ranged Weapons | Armour | Horses | Support Equipment | Grain Consumption |
|---|---|---|---|---|---|---|---|
| City Guard | 1 | 0.5 | 0.5 | 0.5 | 0.0 | 0.5 | 0.1 |
| Infantry | 1 | 1.0 | 0.0 | 1.0 | 0.0 | 1.0 | 0.2 |
| Heavy Infantry | 1 | 2.0 | 0.0 | 3.0 | 0.0 | 2.0 | 0.24 |
| Archer | 1 | 0.3 | 1.0 | 0.3 | 0.0 | 1.0 | 0.2 |
| Light Cavalry | 1 | 1.5 | 0.0 | 1.5 | 1.5 | 2.0 | 0.3 |
| Cavalry | 2 | 3.0 | 0.0 | 3.0 | 2.5 | 6.0 | 0.36 |
| Siege Engine | 10 | 25.0 | 0.0 | 25.0 | 10.0 | 25.0 | 0.16 |
| Engineers | 1 | 0.5 | 0.0 | 0.5 | 0.0 | 2.0 | 0.2 |
Grain Consumption is the upkeep cost per troop per cycle — see Armies for how a shortfall in supply affects an army's Combat Readiness.
City Guard
Ability: Footmen
The city guard are the permanent garrison of every settlement worth defending. Recruited locally and equipped by the city administration, they are a mixed force of experienced veterans and fresh recruits, held together by a handful of sergeants who have seen enough to know what works. They are not the finest soldiers in the empire, but they know their walls and their streets, and they have every reason to defend them.
Infantry
Ability: Footmen
The infantry are the foundation upon which every army is built. Recruited from across the empire and drilled until the basics become instinct, they form the long lines that hold the centre of every battle. They are neither the heaviest nor the fastest soldiers in the field, but they are reliable, they are disciplined, and there are always enough of them. Battles are won and lost on the backs of the infantry, which is something the infantry are well aware of.
Heavy Infantry
Ability: Footmen
Heavy infantry are the empire's answer to the question of what happens when the line must not break under any circumstances. Clad in the finest armour the imperial forges can produce and trained to fight in the tightest formations, they are slow, expensive and extraordinarily difficult to shift from any ground they have decided to hold. Enemies who test the heavy infantry directly tend to discover this at considerable personal cost.
Archer
Ability: Footmen
Archers give the empire its reach on the battlefield, raining arrows into enemy formations before the infantry lines clash. They train constantly to maintain the strength and precision their role demands, and at full draw they can put an arrow through light armour at ranges that make close combat feel like a distant concern. Without the protection of the infantry, however, they are vulnerable, and every archer knows it.
Light Cavalry
Ability: Cavalry
Light cavalry are the eyes and the speed of the imperial army. They range ahead of the main force on the march, screen the flanks during battle and run down routing enemies when the line finally breaks. They carry lighter armour than the heavy cavalry, trading protection for the speed that makes them useful. A light cavalry commander who commits his force too early, or too deep, is a light cavalry commander who will not be a commander for long.
Cavalry
Ability: Cavalry
The heavy cavalry are the empire's hammer. When the infantry have pinned the enemy in place and the moment is right, the cavalry crash into the line with a force that few formations can absorb and fewer still can recover from. Horse and rider are both armoured, both trained, and the charge of a full cavalry force is one of the most decisive things that can happen on a battlefield. The key, as every cavalry commander knows, is choosing the right moment to deliver it.
Siege Engine
Ability: Siege engine
Siege engines are the empire's answer to walls. Catapults, ballistae and battering rams require large crews, careful maintenance and a great deal of patience to move across any meaningful distance, but when they are finally in position and properly operated, they make the difference between a siege that lasts weeks and one that lasts months. No city wall was built to stand forever. The siege engines simply make the point more clearly.
Engineers
Abilities: Footmen, Engineer
Engineers are the backbone of any growing empire. Armed with picks, shovels and years of hard-won expertise, they survey the land, dig the mines, drain the marshes and build the roads that keep trade and armies moving. Unsung and essential, no settlement grows into a true city without them.
