Unit Classes

Unit Classes
There are three categories of classifications.

Strength based: (Melee)

Guard Infantry, Heavy Infantry, Shock Infantry,

Light Cavalry, Heavy Cavalry, Knights

Dexterity based: (Ranged)

Longbowmen, Crossbowmen, Reconnaisance,

Other: Ranged/Melee

Dragoons, Maurauders, (Sea) Raiders,  Adventurers, Command,

Artillery Engineers, Siege Engineers

Guard Infantry
Guard Infantry are typically trained to guard urban settlements. They can be used to cover an armies flanks.

Skill Ranks are awarded 4 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Camp, Counter-Intimidate, Discipline, Elite, Fortify, Hand-to-Hand, Herald, Medic, Messenger, Perception, Sentry, Veteran

Light Infantry
Light Infantry are typically trained to advance swiftly upon the enemy.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ascend, Camp, Counter-Intimidate, Discipline, Elite, Hand-to-Hand, Herald, Infiltrate, Intimidate, Looting, Perception, Pillaging, Medic, Messenger, Sentry, Survival, Veteran

Heavy Infantry
Heavy Infantry are typically trained for full assault.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Camp, Counter-Intimidate, Discipline, Elite, Hand-to-Hand, Herald, Looting, Pillaging, Medic, Messenger, Perception, Sentry, Survival, Siege, Veteran

Shock Infantry
Shock Infantry are typically trained for fast assault.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Camouflage, Discipline, Elite, Hand-to-Hand, Herald, Intimidate, Looting, Pillaging, Medic, Messenger, Perception, Sentry, Survival, Siege, Veteran

Longbowmen
Longbowmen are composed of archers proficient in the use of conventional ranged weaponry.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Camouflage, Discipline, Elite, Herald, Infiltrate, Looting, Medic, Messenger, Perception, Sentry, Survival, Siege, Veteran

Crossbowmen
Corssbowmen are usually composed of mercenaries proficient in the use of simple ranged weaponry.

Skill Ranks are awarded 4 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Ascend, Camp, Camouflage, Counter-Ambush, Counter-Intimidate, Discipline, Elite, Hand-to-Hand, Herald, Intimidate, Looting, Medic, Messenger, Perception, Pillaging, Sentry, Survival, Siege, Veteran

Light Cavalry
Light Cavalry are used to protect infantry flanks. The 90-Diamond Formation allows a cavarly to move or charge in a diamond formation allowing a 90-degree angle of attack from the point.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Counter-Ambush, Discipline, Elite, Hand-to-Hand, Herald, Infiltrate, Intimidate, Looting, Medic, Messenger, Perception, Pillaging, Reconnoiter, Sentry, Survival, Veteran

Heavy Cavalry
Heavy Cavalry are used to vanguard the infantry. The 90-Diamond Formation allows a cavarly to move or charge in a diamond formation allowing a 90-degree angle of attack from the point. Heavy Knights have a steeper gear value requirement of 100 gp per 1 point expenditure.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Camp, Discipline, Elite, Hand-to-Hand, Herald, Intimidate, Looting, Medic, Messenger, Perception, Pillaging, Sentry, Survival, Siege, Veteran

Knights
Knights are used as guard to the cavalry. Knights are usually bound to a code of chivalry but not always. Knights can only be led by a Cavalier or Paladin. The 90-Diamond Formation allows a cavarly to move or charge in a diamond formation allowing a 90-degree angle of attack from the point. Unless accompanied by a level 9 mounted cleric, Knights have a higher costed gear value of 50 gp per 1 point expenditure.

Skill Ranks are awarded 2 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Discipline, Elite, Hand-to-Hand, Herald, Looting, Medic, Messenger, Perception, Pillaging, Sentry, Survival, Siege, Veteran

Dragoons
Dragoons offer the diversity of cavalry and infantry within one unit. They are the only cavalry that do not need to be completely mounted. Split Formation will permit the use of two formations. Split Formation must still abide by the unit formation rules.

Skill Ranks are awarded 4 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Counter-Ambush, Counter-Intimidate, Discipline, Hand-to-Hand, Herald, Intimidate, Looting, Medic, Messenger, Perception, Pillaging, Sentry, Survival, Siege, Veteran

Command
Command is designed for the central intelligence of a (military) organization. Central Command permits a replacement leadership for allied units within leaders range of command. Note that the friendly unit still needs to have respective feats for the command to be possible.

Skill Ranks are awarded 4 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Camp, Discipline, Fortify, Herald, Looting, Medic, Messenger, Perception, Sentry, Siege, Spy, Traps,

Recon
Recon is designed as a light intelligence unit and must be composed of lightly armoured scouts.

Skill Ranks are awarded 6 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Cammouflage, Camp, Circus-Tactic, Counter-Ambush, Discipline, Elite, Infiltrate, Looting, Medic, Messenger, Perception, Reconnoiter, Sentry, Spy, Survival, Siege, Veteran

Raiders
Raiders live to advance swiftly upon the enemy. They often act independantly. MIxed arms permits the use of all weapons within one chosen formation proficiency as secondary weapons.

Skill Ranks are awarded 6 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Counter-Ambush, Counter-Intimidate, Circus-Tactic, Elite, Hand-to-Hand, Intimidate, Looting, Medic, Messenger, Perception, Pillaging, Reconnoiter, Sentry, Survival, Traps,

Adventurers
Adventurers form a party of individual explorers. They are sometimes supported by followers and cohorts. They often act independantly and may lack military training and intelligence. MIxed arms permits the use of all weapons within one chosen formation proficiency as secondary weapons.

Skill Ranks are awarded 6 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Counter-Ambush, Counter-Intimidate, Circus-Tactic, Elite, Hand-to-Hand, Intimidate, Looting, Medic, Messenger, Perception, Pillaging, Reconnoiter, Sentry, Survival, Traps,

Maurauders
Maurauders consist of non-indoctrinated military unit.

Skill Ranks are awarded 6 per level. Trained skills are with +3 to the dice to beat the DC, Aid, Ambush, Camp, Counter-Intimidate, Circus-Tactic, Elite, Hand-to-Hand, Intimidate, Looting, Messenger, Perception, Pillaging, Reconnoiter, Sentry, Survival, Traps,

Artillery Engineers
2 per level,

Siege Engineers
2 per level,