Units (Wars and Warbands)

A Unit is a group of soldiers in the Wars and Warbands module who respond to the orders of their officer directly, and indirectly to the orders of their Warband Leader (Usually, the Party.)

On each player's turn in the battle map, they can choose one Unit and move or use an ability.

## Features

Units act the same as a monster on the battlefield, but there are certain additional features they have.

**HP**

HP is an abstract reputation of the number of soldiers in the unit, and their general health and state. When a Unit's HP drops to 0, it is removed from play. If the unit had a Commander that commander may be captured, killed, or wounded in battle.

### Type

A Unit's type dictates the abilities it can be granted as promotions.

## Hiring Units

### Recruits

Hiring a band of recruits grants you access to an untrained group of willing soldiers. Recruits are a default unit, they can be hired at any city, provided the populace is willing and large enough. Recruits cost five gold.
When you win a battle, you can choose one group of recruits in your army and promote them to a type. You choose a type (Warrior, Archer, Cavalry, Mage), pay the gold fee listed next to their name, and choose one ability from the list that they can now have access to.

* ***Attack.*** *+0, 1d4,* Attack with a collection of poor-quality weaponry.

### Draftees

Draftees are pressed into service under threat. They can be recruited for service from any population large enough,should you pass an Intimidation check. However, each time you draft soldiers in this way, you lose 10 Reputation on a success and 5 on a failure. Draftees cannot be promoted.

* ***Attack.*** *+0, 1d4,* Attack with a collection of poor-quality weaponry.

## Promotion

When you win a battle, you can promote a single unit of Recruits, if you have the gold to supply them. By promoting a Unit, you can choose one ability from the list below and add it to their repertoire of moves.

* ***Warriors-*** 20 Gold
* ***Archers-*** 20 Gold
* ***Cavalry-*** 100 Gold
* ***Mages-*** 150 Gold

Hiring a group of pre-trained soldiers costs twice the promotion price, but is an option for richer players.

## Abilities

All units, except very basic "Recruits", have Abilities. The more abilities a unit has, the higher the cost to hire and resupply will be, but the more effective they will be in combat. Purchasing additional abilities for a Unit can be done at your warcamp, provided that Unit has been promoted to a Type. The price for each new ability is an amount of gold based on the number of abilities the unit has multiplied by 10. Each ability can only be taken once.

The list below features common abilities units may have, although a DM may grant a unit homebrew abilities if they wish. Abilities are usually limited based on the unit's type, but a DM-Created unit may have out of class abilities. Any unit type can take a Generic Ability.

### Generic Abilties

* ***HP Increase**.* Raise HP by 5
* ***Save***. Add +5 to a save of your choice.
* ***Save (Minor)*.** Add +2 to a save of your choice.

### Warrior Abilities

* ***Intercept-*** A reaction attack reduces the target's movement to 0.
* ***Swords.*** *+0, 1d6,* Attack with swords
* ***Spears.*** *+5, 1d4,* Attack with spears
* ***Shields.*** Raise AC by 5.

### Archer Abilities

* ***Volley.*** *+0, 1d4.* Fire a volley of shots. Can hit targets from five spaces.

### Scout Abilities

* ***Daggers.*** *+2, 1d4,* Attack with daggers
* ***Cover.*** Can disengage from combat without prompting a reaction attack.
* ***Light-Footed.*** Can move over traps without triggering them.

### Cavalry Abilities

* ***Charge.*** An attack made after moving gains advantage.
* ***Swords.*** *+0, 1d6,* Attack with swords
* ***Spears.*** *+5, 1d4,* Attack with spears
* ***Shields.*** Raise AC by 5.
* ***Fast Horse.*** Add +3 Speed

### Mage Abilities

* ***Fireball***. The target unit must make a DEX save or take 2d6 Damage.
* ***Barrier.*** Create an impassable barrier up to three squares in size, each square must be connected to at least one other. Lasts until unit makes another move.
* ***Glyph of Halting.*** Place a glyph on the floor (3\*3). When an enemy unit crosses this glyph, the magic comes alive and holds them in place, halting their movement for that turn.

## Commanders

Commanders are leaders of special Units that are preformed with a selection of abilities. Commanders may have increased stats, saves, or even unique abilities. Unlike most Units, who are a one time purchase, Commanders must be won over. You can win their allegiance through quests, money, or whatever appeals to them.

### Loyalty

Keeping a Commander requires you to maintain a certain level of Morale, Reputation, or Both. If your Reputation or Morale dips below the level they require, they may leave your company or potentially betray you. A commander may also take other soldiers with them if your Morale is low when they leave you.