Army Units

## Introduction

Units are separated by type and their stats are stored here for public use both for GMs and faction leaders alike. These are the base units and elite units are available for building after consulting a GM (they will need to discuss it with the other GMs to determine capability, upkeep, etc.).

## Actions

Units are solitary individuals which make up companies. Companies fight together and are not given singular actions. Instead, a company is given a number of actions based on the number of troops that are in the company. The base number of actions is one and for every twenty-five units in the company the number of actions the company can take per turn is increased by one (skipping when the company has 25 units).

## Company Damage

Additionally, a company does not have only the base health of its individual units, nor does it do the same amount of damage as its basic units. For every twenty-five units the company adds the base damage to its total damage (IE; a company of knights with 50 units would have a base damage of 4d4+8). Again, it skips the first twenty-five units and adds once the company damage once it has reached 50.

## Company Health

For every unit in the company, the unit adds to the total health per individual unit. Unlike damage and actions, this is counted by individual units. It is important to note the health of the base unit in the company so that units can be subtracted as they are killed. For example, a company that has 100 Knights loses a knight every time that company loses 32hp from its total.

Because of the variation of races in D&D as well as the existence of constructs like Warforged and Undead, this is not taken into account for unit upkeep. Instead, the cost of upkeep relates to maintaining these units as well as their equipment. Constructs need lubricant, weapons, armor, people to maintain them and much more. Likewise, undead must be raised which costs gold and they must be 'healed' when damaged.

After a battle, units that are injured but still alive are healed at the cost of 1 Morale. This morale heals any injured units in the company and is not limited to any specific unit. Additionally, if the company lost at least half of its members their morale is reduced by 1.

## Morale

The Morale of a unit is shared across the entirety of its forces. All units have a base morale score which does not stack per individual unit. Instead, for every twenty-five members in the company the unit morale is increased by 1. Heroes, special items, government types and more affect morale.

When a company's morale is at 10, that company deals an extra die of damage (for example, a knight company at 10 morale would deal 2d4 additional damage). When a company's morale is at 0, the company will no longer listen to orders given and instead will begin to flee the battlefield as quickly as they can away from hostile units. Units that have broken morale will also not attempt to engage any enemies, have their damage halved and take doubled damage from enemies.

## Units

### Cavalry

#### Knights

* Base Stats:
	+ Strength: 16 (+5 for saving throws, 2d4+4 slashing base damage)
	+ Dexterity: 14 (+4 for saving throws)
	+ Constitution: 14 (+2 for saving throws, 32hp base from 5d8+10)
	+ Intelligence: 12 (+1 for saving throws)
	+ Wisdom: 14 (+2 for saving throws, Passive Perception 14)
	+ Charisma: 14 (+2 for saving throws, Morale base score 6)
* Other Stats:
	+ AC: 20
	+ Range: Melee
	+ Upkeep: 30gp per unit per month

#### Light Cavalry

* Base Stats:
	+ Strength: 12 (+3 for saving throws, 1d6+4 slashing base damage)
	+ Dexterity: 11 (+0 for saving throws)
	+ Constitution: 12 (+3 for saving throws, 16hp base from 3d8+3)
	+ Intelligence: 12 (+1 for saving throws)
	+ Wisdom: 10 (+2 for saving throws, Passive Perception 14)
	+ Charisma: 10 (+0 for saving throws, Morale base score 3)
* Other Stats:
	+ AC: 14
	+ Range: Melee
	+ Upkeep: 10gp per unit per month

#### Outriders

* Base Stats:
	+ Strength: 14 (+2 for saving throws, 1d8+4 slashing base damage)
	+ Dexterity: 16 (+5 for saving throws)
	+ Constitution: 12 (+1 for saving throws, 19hp base from 3d8+8)
	+ Intelligence: 10 (+0 for saving throws)
	+ Wisdom: 16 (+5 for saving throws, Passive Perception 14)
	+ Charisma: 10 (+1 for saving throws, Morale base score 3)
* Other Stats:
	+ AC: 16
	+ Range: 150/600ft
	+ Upkeep: 20gp per unit per month

### Infantry

#### Footmen

* Base Stats:
	+ Strength: 14 (+4 for saving throws, 2d4+2 slashing base damage)
	+ Dexterity: 12 (+1 for saving throws)
	+ Constitution: 14 (+4 for saving throws, 19hp base from 3d8+6)
	+ Intelligence: 10 (+0 for saving throws)
	+ Wisdom: 12 (+1 for saving throws, Passive Perception 14)
	+ Charisma: 10 (+0 for saving throws, Morale base score 3)
* Other Stats:
	+ AC: 18
	+ Range: Melee
	+ Upkeep: 5gp per unit per month

#### Militia

* Base Stats:
	+ Strength: 10 (+0 for saving throws, 1d6 slashing base damage)
	+ Dexterity: 10 (+0 for saving throws)
	+ Constitution: 10 (+0 for saving throws, 8hp base from 1d8)
	+ Intelligence: 10 (+0 for saving throws)
	+ Wisdom: 10 (+0 for saving throws, Passive Perception 10)
	+ Charisma: 10 (+0 for saving throws, Morale base score 2)
* Other Stats
	+ AC: 10
	+ Range: Melee
	+ Upkeep: 1gp per unit per month

#### Pikemen

* Base Stats:
	+ Strength: 14 (+4 for saving throws, 1d6+2 slashing base damage)
	+ Dexterity: 12 (+1 for saving throws)
	+ Constitution: 14 (+4 for saving throws, 19hp base from 3d8+6)
	+ Intelligence: 10 (+0 for saving throws)
	+ Wisdom: 12 (+1 for saving throws, Passive Perception 14)
	+ Charisma: 10 (+0 for saving throws, Morale base score 2)
* Other Stats:
	+ AC: 16
	+ Range: Melee (10ft reach)
	+ Upkeep: 5gp per unit per month

### Ranged Infantry

#### Archers

* Base Stats:
	+ Strength: 12 (+1 for saving throws)
	+ Dexterity: 14 (+5 for saving throws, 1d8+2 piercing base damage)
	+ Constitution: 12 (+3 for saving throws, 16hp base from 3d8+3)
	+ Intelligence: 10 (+0 for saving throws)
	+ Wisdom: 14 (+5 for saving throws, Passive Perception 15)
	+ Charisma: 10 (+0 for saving throws, Morale base score 2)
* Other Stats:
	+ AC: 16
	+ Range: 150/600ft
	+ Upkeep: 5gp per unit per month

#### Musketeers

* Base Stats:
	+ Strength: 12 (+1 for saving throws)
	+ Dexterity: 16 (+5 for saving throws, 2d6+3 piercing base damage)
	+ Constitution: 14 (+2 for saving throws, 17hp base from 3d8+2)
	+ Intelligence: 10 (+0 for saving throws)
	+ Wisdom: 14 (+5 for saving throws, Passive Perception 15)
	+ Charisma: 10 (+0 for saving throws, Morale base score 2)
* Other Stats:
	+ AC: 16
	+ Range: 100/200ft
	+ Upkeep: 50gp per unit per month