Arcana: Unit Design
Infantry
Peasants
In times of dire need, (or when they're rebelling) slaves, peasants, and criminals can be quickly arranged into something resembling a fighting unit. The process of "arming" and "drilling" them costs only a couple gold and unlike most other units, can be done practically anywhere that's inhabited. Unless magically controlled however, peasants tends to be poorly motivated, and always have to make do with the worst equipment and training. Their raw availability however, means they often make up the bulk of poor armies in times of war and if your cities and castles fall, these are all you'll have if that. Training Cost: 0 Gold Upkeep Cost: 1 Gold
Militia
Formations of medium infantry are an excellent balance of low price, reliability, power, and mobility and inevitably form the backbone of most armies. If armed with spear and shield, they will defend well against cavalry, swords and shields allows them to efficiently kill at or under their weight, whilst arming them with heavier weapons makes them credible against more heavily armored opponents.
Training Cost: 0 Gold Upkeep Cost: 3 Gold
Men-at-arms
Many local lords do not rely entirely upon levies of local peasants and burghers for defense, preferring to keep a number of trained soldiers on permanent retainer. These are colloquially known as Men-at-arms. Drawn from the laboring classes, men-at-arms are often former militiamen who have distinguished themselves in battle. Hardened veterans who have often fought in many battles, men-at-arms are both more skilled and more disciplined than regular militia, making them invaluable as the core of any expanding levied army.
Training Cost: 50 Gold Upkeep Cost: 6 Gold
Knights
As much of a social class as a military roles, knights are trained since childhood to be warriors and soldiers and are always found at the center of an army or the vanguard of an attack. Trained to be deadly opponents on foot or on horseback they are accustomed to wearing heavy armor. Often in peacetime they will act as a King’s enforcers, in which capacity they tend to be even more lavishly equipped than the norm. Coming mostly from the minor nobility, knights cannot just be drafted by any king with gold in his coffers and take a lifetime to train. During peacetime knights will often act as tax collectors, halving their gold upkeep.
Training Cost: 200 Gold Upkeep Cost: 16 Gold (8 when not mobilized)
Melee Weapons
Pick a main weapon and an optional side weapon. A two-handed melee weapon cannot be used with a shield.
Spear
The concept of attaching a sharpened point to a wooden shaft is older than the written word. It is pure simplistic efficiency that has never been eclipsed. Cost: 5
Mace
The earliest maces were simply stones bound to a handle with leather. Now they are often cast in iron and bronze with cleats and armour-piercing spikes. Even though arms and armour have become vastly more sophisticated, it remains surprisingly effective to simply bludgeon one’s enemies to death. Cost: 10
Pike
Perhaps the simplest and most effective way to arm an army. Pike formations are equally able to ward off cavalry and opposing infantry with a forest of pikes. Against disciplined enemy infantry armed with pikes, engagements tend to become a contest of endurance in the "push of pike". Cost: 12
Axe
While never a glamorous weapon, the axe is highly versatile and a potent armament. Cost: 12
Sidesword
Popular with both soldiers and civilians, side-swords are adept at fighting both armored and unarmored opponents. They are commonly used with a buckler. Cost: 15
Warhammer
Warhammers are an evolution of maces, meant to deliver a much more traumatic blow through armour. Often one side of a warhammer’s head tapers down into a wicked point meant to pierce through solid plate. Cost: 20
Broadsword
Heavy one handed swords, often with an ornate hilt guard. Usually carried by cavalrymen and other soldiers who prefer its brute force over more elegant blades. Cost: 25
Battleaxe
An immense, well-balanced and often elaborate great axe that carries with it a good measure of intimidation and a tremendously powerful blow. Cost: 35
Halberd
An axe blade and spike mounted atop a long pole. Halberds are exellent for supporting the more cumbersome Pike, and are also carried by royal guards across the known world. Also by association includes polearms such as glaives and bills. Cost: 35
Long Swords
The quintessential knightly weapon, long swords encompass a family of expensive and superbly crafted blades. Cost: 50
Great Swords
Imposing bladed weapons that typically consume weeks or even months of a craftman’s efforts to produce. Typically they find their way into the hands of elite soldiers, due to both their expense and the special skills needed to use them properly. Cost: 75
Ranged
Javelin
Light spears primarily intended for throwing. Cost: 3
Throwing Axe
A thrown axe of the sort used by Franks and Dwarves everywhere. Cost: 5
Crossbow
While having a slower rate of fire than traditional bows, the crossbow's bolts are considerably more potent. Cost: 10
Compound Bow
Weapon of choice for the sensible barbarian horse archer. Cost: 10
Longbows
Standard longbows made of yew, or more favorable or less favorable but cheaper or more common woods. Cost: 15
Arbalest
The more powerful metal cousin of the basic crossbow, an arbalest is one of the deadliest ranged weapons around. Cost: 20
Arquebus
Simple and easy to construct, the Arquebus was the first firearm used by the Alfar Imperial Legions. Cost: 25
Leadcaster
More expensive and much more complex than a simple Arquebus, the magitech Leadcaster is the pinnacle of recent firearm development. Cost: 40 + 15 Mana
Hand Leadcaster
A compact version of the shoulder fired standard leadcaster. While it lacks the range and power of the full sized gun, its smaller size makes it perfect for use by mounted troops. Cost: 20 + 10 Mana
Enchantments & Enhancements
Adamantium Weapon
Impossibly sharp, extremely hard and nigh indestructible. Cost: Base Weapon Cost in Adamantium
Combination Weapons
It’s a sword with a gun in it! Probably not as effective at stabbing as a typical sword or shooting as a gun, but who cares? It’s a sword with a gun in it! Cost: Cost of Base Weapon + Cost of Extra Weapon Warning: Those who attempt to use a gun as a club or throw a sword will be executed.
Brute Force
In many cultures that practiced war differently than the Alfar, it was often more effective to enchant an existing weapon to affect its user and not the intended target. A mace, warhammer or sturdy axe doesn’t care if it hits harder by virtue of being magically forged or simply being swung with superhuman force. Cost: + 50 Mana
Alfar Blades
The Alfar Empire had honed the manufacture of swords and other edged weapons to an art. In the waning years of the Empire, the secrets of their forging began to proliferate through the outer provinces and places beyond. Also known as Imbued blades, they are infused with arcane energies during their creation. Depending on the recipient’s desire, they may glow with searing heat or crackle with electric charge. Cost: 2x Base Weapon Cost + 50 Mana
Lightswords
A sword (or other edged weapon) that has an ethereal edge that cannot be stopped by ordinary means. Cost: + 100 Mana Upkeep: +10 Mana
Sorceror Arms
Some weapons are imbued with enough energy that they may allow any user to cast forms of low magic. Examples include javelins that become bolts of lightning when thrown, or spears that can issue a gout of flame. Cost: + 200 mana Upkeep: +20 Mana
Adamantium Casing
Casting a gun barrel out of adamantium tends to vastly increase its strength, allowing much more powerful charges to be used. Cost: +Base Weapon Cost in Adamantium
- Applies only to cannons
Explosive Shot
Made of explodium. Cost: + Base Weapon Cost in Mana Upkeep: +10 Mana