Chapter six: Armies and Warfare
  
  War is a matter of vital importance to the state; a matter of life or death, 
  the road either to survival or to ruin. Appraise it in terms of the five fundamental 
  factors: doctrine, politics, terrain, weather, and the commander.
  Doctrine is to be understood as the organization of the army, the gradations 
  of rank among the officers, the regulations of supply routes, and the provision 
  of military materials to the army. Politics are those things that cause the 
  people to be in harmony with their ruler so that they will follow him in disregard 
  of their lives and without fear of any danger. Terrain means distances, and 
  refers to whether the ground is traversed with ease or difficulty and to whether 
  it is open or constricted, and influences your chances of life or death. Weather 
  signifies night and day, cold and heat, fine days and rain, and change of seasons. 
  The commander stands for the general's qualities of wisdom, sincerity, benevolence, 
  courage, and strictness. 
  These five fundamental factors are familiar to every general. Those who master 
  them win; those who do not are defeated. - The Art of War
  
  Political realms often resort to warfare to settle their differences. Military 
  forces and fortifications are crucial assets of any domain. A domain that is 
  unable to field sufficient defense becomes an easy target for opportunists. 
  On the other hand, a domain that supports an army beyond its means will quickly 
  deplete its treasury. Thus, a working knowledge of warfare and the management 
  of military assets is essential for any successful regent.
  The BIRTHRIGHT mass combat system is a role-playing aid. It is designed to be 
  easy to learn and focuses on opportunities for character actions and story advancement. 
  It is not designed to necessarily provide the level of complexity appropriate 
  for a complete war-gaming system. Players seeking a fully functional war game 
  are encouraged to consider using any of the many excellent published war-gaming 
  systems.
  The BIRTHRIGHT mass combat system are two levels of resolution: strategic movement 
  and tactical combat. The strategic rules provide mechanics to represent military 
  intelligence, and the movement of armies on a weekly basis. The tactical rules 
  are used to resolve specific conflicts between opposing armies located in the 
  same strategic area.
  Military units 
  Any individual with sufficient means can field an army. In the BIRTHRIGHT battle 
  system, armies consist of one or more units. Each unit represents a fighting 
  company and has statistics that represent the relative effectiveness and costs 
  of the unit in mass warfare. All domain-level military actions, strategic movement, 
  and tactical battle are resolved at the unit level. 
Unit statistics
  The overall attributes of a military unit is represented by a set of statistics 
  similar to ability scores, attack bonuses, and hit points used to represent 
  the combat statistics of characters. Unit statistics are abstractions that represent 
  the effectiveness and expenses of the unit's soldiers, including their skill, 
  their equipment, their training in military formations, their morale, the number 
  of soldiers in the unit and other factors relevant to warfare. These ratings 
  do not necessarily correspond with the attack bonuses or armor class of the 
  individual soldiers in the unit but are a reflection of the unit as a whole.
  Offensive statistics
: This statistics measures the overall offensive effectiveness of the unit 
  in hand-to-hand battle.
| Rating | Example | 
| + 0 | Poorly armed peasants | 
| + 2 | Soldiers with standard training, but little specialized training in military formations | 
| + 4 | Well-trained warriors trained in military formations for hand-to-hand combat | 
| +6 | Seasoned veterans with substantial training | 
  Missile: This rating represents the overall offensive effectiveness of 
  the unit in ranged battle. Not all units have missile capability. Units with 
  an adjusted missile rating of +0 or below may not make missile attacks.
| Rating | Example | 
| - | No ranged weaponry | 
| + 1 | Simple missile weapons and limited training | 
| + 2 | Skilled archers that lack unit training | 
| + 4 | Highly trained battlefield archers | 
| + 6 | Artillery weapons | 
  Defensive statistics
Defense: This statistics represents the overall offensive effectiveness 
  of the unit's defensive training and equipment. 
| Rating | Example | 
| 10 | Unarmored unit with little or no training | 
| 12 | Light armor & formation training | 
| 14 | Medium armor & formation training | 
| 16 | Heavy armor & formation training | 
  Hits: this rating measures the amount of punishment a unit can take before 
  surrendering, disbanding, or being destroyed.
   
| Rating | Example | 
| 1 | Small or poorly trained unit | 
| 2 | Standard unit of seasoned troops | 
| 3 | A unit of veteran soldiers | 
| 4 | A unit of exceptionally tough veteran soldiers | 
  Morale: This rating represents the training, loyalty, equipment quality, 
  and command structure of a unit. It also represents the relative sea-worthiness 
  of a naval vessel. 
| Rating | Example | 
| +0 | Poorly trained mercenary soldiers or drafted levies | 
| +2 | Poorly trained or mercenaries soldiers | 
| +4 | Standard unit of seasoned soldiers | 
| + 6 | Unit of veteran soldiers | 
  Movement
  These ratings measure the effective mobility of a military unit. Army units 
  have one movement rating that is used at both the strategic and tactical levels. 
  Naval vessels have two movement ratings, a Move rating that measures the unit's 
  relative movement in tactical battle, and a Sail rating that measures its speed 
  in strategic movement. 
 Move: 
  At the tactical level, the move rating of an army unit determines the number 
  of areas that can be moved on the battle map per tactical battle round. At the 
  strategic level, the movement rating for an army unit is used to determine the 
  number of provinces that can be crossed per war move (one week).
| Rating | Example | 
| 1 | Unit of standard foot soldiers | 
| 2 | Unit of lightly equipped, trained foot, or heavy armored cavalry | 
| 3 | Unit of lightly armored cavalry | 
  A ship's Move rating measures its speed and maneuverability in battle; naval 
  vessels must step their masts or reef their sails to prevent sail damage and 
  reduce the risk of fire in battle. Oars are used to provide the maneuverability 
  and short bursts of speed that are vital in ship-to-ship combat.
  Sail: A naval unit's sail rating measures the number of maritime areas 
  that the vessel can move per week. Although long sleek ship without oars may 
  be difficult to use in combat, they may be capable of traverse far greater distances 
  over the long haul.
Non-combat statistics
  Muster cost: This rating measures the cost in gold bars (GB) required to hire, 
  outfit, and train a military unit status. The muster cost of a unit is also 
  used to determine its seasonal maintenance expense.
| Rating | Example | 
| 0 | Poorly equipped untrained militia | 
| 2 | Standard unit of professional foot soldiers | 
| 4 | Standard unit of professional cavalry | 
  Cargo: This rating represents the effectiveness of the ship as a merchant 
  vessel. Each cargo unit represents enough space to store 1 GB worth of bulk 
  trade goods. This rating is used to determine the vessels necessary to support 
  naval trade routes.
  Bunks: This rating represents the maximum number of units that a vessel 
  can transport. This maximum rating assumes that all bunks are rotated every 
  eight hours (hot-bunking) and that all deck space is utilized. Food and equipment 
  for the unit also take 1 GB of normal cargo space per unit. Mounted units require 
  an additional 2 GB (3 GB total) of cargo space for their mounts, livery, and 
  fodder.
Combat basics
  A unit's combat statistics determine how well it performs in mass warfare. This 
  section summarizes combat basics. These basic concepts are expanded in the section 
  on Tactical warfare.
Attack roll
  When a unit makes an attack, you roll a d20 and add the unit's attack bonus. 
  If the result equals the target's defense or better, you hit and deal damage. 
  Units have two basis attack bonuses. A unit's melee rating is used in hand-to-hand 
  combat A unit's missile rating is used in ranged combat. Many modifiers may 
  affect the attack roll, including bonuses provided by charging, terrain bonus/penalties, 
  and special bonuses/penalties against certain types of units. A natural 20 always 
  hits, and a natural 1 always misses, as per standard combat.
  Critical hits: All units have a threat range of 19-20 and a x2 critical multiplier. 
  Thus, when you make a unit attack roll and hit with a natural 19-20, you have 
  scored a threat. To find out if it's a critical hit, you immediately make a 
  critical roll - roll another attack roll with all the same modifiers as the 
  attack roll you just made. If the critical roll also results in a hit against 
  the target's defense, your original attack is a critical and inflicts double 
  damage. Standard d20 mechanics for multiple multipliers apply; thus a critical 
  (x2) hit made by pikemen against a charge (x2) inflicts x3 damage.
Damage
  When a unit successfully attacks another unit, damage is inflicted. A unit that 
  accumulates a number of hits of damage equal to their maximum hit rating is 
  destroyed.
  If a unit takes damage in tactical combat, it must make a morale save against 
  DC 10 or be routed (see the section on Tactical warfare for details). A unit 
  that takes two hits in a single critical attack only makes one morale save.
  Subdual damage: Fatigue, weather, and exhaustion can inflict temporary 
  unit damage. Likewise, military units may attack to capture rather than slay 
  their enemies. This temporary damage is considered to be subdual damage. Engaged 
  military units can inflict subdual damage by taking a -4 penalty to their melee 
  attack. When a unit's subdual damage equals its current remaining hits, it is 
  staggered. It doesn't matter whether the subdual damage equals or exceeds the 
  unit's current hits because the subdual damage has gone up or because the unit's 
  current hits have gone down. 
  Staggered: A staggered unit moves at half-speed and is as likely to surrender 
  to an opposing army as it is to fight. Staggered units must make an opposed 
  morale save in every round in which it is engaged in battle. If the staggered 
  unit fails the check, it surrenders and is taken off the field of battle.
  Healing damage: Unit damage is recovered by resting the unit in garrison. 
  An army unit is considered to be in garrison if it rests in its home province 
  for one month. Naval units can garrison in any friendly shipyard. Units cannot 
  heal if hostile forces are present. For every month that a unit rests in garrison 
  it recovers one hit. Subdual damage heals at the rate of one hit per week of 
  rest in garrison.
  Variant: Reduced combat effectiveness
  A unit receives a cumulative -2 penalty to its melee, missile, and morale ratings 
  for each hit of normal or subdual damage taken.
  Morale and saving throws
  Generally, when a unit is subject to unusual conditions such as combat, magical 
  attack, inclement weather, or exhaustion, the unit gets a saving throw to avoid 
  or reduce the effect. At the unit level, there is only one type of saving throw, 
  the morale save. The morale save represents the affects that discipline, experience, 
  equipment, and a strong command structure can have in dangerous military situations.
  A morale save is a d20 + the unit's morale rating. A scion commander may modify 
  the morale saves of their units by spending regency to provide a one-for-one 
  bonus. This represents the increased morale, diligence to duty, and deprivations 
  that loyal soldiers are willing to undergo due to loyalty to (or fear of) their 
  commanding officer. A regent acting as commanding officer may spend RP to provide 
  a bonus on a one-to-one basis for any morale save of a unit under their command.
  Routed units
  A unit that has been placed on the defensive by a particularly effective attack 
  is routed. Every time a unit takes damage in tactical combat, it must make a 
  morale save (DC 10) or become routed. Routed units suffer a -4 penalty to all 
  attack rolls in tactical combat. Furthermore, routed units must always attempt 
  to retreat from hostile forces (if possible) and flee the field of battle. See 
  Tactical warfare for details.
  Routed units may attempt to recover morale every tactical round. Units with 
  exceptional leaders and high base morale can quickly recover. Units with low 
  morale are likely to retreat to their reserves and remain their throughout the 
  battle. Units can only be routed in tactical combat. Long-term morale penalties 
  are represented at the strategic level as subdual damage.
Army units
  Unit statistics are determined by several factors: their level of training and 
  experience, the quality of the unit's weapons, armor, and equipment, and the 
  unit's cultural or racial background.
  Basic unit type
  All units must select one of the following basic unit types to represent their 
  basic weapon and formation training:
  Archer (Achr): Archers include bowmen, crossbowmen, slingers, javelin 
  men, and other units whose principle training is in coordinated missile attack. 
  Archer units are carefully trained to focus their fire as directed by officers 
  on vital points in advancing lines or to evenly distribute fire throughout the 
  enemy ranks. 
  Archers are generally equipped with light armor and a simple melee weapon in 
  addition to their missile weapon. Archer units are most effective if they are 
  mobile enough to flank and evade slower, more heavily armed units.
  Base unit ratings: +0 melee, +2 missile, 2 hits, move 1, +2 morale, +0.5 
  GB muster cost.
  Special: Archer units gain a +2 bonus to missile attacks against mounted 
  units.
  Artillerist (Art): Artillerist units consist of soldiers trained in the 
  use of heavy missile devices and in the construction and use of siege equipment. 
  Artillerists are commonly armed with arbalests, ballista, light catapults, and 
  other slow, cumbersome, but powerful missile artillery weapons. Artillery soldiers 
  are specialists in the use of artillery weapons; they generally wear little 
  armor and are relatively unskilled in hand-to-hand combat. Artillerists are 
  most useful when the can be protected from direct engagement with the enemy 
  by other units, terrain, or prepared fortifications. 
  Artillerists carry includes tools and soldiers trained in tunneling (sapping) 
  and the construction of heavy siege equipment, including catapults, mangonels, 
  covered rams, scaling ladders, and siege towers. A unit of artillerist provides 
  significant advantages to an army attempting to take a fortification by siege 
  or storm. When attacking with their missile rating, artillerist units have increased 
  range and can ignore any defensive bonus their target would normally receive 
  from fortification or defensive terrain.
  Base unit ratings: -2 melee, +4 missile, 2 hits, move 1, +2 morale save, 
  +3 GB muster cost.
  Special: Artillerist have a two area missile range in tactical combat 
  and ignore any terrain/fortifications AC bonuses to their target. Artillerists 
  provide a +4 to Warcraft checks made to allow foot units to enter fortified 
  areas under siege/storm.
  Cavalry (Cav): Cavalry units include any unit primarily composed of swift 
  animals (Speed 40+) and their riders. Calvary units can charge their opponents 
  to inflict heavy initial damage. A well-timed cavalry charge can smash almost 
  any defense. When charging, cavalry units receive a +2 bonus to their melee 
  attack.
  Light cavalrymen wear medium armor and generally fight with spear, crossbow 
  or shortbow, and sword. Heavy cavalry units wear heavy armor and generally fight 
  with a lance, or with a medium martial weapon and shield. 
  Base unit ratings: +2 melee, +0 missile, 2 hits, move 3, +2 morale save, +2.5 
  GB muster cost.
  Special: Cavalry units gain a +2 attack bonus when charging. A charge 
  is allowed only in the initial round of engagement and only if the cavalry unit 
  has at least one move unused.
  Infantry (Inf): Infantry units consist of well-trained, well-equipped 
  foot soldiers. They attack in formation to maximize their offensive potential 
  and defensive capability. Infantry formations are particularly effective in 
  hand-to-hand battle against ill-trained troops or troops poorly equipped for 
  close quarters battle. Infantry units are generally equipped with medium or 
  heavy armor and are armed with martial weapons.
  Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save, 
  +0.5 GB muster cost.
  Special: Infantry units gain a +2 melee attack bonus against irregulars 
  and pikes.
  Irregular (Irr): Irregulars include volunteers, conscripts, skirmishers, 
  barbarians, marauders, and other soldiers that, regardless of individual skill, 
  lack the cohesive unit training and discipline associated with a regular military 
  unit.
  Base unit ratings: +2 melee, +0 missile, 2 hits, move 1, +0 morale save, 
  +0.5 GB muster cost.
  Special: Irregular units can be drafted/conscripted. Such units have 
  a training rating of Green unless otherwise noted.
Pikemen (Pike): Pikemen consist of highly trained footman who are equipped with long weapons (such as pikes or spears) and trained to operate in dense formations. Front rank pikemen wield large martial weapons with reach (such as long spears) and a simple weapon (often a short sword) for close range battle. Pikemen often wear light or medium armor.
  Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save, 
  +0.5 GB muster cost.
  Special: Hits inflicted by Pike units do damage during the "charge" 
  phase of tactical battle during the first round of an engagement. This attack 
  inflicts double damage against charging units. Pike units gain a +2 attack bonus 
  against mounted units.
  Unit armor
  The quality of armor and training in its use is a major factor in the mobility 
  and survivability of a unit. Armor provides a defensive bonus, at the cost of 
  mobility and the freedom to effectively wield missile weapons. A unit whose 
  modified missile rating (due to armor) is below +0 loses the ability to make 
  a ranged attack. All units must have one of the following armor ratings:
  None: The unit is not provided with armor. Unit modifier: defense 10, 
  muster cost +0 GB.
  Light (Lt): The unit is equipped with light armor, such as leather armor. 
  Unit modifier: defense 12, +0.5 GB muster cost.
  Medium (Md): The unit is equipped with medium armor, such as chain mail. 
  Unit modifier: defense 14, -2 missile, -1 move, +0.5 GB muster cost. 
  Heavy (Hv): The unit is equipped with heavy armor, such as half-plate. 
  Unit modifier: defense 16, -4 missile, -2 move, +1.5 GB muster cost. Special: 
  Heavy cavalry units gain an additional +2 attack bonus when charging.
  Unit experience
  A primary factor in the cost and effectiveness of a unit is the quality of the 
  officers and the training of the its soldiers. All units have one of the following 
  experience ratings:
  Green (-): The unit has little or no military training. Unit modifier: 
  +0 morale.
  Standard: The unit has standard basic training. Most specialized units 
  are mustered at the standard level. Unit modifier: +2 melee, +2 missile (if 
  any), +1 move, +2 morale, +1 GB muster cost.
  Veteran (+): The unit has advanced training or extensive combat experience. 
  Unit modifier: +4 melee, +4 missile (if any), +1 hit, +2 move, +4 morale, +2 
  GB muster cost. 
Special training
  Some military units are provided with specialized or advanced training in one 
  or more areas. Green units may not take advanced training. Veteran units may 
  have a single area of special training. Elite units may have two areas of special 
  training.
  Advanced training (Melee+, Missile+, Def+, Mrl+): Units with advanced 
  training gain a +2 bonus to melee, missile, defense, or morale ratings due to 
  their special training or equipment. Unit modifier: +2 to selected rating, +1 
  GB muster cost.
  Berserk: Berserk units fight with total abandon and disregard for themselves 
  and others. Only Rjurik, Vos, and goblinoid units regularly train Berserks. 
  Unit modifier: +2 melee, -2 defense, +2 morale, +1 GB muster cost. 
Special: +2 attack bonus to melee when charging (mounted or afoot).
  Magical support: The soldiers have been trained to coordinate their activities 
  with the aid of battle magic, and the unit contains a battle spell wagon with 
  necessary ritual components. This special does not include the costs of arranging 
  for a spellcaster to man the spell wagon. Unit modifier: +1 GB muster cost. 
  Special: An appropriate trained spell caster can cast battle magic to support 
  the unit (see Battle Magic).
  Marine: Marine units are seasoned in ship-to-ship combat. Only unmounted, 
  human units may take marine training. Unit modifier: +1 GB muster cost. Special: 
  +2 to melee and defense at sea, move freely through swamp terrain.
  Scout: Units with scout training are trained in quickly traverse hostile 
  territory and returning with military intelligence. Scouts are well-versed in 
  stealth and wilderness lore, thus they are often able to move rapidly, even 
  through difficult terrain. Scouts identify hostile units in adjacent provinces 
  (refer to the section on Strategic Movement for details).
  Scout units are relatively small and thus have reduced melee and hits ratings. 
  Scout unit combat training focuses on the use of missile weapons, stealth, and 
  mobility. Unit modifier: -2 melee, +2 missile, -1 hit, +1 move, +1 GB muster 
  cost. Special: Foot units in light or no armor may move freely through any terrain.
  Shield formation: Units with shield formation training employ large shields 
  and are trained to use overhead shield walls to blunt the impact of offensive 
  missile. Unit modifier: +1 GB muster cost. Special: Units gain a +4 bonus to 
  defense against missile fire. Foot units only.
  Toughness: Members of the unit are trained rigorously to increase their 
  endurance and morale. Unit modifier: +1 hit, +2 morale, +1 GB muster cost.
Units by cultural/race
  In addition to their basic unit type, a military unit may have one or more cultural 
  modifiers.
  Anuirean (An): Anuirean military forces are highly disciplined 
  and form the standard from which the military units of other nations are judged. 
  Anuirean forces generally fight in tight formations and have excellent leadership. 
  Anuirean units consist almost exclusively of well-trained, heavily armored soldiers. 
  The Anuireans are famed primarily for the might of its cavalry, the skill of 
  its officers, and the awesome size of its armies.
  Common Anuirean units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Archers | Lt Achr | + 2 | + 4 | 12 | 2 | 2 | + 4 | 2 GB | +2 missile vs. Cav. | 
| Calvary, Md | . MdCav | + 4 | --- | 14 | 2 | 3 | + 4 | 4 GB | +2 charge | 
| Engineers | Art | + 0 | + 6 | 10 | 2 | 1 | + 4 | 4 GB | Ignore def. terrain, two area missile range | 
| Infantry | MdInf | + 4 | --- | 14 | 3 | 1 | + 4 | 2 GB | +2 melee vs. Irr & Pike | 
| Infantry Elite | HvInf | +6 | --- | 16 | 3 | 1 | + 6 | 4 GB | +2 melee vs. Irr & Pike | 
| Irregulars | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 2 GB | |
| Marines | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 3 GB | Marine | 
| Knights | HvCav | +6 | --- | 16 | 3 | 3 | + 6 | 6 GB | +4 charge | 
| Levies | Irr | +2 | --- | 10 | 2 | 1 | + 0 | Draft | See special rules for conscripts | 
| Pikemen | MdPike | _4 | --- | 14 | 2 | 1 | + 4 | 2 GB | +2 vs. mounted; double damage vs. charge. | 
| Scouts | Irr | + 2 | + 4 | 12 | 1 | 3 | + 4 | 3 GB | Scout | 
  Brecht (Br): The Brecht culture has a high regard for individual 
  fighting prowess. Its hot-tempered warriors have little interest in training 
  or fighting in formation. Once a Brecht unit is engaged, the melee often devolves 
  into hundreds of individual duals. Characteristically, heavy armor is scorned 
  by most Brecht warriors in favor of higher personal mobility. Brecht do not 
  field Pikemen.
Common Brecht units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Archers | LtAchr | + 2 | + 4 | 12 | 2 | 2 | + 4 | 2 GB | +2 missile vs. Cav. | 
| Artillerists | Art | + 0 | + 6 | 10 | 2 | 1 | + 4 | 4 GB | Ignore def. terrain, two area missile range | 
| Cavalry | LtCav | + 4 | +2 | 12 | 2 | 4 | + 4 | 4 GB | +2 charge | 
| Infantry | LtInf | + 4 | --- | 12 | 2 | 2 | + 4 | 2 GB | +2 melee vs. Irr, Pike | 
| Infantry, Elite | MdInf | +6 | --- | 14 | 3 | 2 | + 6 | 4 GB | +2 melee vs. Irr, Pike | 
| Irregulars | Irr | + 4 | +2 | 10 | 2 | 2 | + 4 | 2 GB | |
| Levies | Irr | +2 | +2 | 10 | 2 | 1 | + 0 | Draft | See special rules for conscripts | 
| Marines | LtInf | +6 | +2 | 12 | 3 | 3 | + 6 | 4 GB | Marine, +2 melee vs. Irr, Pike; +2 def. vs. missile | 
| Scouts | Irr | +2 | +4 | 12 | 1 | 3 | + 4 | 3 GB | Scout | 
  Dwarf (Dw): Dwarven units are always well-trained and well 
  equipped. Their highly organized formations are nearly impossible to penetrate. 
  The slow but inexorable dwarven units are prized as mercenaries. Cerilian dwarves 
  do not field Cavalry and cannot take Marine training.
Special: All dwarven units take advanced training in defense. Dwarven units move through mountain terrain freely. +2 to morale saves involving magical attacks.
Common Dwarven units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Crossbowmen | MdArch | +4 | + 2 | 16 | 3 | 2 | +6 | 4 GB | Def+, +2 missile vs. Cav., +2 morale vs. magic | 
| Guards | HvInf | +6 | --- | 18 | 3 | 1 | +6 | 6 GB | Def+, +2 melee vs. Irr & Pike; +4 def. vs. missile, +2 morale vs. magic | 
| Homeguard | MdIrr | +4 | --- | 16 | 2 | 1 | +4 | Draft | Def+, See special rules for conscripts, +2 moral vs. magic | 
  Elf (Elf): Elves are superior archers, and their cavalry are 
  the swiftest and most dangerous in all Cerilia. Elves serve non-elven leaders 
  in only the most unusual circumstances and are never available as mercenaries. 
  All elven must take Scout special training. Due to their long life spans, most 
  elven units consist of veteran warriors. Elves do not field units of levies, 
  pikemen, or artillerists. Elven units do not normally use heavy armor.
  Special: All elven units take scout training. Elven units have no limit on the 
  number of special training options that they may take.
Common elven units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Archers | LtAchr+ | + 2 | + 6 | 12 | 2 | 4 | + 6 | 4 GB | Scout, +2 missile vs. Cav. | 
| Cavalry | LtCav+ | +4 | +6 | 14 | 2 | 4 | +6 | 8 GB | Scout, Melee+, Missile+, Def.+, +4 charge | 
| Knights | MdCav+ | + 4 | + 4 | 16 | 3 | 3 | + 4 | 10 GB | Scout, Toughness, Melee+, Missile+, & Def.+, +4 charge | 
| Homeguard | LtIrr | +2 | + 4 | 12 | 1 | 3 | + 2 | Draft | Scout, See special rules for conscripts | 
  
  Gnoll (Gn): Bands of fierce, but ill-equipped, gnolls are 
  always ready to fight for gold and loot. Due to their fierceness, Gnoll units 
  are usually veteran units. Gnolls prefer use light armor. Characteristically, 
  gnoll units muster quickly, demand the right to pillage, and have relatively 
  low morale; thus they are treated as mercenaries. Gnoll units may only be Irregulars 
  or Infantry.
  Special: +2 morale in home terrain. All gnoll units are mercenaries.
  Goblin (Go): Although goblin units are usually undisciplined 
  and poorly equipped, they compensate with sheer numbers and bloodlust. Goblin 
  cavalry forces are generally mounted on wolves or other dangerous beasts. 
  Tribal goblin units are often available as mercenaries (or feared as marauders) 
  in any area bordering goblin lands. Characteristically, tribal goblin units 
  muster quickly, demand the right to pillage, and have relatively low morale; 
  thus they are treated as mercenaries. Due to their lack of organized training, 
  such units are often Green troops. It should be noted, however, that goblin 
  realms often have disciplined and skilled armies that rival those of any human 
  nation.
  Goblins are fierce and warlike; thus, drafted goblin levies are irregulars. 
  Goblins do not field artillerist or pikemen.
  Special: Tribal goblin units are mercenaries. Tribal goblins do not pay any 
  increased muster/maintenance cost for being mercenaries. 
Common goblin units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Archers | LtArcher- | + 0 | + 2 | 10 | 2 | 1 | + 0 | 1 GB | Merc., +2 missile vs. Cav. | 
| Guards | MdIrr | +4 | --- | 14 | 3 | 1 | + 0 | 3 GB | Merc., Toughness | 
| Infantry | LtInf- | +2 | --- | 12 | 2 | 1 | + 0 | 1 GB | Merc., +2 melee vs. Cmnr, Irr, Pike; +2 def. vs. missile | 
| Skirmishers | LtIrr- | +2 | --- | 12 | 2 | 1 | -2 | Draft | Merc., See special rules for conscripts | 
| Wolfriders | LtCav | + 4 | + 2 | 12 | 2 | 4 | +2 | 4 GB | Merc., +2 charge | 
  Khinasi (Kh): The lightly armored, swift cavalry strikes 
  of the Khinasi are widely respected throughout Cerilia. Due to the heat of the 
  native terrain, Khinasi military units wear little or no armor, depending on 
  speed, instead depending on mobility to defend them from reprisal following 
  a strike. The Khinasi do not field pikemen.
Common Khinasi units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Archers | Achr | +2 | +4 | 10 | 2 | 2 | +4 | 2 GB | +2 missile vs. Cav. | 
| Artillerists | Art | + 0 | + 6 | 10 | 2 | 1 | +4 | 4 GB | Ignore def. terrain, two area missile range | 
| Cavalry, Lt | . LtCav | + 4 | + 2 | 12 | 2 | 4 | +4 | 4 GB | +2 charge | 
| Cavalry, Md. | MdCav | + 4 | --- | 14 | 2 | 3 | +4 | 4 GB | +2 charge | 
| Levies | Irr | --- | +2 | 10 | 2 | 1 | +0 | Draft | See special rules for conscripts | 
| Marines | LtInf+ | + 6 | + 2 | 12 | 3 | 3 | +6 | 4 GB | Marine, +2 melee vs. Irr & Pike; +2 def. vs. missile | 
| Skirmishers | Irr | +4 | +2 | 10 | 2 | 2 | + 2 | 2 GB | |
| Spearman | LtInf | + 4 | --- | 12 | 2 | 2 | +4 | 3 GB | Shield+, +2 melee vs. Cmnr, Irr, Pike; +4 def. vs. missile | 
  Orog (Or): Both fierce and well-disciplined, Orogs are fearsome 
  opponents. Orogs only field heavily armored, veteran units. Orog cavalry are 
  generally mounted on giant lizards.
  Special: Orogs units always take toughness training.
  Rjurik (Rj): Rjurik forces are undisciplined but eager 
  to do battle. Bands of unschooled Rjurik tribesmen can form infantry and cavalry 
  forces comparable to any in Cerilia. In their homelands, Rjurik forces are particularly 
  fierce, for the support of the druids provides them with nature, itself, as 
  an ally. The Rjurik cannot field pikemen, artillerists, or heavily armored cavalry. 
  Rjurik commoners are largely skilled woodsmen; thus, drafted Rjurik levies not 
  Green, instead they are considered to be Standard units.
Common Rjurik units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Archers | LtArchr | + 2 | + 4 | 12 | 2 | 2 | + 4 | 2 GB | +2 missile vs. Cav. | 
| Battle Ragers | HvInf+ | + 8 | --- | 12 | 3 | 2 | + 8 | 4 GB | Berserk, +2 charge, +2 melee vs. Irr & Pike | 
| Cavalry | MdCav | + 4 | --- | 14 | 2 | 4 | +4 | 4 GB | +2 charge | 
| Housecarls | MdInf+ | + 6 | --- | 14 | 3 | 2 | +6 | 3 GB | +2 melee vs. Irr & Pike | 
| Infantry | LtInf | + 4 | --- | 12 | 2 | 2 | + 4 | 2 GB | +2 melee vs. Irr & Pike | 
| Raiders | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 3 GB | Marine | 
| Levies | Irr | + 4 | + 2 | 10 | 2 | 2 | + 2 | Draft | See special rules for conscripts | 
| Scouts | LtIrr | + 2 | +4 | 12 | 1 | 3 | + 2 | 3 GB | Scout | 
| Tribesmen | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 2 GB | 
  Vos (Vo): In the wastes, every man must be a warrior. Vos 
  warriors are highly skilled, ruthless, and seemingly without fear on the battlefield. 
  Armored in heavy hide and fur and wielding spears, swords, and other massive 
  weapons, the unorganized Vos hordes are easily able to match units of professional 
  soldiers. The primary weakness of the Vos is their lack of organization, their 
  superstitious beliefs, and their tendency to fight among themselves. The Vos 
  cannot field Artillerist units. Vos males are all warriors; thus drafted Vos 
  levies are not Green, instead they are considered to be Standard units.
  Special: All Vos units take toughness training.
Common Vos units
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Berserkers | MdIrr+ | + 8 | --- | 12 | 4 | 2 | + 6 | 6 GB | Tough, Berserk, +2 charge | 
| Footmen | MdInf | + 4 | --- | 14 | 3 | 1 | + 4 | 3 GB | Tough, +2 melee vs. Irr & Pike | 
| Horsemen | MdCav | + 4 | --- | 14 | 3 | 3 | + 4 | 5 GB | Tough, +2 charge | 
| Raiders | MdIrr | + 4 | --- | 14 | 3 | 1 | + 2 | 3 GB | Tough | 
| Scouts | LtIrr | +2 | +4 | 12 | 2 | 2 | + 2 | 4 GB | Tough, Scout | 
| Tribesmen | LtIrr | + 4 | +2 | 12 | 3 | 2 | + 2 | Draft | Tough, Must be drafted | 
| Varsk Riders | HvCav+ | + 6 | --- | 16 | 4 | 3 | +6 | 7 GB | Tough, +4 charge | 
common foes
| Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials | 
| Gnoll Marauders | LtIrr+ | + 6 | + 4 | 12 | 3 | 3 | + 2 | 5 GB | Merc | 
| Orog Lizardriders | HvCav+ | + 6 | --- | 16 | 4 | 3 | + 6 | 7 GB | Tough | 
| Ogre Legion | Special | +12 | --- | 16 | 4 | 2 | +4 | 8 GB | |
| Troll Legion | Special | + 10 | --- | 16 | 3 | 1 | _4 | 6 GB | Heals all damage each war move | 
| Undead Legion | Special | + 8 | --- | - 22 | 3 | 1 | (+ 6) | --- | Fearless (cannot be routed), immune to subdual damage, mustered/maintained by realm spell | 
  
  Improving units
  Once a unit has been mustered, it can advance in ability only through training. 
  Training standing units may be the only way to produce veteran units with muster 
  requirements that exceed a regent's power in a province. Adding a special training 
  improvement requires a character action from a character qualified to train 
  the unit. Increasing experience (from Green to Standard, for example) requires 
  battlefield experience or training similar to that required for special training. 
  A unit undergoing training must be garrisoned in a friendly province for an 
  entire month under the command of its trainer. Units training in garrison are 
  considered active for the purpose of determining maintenance costs. Units are 
  trained by making a successful Lead check and then by paying the necessary difference 
  in muster cost. The DC for the Lead check is 10 + the difference the muster 
  cost of the units + five times the difference between the number of friendly 
  law holdings and unit's new muster cost in GB. The training check is a skill 
  check, not a domain action. Regency points cannot be spent on this check.
  For example, a regent wishes to provide special marine training (+1 GB muster 
  cost) to a unit of Anuirean Elite Infantry (muster cost 4 GB) in a province 
  in which they hold a level 4 law holding. It would require a law (5) holding 
  to allow a normal muster marine elite infantry (5 GB). One of the regent's lieutenants 
  is an experienced fighter with several ranks of Profession (Sailor). The trainer 
  must make a Lead check against a DC of 16 (10 + 1 GB + 5 [5 x 1 holding level]) 
  to successfully train the unit.
  If successful the difference between the unit's current muster cost and new 
  muster cost must be paid immediately. There are no penalties for failure, save 
  for the expended character action and the increased unit maintenance cost. Training 
  checks can be retried without penalty in following months.
  Behind the curtain: How many individuals are in 
  an army unit?
  An army unit consists of enough individuals to make a reasonable fighting force 
  in mass combat. The actions of particularly strong individuals or small groups 
  are not represented as a unit; instead they are represented as an adjustment 
  to the unit with which they travel, using a Hero's card (refer to the section 
  on tactical warfare). If it is necessary, for role-playing reasons, to determine 
  the number of individuals in a unit then the following guidelines can be useful.
  A military unit has an encounter level (EL) of roughly 14 + half of the unit's 
  muster cost. For example, a unit of standard infantry (muster cost 2 GB) is 
  approximately EL 15. If we assume that the soldiers in the unit are a 1st-level 
  warriors (CR 1), then we can determine that it requires 128 soldiers CR 1 soldiers 
  to create a standard EL 15 unit. Thus, there are approximately 128 soldiers 
  in a standard unit.
  Elite units often consist largely of veteran troops and a core contingent of 
  specialized warriors. These forces work together in order attack to maximize 
  the damage to the enemy. Only a small fraction of the individuals in a unit 
  of Anuirean Knights, for example, are actually knights. The majority of the 
  unit consists of light cavalry, retainers, and other support troops that accompany 
  the knight. Likewise, an Ogre unit will generally contain a sizable contingent 
  of goblin support troops. As a rule of thumb, the specialized troops should 
  make no more than 50% (base EL - 2) of the overall unit strength. A unit of 
  Varsk riders (EL 18) might consist of both mounted varsk riders (CR 5) and mounted 
  support personal (CR 2). This unit might contain approximately 50 mounted varsk 
  riders (EL 16) and 100 support personal (EL 16) for a total encounter level 
  of 18.
Naval units
  Naval units consist of a single vessel and its crew. Most regions have three 
  common ships: a light trader, a light warship, and a heavy warship. Warships 
  generally act as merchantmen during peacetime.
  Caravel: The caravel is a two-masted, square-rigged light warship, with raised 
  fore and stern castles armed with light catapults capable of firing shot and 
  pitch.
  Coaster: The standard Anuirean light trader, this is a 
  fast single-masted trading and fishing ship rigged fore and aft with triangular 
  lateen sails. Coasters serve as scouts and couriers in wartime. Coasters are 
  fitted with arbalests that are primarily useful for sniping enemy sailors and 
  officers.
  Cog: This two-masted, square-rigged heavy warship resembles 
  a caravel but has a broader beam. It is slow, but seaworthy. The cog has raised 
  fore and stern castles armed with light catapults capable of firing shot and 
  pitch. The cog has a waterline-mounted ram, but this weapon is difficult to 
  use due to the cog's lack of maneuverability. 
  Dhoura: The dhoura is the standard Khinasi light warship 
  and merchantman. It resembles a dhow, but is triple-masted and has a raised 
  afterdeck. The afterdeck houses a light catapult.
  Dhow: The dhow is a single-masted lateen-rigged light trader. 
  The dhow is the common Khinasi boat for fishing and light trade. Dhows serve 
  as scouts and couriers in wartime and are fitted with arbalests that are primarily 
  useful for sniping enemy sailors and officers.
  Drakkar: The open drakkar is the favored warship of the 
  Vos. It is heavy version of the longship and features banks of mighty oars. 
  This warship has a single mast with a square-rigged sail, but sails poorly as 
  it is primarily designed for rowing speed in battle.
  Galleon: Galleons are great three-masted warships with 
  forecastles and sterncastles three or four decks high. Galleons are difficult 
  to damage using weapons of war, but their rigid construction and high center 
  of gravity makes them far less sea worthy than many smaller ships. Galleons 
  are armed with a massive ram and heavy catapults capable of firing shot or pitch.
  Keelboat: Keelboats are small (50 - 70ft) flat-bottomed, 
  single-masted boats primarily designed for use on rivers and other shallow areas. 
  They are used primarily as small fishing or trading vessels. Due to their shallow 
  draft, keelboats can move safely along rivers by both day and night, but they 
  are not highly sea-worth and rarely leave sight of land.
  Knarr: The knarr is a heavy version of the Rjurik longship. 
  In addition to its ram, the knarr is mounted with arbalests and shot ballista.
  Longship: For more than a thousand years, fishing villages 
  have feared the raiders of the Rjurik longships. These clinker-built open boats 
  are designed to be reasonably effective sailing vessels without sacrificing 
  the ship's maneuverability when rowing in battle. Longships have only a single 
  deck, and do not use a rudder; they are piloted by the use of an oversized oar 
  on each side of the boat's stern. Longships use their waterline mounted rams 
  and quick darting speed to exceptional effect in naval battle. 
  Roundship: The Brecht roundships are the most sea-worthy 
  vessels in Cerilia. Roundships are broad-beamed cargo vessels with three masts 
  and square rigging. Although primarily designed for trade, they are effective 
  heavy warships. They have several decks and forecastles armed with heavy catapults 
  capable of firing shot or pitch. However, roundships have poor maneuverability 
  and cannot use a ram effectively. Instead, they often carry a fully complement 
  of marines capable of repelling all but the most resolute boarding parties.
  Zebec: This heavy Khinasi warship looks like a dhoura but 
  is longer, slimmer, and faster. Zebecs are designed for a single purpose - war. 
  The zebec has very little cargo space, but is maneuverable and carries heavy 
  catapults fore and aft as well and a devastating ram at the prow.
  Mustering military units
  Military units are generally acquired by mustering units. Normal units have 
  a muster cost that measures the cost (in gold bars) necessary to draft recruits, 
  equip the soldiers, train the soldiers to act as a unit, and prepare the unit 
  for war.
  A regent must have access to military resources to muster a unit and can muster 
  an army unit in a province only if one of the following mustering conditions 
  are met: (1) the regent controls a law holding in the province equal to or greater 
  than the GB cost of mustering the unit; or, (2) the regent controls a temple 
  or guild holdings in the province equal to or greater than 2 + the muster cost 
  of the unit + levels of opposing law holdings in the province.
  The total number of army units mustered in any one province per season may not 
  exceed the province level. Thus, domain initiative may play an important role 
  in determining which regents may muster troops in a given province during any 
  given season. Furthermore, a regent may negotiate the support of other holdings 
  in the province in order to increase their effective holding level for the purpose 
  of meeting the minimum muster requirement. Such negotiation generally requires 
  a successful diplomacy action.
  Normal army units have a muster time of during which the unit is trained and 
  outfitted. The muster time for a normal unit is one month. Mustered army units 
  become available in first war move of the month following the muster action. 
  While mustering, a unit cannot move. If a unit is attacked while mustering, 
  it begins the fight staggered (with subdual damage equal to its maximum normal 
  hits). 
  Only coastal provinces with a shipyard (a domain asset) can construct a warship. 
  Naval units are built using the Build domain action. The maximum size of a ship 
  that can be built is limited by the size of the province's shipyard. Naval units 
  cannot be build without shipyards. Refer to Chapter Five for details on Shipyards 
  and construction times using the Build domain action. While being built, naval 
  units are immune from naval attack, but can be destroyed by any hostile force 
  occupying the province.
  Fielding a standing army or naval fleet is a privilege that landed regents jealously 
  guard. Although a non-landed regent may have the resources to field an army, 
  the province regent may see doing so as a prelude to insurrection. A wise regent 
  will gain the permission of the province ruler before attempting to muster military 
  units.
  Variant: Building musters
  Under the building musters variant rule, the mustering time of a military unit 
  is determined by the unit's cost. A province has a fixed capacity for hiring, 
  equipping, and training soldiers. The total cost of a group of units to be mustered 
  in a province represents the total amount of resources necessary to train and 
  equip the troops. 
  Under this variant, mustering an army proceeds at the monthly rate of 1 GB per 
  law holding level (or guild/temple holding level - 2) constructing the muster. 
  Likewise, mustering a naval unit proceeds at the monthly rate of 1 GB per guild 
  holding level (or law/temple holding level -2) constructing the muster. 
  For example, in a regent decides that he needs muster two units of Knights (6 
  GB muster cost, each). He uses a law (3) in a province (4/1) to muster the troops, 
  and thus can only build 3 GB worth of muster per month. One unit of Knights 
  is mustered after two months, and the second unit is mustered after a total 
  of four months.
  Maintaining military units
  Once a unit has finished mustering, it requires regular support for payroll, 
  food, lodging, replacement equipment, fodder, and the other numerous costs associated 
  with maintaining a standing army. Each military unit has military maintenance 
  costs that measured in gold bars per month. This cost covers all normal military 
  expenses, including those related to unit movement.
  The cost required to maintain an army depends on its location. The soldiers 
  of each unit are most easily supported in the province in which they are normally 
  garrisoned. A unit's initial home province is the province in which it was mustered. 
  If it remains in any friendly province for two seasons, then the new province 
  becomes its home province. A garrisoned army unit incurs maintenance expenses 
  equal to its initial muster cost each year. A garrisoned naval unit incurs expenses 
  equal to its muster cost every four years. To simplify bookkeeping, unit expenses 
  are tracked seasonally.
  A unit is considered to be active if it leaves its home province or if its home 
  province contains potentially hostile forces. Active units incur double the 
  maintenance expenses of units garrisoned in their home province. Table 6-3 presents 
  unit maintenance as a fraction of unit muster cost.
  
  Military maintenance cost
| Unit | Year | Season | 
| Army unit, active | x 2 | x 1/2 | 
| Army unit, in garrison | x 1 | x 1/4 | 
| Naval unit, active | x 1/4 | x 1/12 | 
| Naval unit, in port | x 1/8 | x 1/24 | 
Common maintenance costs per season
| Unit | Active Cost | Garrison Cost | 
| Army units with 2 GB muster cost: | ||
| Archers, Infantry, Irregulars, Pikeman | 1 GB | 1/2 GB | 
| Army units with 3 GB muster cost: | ||
| Marines, Scouts | 1 1/2 GB | 3/4 GB | 
| Army units with 4 GB muster cost: | ||
| Calvary, Engineers, Elite Infantry | 2 GB | 1 GB | 
| Army units with 6 GB muster cost: | 3 GB | 1 1/2 GB | 
| Knights | 
  Failing to maintain units
  Military expenses are paid at the end of each season (when taxes are collected). 
  Any normal army unit that is not maintained takes two subdual hits (half damage 
  on a successful morale save against DC 15). The commanding regent may spend 
  regency points to modify this morale save. This damage cannot be healed until 
  the unit maintenance debt is paid in full. 
  Mercenary units
  There are dozens of military companies that owe allegiance not to a landed regent, 
  but to gold, glory, and steel. Some of the most successful of companies consist 
  of permanent units. However, most such companies are effectively disbanded between 
  conflicts. The captain retains only a cadre of officers and professionals until 
  a new war contract can be obtained. Then, after obtaining a war contract, they 
  recruit, train, and build their forces anew. 
  Great mercenary captains may have highly trained and widely renowned forces 
  serving beneath them. These captains can demand extravagant salaries for their 
  services. Mercenary musters can be of any unit type (Anuirean Knights, Vos Varsk 
  riders, Khinasi Light Calvary, etc.). However, mercenaries companies (and the 
  units of some non-human races, such as goblins) differ from standard units in 
  several important respects. 
  Mercenary companies often accept soldiers that would not be deemed suitable 
  for the standing army of a realm. These men may include bandits, convicts from 
  forced labor camps, and many other undesirables. Sometimes mercenaries, whose 
  war contracts call for the furnishing of a certain number of armed men, have 
  little choice but to impress some reluctant fellows, so that their obligatory 
  quotas are met. More than one fellow has sworn an oath of allegiance with a 
  sword to his throat. Of course, the majority joins their captains voluntarily. 
  In most mercenary companies there are no uniforms or issuance of standard equipment. 
  Mercenary recruiters, with their higher payroll, can afford to hire veteran 
  soldiers that own (and know how to use) their own weapons. Unlike eager lads 
  just in from the farm, these experienced (if not always loyal) soldiers are 
  immediately ready to make war.
  Mercenary units have two primary advantages over normal units: (1) Mercenary 
  units muster rapidly. They are available for battle immediately and may move 
  and fight during the month in which they are mustered. (2) Mercenary units have 
  no muster requirements and can be mustered (if available) by any character in 
  any friendly province. Although a regent cannot muster a unit of mercenaries 
  in a hostile province, any regent can muster mercenary units in any province 
  in which they are not considered immediately hostile. The type of mercenary 
  units available must be determined by the DM; it would be unlikely, for example, 
  to find a unit of mercenary Vos varskriders in southern Anuire.
  Mercenary units have several drawbacks. Mercenary units desert immediately if 
  not paid. The maintenance cost for mercenary units must be paid each season. 
  Mercenary units that are not maintained will immediately desert.
  Mercenary units expect the right to loot and pillage following a successful 
  battle in enemy territory. The morale of a mercenary unit increases by +2 in 
  any season in which they are allowed to pillage a province. Denying mercenary 
  units this privilege after a successful battle abroad can be difficult even 
  for experienced mercenary captains. If a mercenary unit is denied the right 
  to pillage a hostile province, the unit must make an immediate morale save against 
  a DC 10. If this check fails, the unit disbands. 
  Mercenaries may also desert under unfavorable circumstances, such as participating 
  in a loosing battle. A mercenary unit on the loosing side of a tactical battle 
  will disband unless it makes a morale save against a DC 10 + number of friendly 
  units destroyed in the battle.
  When a mercenary unit deserts or disbands under unfavorable circumstances (lack 
  of prompt maintenance payment, denial of right of pillage, etc.) then the unit 
  becomes self-controlled. A self-controlled unit may turn to brigandage (pillaging 
  nearby provinces), make itself available for hire to opposing forces, or otherwise 
  act without the consent of its previous regent.
  Unit modifiers: -2 morale penalty, double muster/maintenance cost. 
  Specials: Often disbands under unfavorable circumstances (as listed above). 
  Drafting conscripts
  Peasants and other common-folk may answer their liege's call to arms as part 
  of their feudal duty or in defiance to a common enemy. Only a province ruler 
  can call a draft. Such a call to arms may affect province loyalty.
  Units listed with the special ability draft represent units made up of the common-folk 
  of a region. When a draft is called, a province produces (at no cost to the 
  regent) a number of regionally conscript units equal to the province level. 
  Thus, a draft in an Anuirean province (4/1) produces 4 units of levies. 
  Although there is no normal muster or maintenance cost for drafted units, drafting 
  common-folk can have a significant impact on a realm's economy. Since militia 
  units or levies are composed of people who have other jobs, raising militia 
  applies a -1 penalty to the province's level for most purposes. The province 
  can still be ruled (using its true value) and the maximum level of holdings 
  within the province are not decreased, but the province is treated as being 
  effectively on level lower for most other purposes. This penalty to effective 
  province level cannot be removed until after all drafted units are disbanded 
  or destroyed. If all drafted units are disbanded in their home province, the 
  province level returns to normal in one month. This recovery takes an additional 
  month per drafted unit that was destroyed or disbanded outside of the province.
  Variant: Tribal units 
  Province level provides a rough measure of the number of civilized individuals 
  in a region. Many provinces, however, have entire peoples or cultures that pay 
  heed to no lord. These tribes are often nomadic and almost always highly mobile 
  and able to defend themselves well. Such native populaces can be represented 
  as military units. These tribal units include human barbarians (most common 
  among the Rjurik and Vos), as well as war-bands of scavenging gnolls, tribes 
  of hunter-gather goblins, and other "free" peoples of Cerilia.
  Hunting, herding, or scavenging provides the maintenance costs for self-controlled 
  tribal units. A province can support tribal maintenance costs equal to the maximum 
  source potential of the province. For example, a province (1/4) could provide 
  virtual support of 4 GB per season. Tribal units are always considered to be 
  active for the purpose of determining maintenance cost. If a province contains 
  more native tribes than it can support, the members of the some tribes will 
  starve (use normal penalties for unpaid maintenance). 
  If the province has excess capacity to support tribal units, then the tribal 
  units may multiply. A province can produce units a virtual "muster" 
  of units each year equal to the average excess capacity for tribal support. 
  For example, if a province (1/4) has one unit of horse nomads (as cavalry with 
  muster cost 4, and a yearly maintenance cost of 2) has an excess capacity of 
  2 GB per year. Over a period of two years, the province could provide enough 
  resources to generate a second unit of horse nomads.
  Note that tribal units represent significant gatherings of nomadic peoples into 
  large bands. Smaller bands of such peoples are even more numerous, but are not 
  significant at the unit level.
  Variant: Renowned units
  Every realm with a standing army has at most one unit that is considered to 
  consist of the finest warriors that the realm has to offer. Young warriors vie 
  for the right to join this unit and the best officers of the realm vie for the 
  honor of being in its command. Such units are known as "renowned units" 
  and each bears a special name (such as the Iron Guard of Ghoere). 
  A realm's renowned unit is considered to be in its "home province" 
  in every province of its nation. Thus, unless the unit engages in battle, it 
  is considered to be in garrison (and subject to a reduced maintenance costs) 
  anywhere within its realm. Although a realm may have multiple named units, it 
  may only have one unit that gains this bonus.
  Fortifications
  Provinces and law, guild, or temple holdings have goods, buildings and personnel 
  that are critical to the power base that they represent. Without protection, 
  these critical assets are vulnerable to occupation or destruction by military 
  forces. Fortifications make a province or holding more difficult to attack. 
  Fortifications are built using the fortify domain action. There are two types 
  of fortifications: fortified holdings and province fortifications.
  A fortified holding makes one holding resistant to destruction. Fortified holdings 
  might be defensible monasteries or cathedrals, walled warehouses, or hidden 
  bandit strongholds. A fortified holding remains under a regent's control even 
  if hostile forces occupy the province in which it lies. Normal (unfortified) 
  holdings may be razed when an attacker chooses to occupy a province, but fortified 
  holdings remain until taken by siege or storm. Fortified holdings are rated 
  by level, just like holdings. The level of a fortified holding cannot exceed 
  the level of the holding it protects. The fortification only protects holding 
  levels equal to its rating, any holding level which exceed the fortification 
  are subject to destruction. Fortifications have a maintenance cost equal to 
  a holding of the same level. Thus, a fully fortified holding has double the 
  maintenance cost of a normal (unfortified) holding.
  A province fortification represents a castle and a system of walled towns, armories, 
  and other military buildings can provide some level of protection throughout 
  the entire province. The overall strength of a province fortification is represented 
  by its level. A province fortification can be built up to level 10, regardless 
  of the level of the province. A province fortification has a maintenance cost 
  equal to a province of the same level. Thus a fully fortified province has double 
  the maintenance cost of an unfortified province. 
  Hostile forces cannot move through a fortified province without neutralizing 
  the province fortifications (see Strategic movement). Province fortifications 
  can protect a number of law, temple, and guild holding levels equal to the level 
  of the province fortification; the province ruler decides which holdings they 
  wish to protect. Province fortifications are dependent upon a castle that acts 
  as the province stronghold; if the castle is taken then all benefits of the 
  province fortification are lost.
  Highways and bridges
  Even in fairly prosperous provinces, most roads are simple single-lane dirt 
  trails. While these roads are sufficient to allow the transport of farmer's 
  goods to the local market, more carefully constructed paved highways, realm-sponsored 
  inns, and permanent military encampments are required to support major overland 
  trade routes or to facilitate the expeditious movement of military units. Likewise 
  bridges must be built over major rivers in order to allow trade routes or quick 
  military travel between provinces. Military/trade highways and bridges are domain 
  assets that are constructed using the Build domain action. The construction 
  of a highways costs double the province's terrain movement cost (see Table 6-4) 
  in gold bars. Once complete, a highway has a yearly maintenance cost of half 
  this amount (i.e. equal to the province's terrain movement cost). If the maintenance 
  cost is not paid each spring, then the road falls into disrepair and ceases 
  to provide movement or trade benefits.
  Alliances
  Among the most important assets that a domain can possess are strong alliances 
  forged with other regents whose interests are similar to those of the domain. 
  Alliances are generally forged using the domain action diplomacy or over the 
  course of other character actions. There are five possible levels of military 
  alliance between realms. Note that states of military alliance are distinct 
  from the realm's diplomatic attitudes. Two realms may be hostile towards each 
  other, but be forced into non-aggression by a tradition, conquest, or common 
  interest. Likewise, two realms that are friendly towards each other may find 
  themselves at war due to conflicting military alliances or other factors.
  At war: Realms are officially at war whenever either side makes a public proclamation 
  to that effect. Declaring war requires the use of the domain action decree. 
  Realms that are officially at war may agree to certain terms of warfare that 
  may limit the field of battle, the role of peasants and other non-combatants, 
  and the periodic exchange of prisoners. Negotiating terms of war requires a 
  diplomacy action (usually during the domain action in which war is decreed). 
  You may move military units into a realm with which you are at war using a free 
  move troops domain actions. Moving troops into a realm with which you are at 
  war is a free action. Traveling with an army on the move is a character action.
  No alliance: This represents the default state of affairs between most realms. 
  The realms generally respect each other's borders. Although border raiding may 
  occur, a state of war does not officially exist between the realms. The orders, 
  checks, counter-checks and political finagling that must be satisfied to have 
  a military force move into a neutral realm takes a standard move troops domain 
  action. The regent may or may not travel with the troops, at his discretion. 
  Non-aggression pact: This level of alliance represents an official, documented 
  declaration of non-aggression between two realm. Generally, military forces 
  of each realm are legally prohibited from crossing into the other's realms under 
  penalty of an instant state of war. Only the most chaotic of forces will follow 
  any order to violate this pact. The orders, checks, counter-checks and political 
  finagling that must be satisfied to have a military force move into a neutral 
  realm takes a standard move troops domain action. The regent may or may not 
  travel with the troops, at his discretion.
  Military alliance: This represents an official, documented declaration state 
  of alliance between two realms. Declaring a military alliance requires a successful 
  standard diplomacy action followed by a decree action. Military forces from 
  allied realms may move (as a free action) or garrison in either realm in the 
  same manner than they can in the realm of their regent. A military alliance 
  does not necessarily guarantee coordination in the military actions of the realms, 
  but it is often the case that two allied realms will aid each other when either 
  is threatened.
  Full vassalage: This represents an official relatively permanent state of alliance 
  between two realms. Declaring vassalage requires the same diplomacy and decree 
  actions required for a military alliance along with a public investiture to 
  seal the oath of fealty. The vassal liege is expected to defend the borders 
  of the vassal realm as if it were his own. In return, the vassal subject is 
  expected to provide military support by loaning troops to the vassal lord as 
  requested and to pay possible tribute (in the form of gold bars and regency 
  points) to support the liege and his military actions.
  Strategic warfare
  
  If I am able to determine the enemy's dispositions while, at the same time, 
  I conceal my own, then I can concentrate my forces and his must be divided. 
  And if I concentrate while he divides, I can use my entire strength to attack 
  a fraction of his. Therefore, I will be numerically superior.
  The enemy must not know where I intend to give battle. For if he does not know 
  where I intend to give battle, he must prepare in a great many places. Numerical 
  weakness comes from having to guard against possible attacks; numerical strength 
  from forcing the enemy to make these preparations against us. - The Art of War
  
  At the strategic level, warfare is broken up in to war moves each lasting approximately 
  one week. During each war move, every regent gets to move troops. After troops 
  have been moved, battles are resolved in areas that have opposing forces. Like 
  character combat, warfare is cyclical - everybody acts in turn in a regular 
  cycle. In domain-level play, war moves are resolved one month (four war moves) 
  at a time, before any domain actions for the month are resolved. Each war move 
  consists of the following phases:
  1. Military intelligence: The DM determines which military units are 
  visible to each regent.
  2. Strategic movement: Each regent moves his or her troops, in domain 
  initiative order.
  3. Strategic adjustment: Hostile regents vie for the opportunity to respond 
  to strategic movement.
  4. Battle resolution: After all movement is completed, battles are resolved 
  in all provinces containing opposing forces.
  5. Repeat: A new war move begins (repeat, starting from step 1) until 
  all four war moves for the month are resolved.
  Military intelligence
  Sound military intelligence is absolutely crucial to a military campaign. A 
  regent is almost always aware of the location of his own units, but is not necessarily 
  aware of the current location of opposing forces. A regent attempting to determine 
  the location of enemy troops (the viewing regent) must rely on information retrieved 
  through his agents, or the agents of his trusted allies - other sources are 
  likely to be out of date, misleading, or possibly even planted as part of an 
  active campaign of deception and counter-intelligence.
  An army unit is considered to be visible to the viewing regent if the province 
  in which the hostile unit is located satisfies one of the following conditions:
  1. The province is claimed by the viewing regent (via investiture or occupation).
  2. The viewing regent has a military unit in the province.
  3. The viewing regent has a unit of scouts in an adjacent province.
  If an army unit becomes visible when entering a province, the viewing regent 
  is aware from which province the unit entered. Furthermore, the regent is aware 
  of which adjacent province a visible unit moves into should it move out of visibility. 
  The viewing regent is aware of the general type (footmen, horsemen, humans, 
  goblins, etc.) of any visible unit. A unit of scouts provides the exact unit 
  type (Anuirean Elite Infantry, Mercenary Goblin Calvary, etc.) and the normal 
  unit statistics for all units in its current province.
  The disposition of units in provinces for which the viewing regent lacks visibility 
  is far more difficult to obtain. Military intelligence is obtainable by spies 
  (via the espionage domain action), magic (via the scry realm spell), diplomacy, 
  or the actions of player characters (via character actions).
  A naval unit is visible to if the viewing regent only if the viewing regent 
  has a naval unit in the same maritime area.
  Strategic movement
  The regents' regular domain initiatives determine the order in which they act 
  during the war move. A regent's domain initiative is used for every war move 
  of the entire season (12 war moves). The war move is an abstract period of time 
  appropriate to the scale of the strategic situation. A war move corresponds 
  to approximately one week and the distances moved during each week are measured 
  in provinces (on land) or maritime areas (at sea). Terrain, the existence of 
  roads or highways, the unit type, and the weather affect the number of movement 
  points required to advance through a province. Each unit has a move statistic 
  measured in movement points per war turn. A unit spends it movement points during 
  the war move to advance through provinces.
  Terrain
  An army unit's movement rate assumes that the unit is scouting for ambushes, 
  foraging for supplies, carrying tools and military equipment necessary for a 
  unit on the march, and building temporary fortifications for encampment each 
  night. When traveling along major highways in friendly provinces, the unit can 
  travel more lightly and spends less time foraging, thus increasing the number 
  of provinces it can traverse. Conversely, difficult terrain may decrease the 
  number of provinces that an army can traverse per week. 
  The number of movement points required to advance through a province are listed 
  by terrain type in Table 6-5. These movement rates include all normal overhead, 
  including time spent scouting, foraging for supplies, and building temporary 
  fortifications for encampment each night.
  Travel is quickest on major highways in friendly provinces. Paved military/trade 
  highways are engineered to allow for the quick passage of military forces and 
  laden wagons. Highways are domain assets constructed using the build domain 
  action. Such highways have fortified inns or semi-permanent camps, regular supply 
  depots, and other amenities that allow friendly units to travel at an increased 
  rate. Hostile units do not receive any advantage in a province that has highways 
  as taking the minor fortifications that protect the resources of the highway 
  by force is more time consuming than traveling on less well-defended roads.
  
  Movement point costs by terrain
| Terrain | Trackless | Road | Highway | 
| Plains, Steppe, Scrub | 1 | 1 | 0.5 | 
| Forest | 2 | 1 | 0.5 | 
| Jungle/Dense forest | 4 | 2 | 0.5 | 
| Swamp | 3 | 2 | 0.5 | 
| Hills | 2 | 2 | 1 | 
| Mountains | - | 4 | 2 | 
| Sandy desert | 3 | 2 | 0.5 | 
| Tundra | 3 | 2 | 0.5 | 
| Major river crossing see below | see below | + 1 MP | + 0 MP | 
  Most provinces do not have highways, but almost all civilized provinces have 
  systems of minor roadways, most of which are simple single-land dirt tracks 
  wide enough for a wagon or carriage. All provinces of level 3 or higher are 
  assumed to have normal roads. Provinces of level 2 are considered trackless 
  for purposes of military movement; the few paths that may exist in the province 
  provide no major benefit to an advancing army. 
  Some units (such as scouts) have the ability to pass freely through some terrains. 
  A unit that can pass freely through a trackless terrain may use the movement 
  point costs as if the province had roads.
  Any river that is significant enough to be drawn on the atlas map is considered 
  a major river. Depending on the level of roads within the province, there may 
  be a movement cost associated with passing between any two provinces that have 
  a major river separating them. If either province lacks roads, then no standing 
  ford or bridge exists between the provinces. In this case the army must spend 
  an entire war move constructing rafts, building bridges, and/or floating its 
  wagons across the river. The movement cost to cross a river without a bridge 
  or ford is equal to each units' full movement rating + 1; thus it always takes 
  at least one full war move to cross a wild river. If both provinces have normal 
  roads then the cost to cross a river is 1 MP. This crossing makes uses of existing 
  fords, minor bridges, ferries, and other existing means of crossing the river 
  used by normal travelers. There is no additional cost to cross a river spanned 
  by a military/trade bridge constructed using the build domain action.
  Naval terrain 
  The movement point cost of a naval travel is indicated on the maritime map. 
  Most naval vessels are a deep draft, and thus can traverse only the largest 
  rivers. Light ships may move down a major river traveling from one province 
  directly to an adjacent province on the same river. River movements down river 
  cost 1 MP per adjacent province traveled. Travel upriver costs 2 MP per adjacent 
  province traveled. Keelboats can traverse minor rivers and lakes. 
  Weather
  Weather conditions have a significant effect upon the movement of large bodies 
  of armed troops. Prior to each war move, the Dungeon Master can determine the 
  primary weather conditions that dominate the week using Table 3-19: Random Weather, 
  in the Dungeon Master's Guide. Weather conditions effect strategic movement 
  as follows:
  Normal weather (01-70): Unit movement is unmodified in normal temperatures.
  Abnormal weather (71-80): Abnormally harsh weather is cause for caution. Units 
  cannot perform a forced march during abnormal weather. Units that expend more 
  than half of their movement points receive subdual hit. This penalty is doubled 
  in cold (winter) temperatures. Naval units: Movement rates are at 3/4 normal 
  speed at sea. In cold weather, naval units must make a morale save against DC 
  5 or receive a hit.
  Inclement weather (81-90): Fog and muddy roads caused by rain, sleet, and deep 
  snow make travel difficult and slow. Units that travel in inclement weather 
  must make a morale save against DC 5 (DC 10 in cold weather) or receive a subdual 
  hit. Normal roads become next to useless in inclement weather - units traveling 
  through provinces that do not have paved highways must move using the movement 
  point cost appropriate for trackless terrain. Travel is difficult and visibility 
  - units are only visible to the viewing regent if A) they are in a province 
  claimed by the viewing regent and the regent has a military unit in the province, 
  or B) a unit of scouts is in the province with the hostile units. Naval units: 
  Hostile naval units are always invisible in inclement weather. Movement rates 
  are halved at sea. In cold weather, naval units must make a morale save against 
  DC 10 or receive a hit.
  Storm (91-99): Military travel is impossible. All ungarisioned units must make 
  a morale save against a DC 10 (DC 15 in cold weather) or receive one hit of 
  subdual damage. Hostile units are not visible. Naval units: Hostile naval units 
  are always invisible during stormy weather. Units in coastal areas may put into 
  port immediately. Naval units not in port must make a morale save against a 
  DC 10 (DC 15 during winter) receive a hit. Naval units that do not put into 
  port are forced move their full movement rate in a randomly determined direction. 
  If the unit moves into a coastal province, it must make a morale save against 
  a DC 10 (DC 15 during winter) or run aground and be destroyed.
  Powerful storm (100): Travel is impossible. All ungarisioned units receive one 
  hit. Hostile units are not visible. Naval units: Hostile naval units are always 
  invisible during stormy weather. Naval units take an automatic hit and must 
  make a morale save against a DC 10 (15 during winter) or founder and be destroyed. 
  Naval units move twice their full movement rate in a randomly determined direction. 
  If they move into a coastal province, they must make a morale save against a 
  DC 15 (DC 20 during winter) or run aground and be destroyed.
  Forced march
  In a normal day's march, an army unit spends approximately four hours on the 
  move. It takes approximately two daylight hours for an army to wake, break camp, 
  and prepare for the march. After the four hour mark, it takes approximately 
  two hours for soldiers to make camp, construct temporary fortifications, and 
  scout the area. The remaining four hours of daylight are generally spent foraging 
  for food and firewood, in drill, or at ease.
  In extremis, a military commander can order their troops to advance for 8 hours 
  a day. A unit that performs a forced march doubles its movement rate for the 
  war move. This is a grueling pace for military unit in full battle dress. Each 
  unit must also make a morale save against a DC 10 or receive one subdual hit. 
  Units receive a +2 circumstance bonus to this morale save in peace-time due 
  to the aid in provisioning and lodging received from local citizens.
  Placing units in garrison
  Any unit that remains its home province and that does not move or fight for 
  all four war moves is considered to be in garrison. Units must be in garrison 
  in order to train (see improving units), heal damage (see combat basics).
  Sailing deep ocean areas
  The sailing movement rating of naval units assumes that the vessel hugs the 
  coast and puts into port during night-time hours. Deep ocean-going vessels can 
  sail at double this rate when at deep sea, but traveling far from land adds 
  the risk of being far from port in dangerous conditions.
  Encountering hostile forces or fortifications
  A visible unit cannot move through a province that contains hostile units without 
  engaging them in battle. If a unit enters a province and finds that it contains 
  hostile units, it may either stay and fight or (if its movement rating allows) 
  retreat back to the province from which it came.
  Similarly, an army cannot easily pass through a fortified province. In order 
  to pass through a fortified province, the province's fortifications must be 
  neutralized or conquered. A province's fortifications can be neutralized by 
  putting them under siege. It requires one unit per fortification level to neutralize 
  a province's fortifications. For each season of continuous siege, a province's 
  fortification level is permanently reduced one level. An attacker can also choose 
  to attempt to take a province's castle by storm. Details on taking a fortification 
  by storm are presented in the section on tactical warfare.
  Strategic adjustment
  Once all regents have moved their units for the war move, opposing regents may 
  vie for a strategic advantage. All regents (or their designated lieutenant generals) 
  make an opposed Warcraft check. In reverse order (i.e. from the lowest check 
  total to the highest), each regent may complete his or her strategic movement 
  by making a final adjustment. Each regent may move any units that have movement 
  points unspent, subject to the following conditions:
  1. A regent may not move troops into a province that contains hostile units 
  belonging to a regent with a higher Warcraft check total. 
  2. A regent may not move troops away from a province that contains hostile units 
  belonging to a regent with a higher Warcraft check total.
  Battle resolution
  Battles take place when either of two hostile forces occupying a province wishes 
  to engage the other. Battles resulting from a war move are resolved, one at 
  a time, at the end of the same war move. Such conflicts can be resolved in any 
  order desired. Battles can be resolved in several ways: DM fiat, role-playing, 
  quick resolution battle, or tactical battle using war cards.
  Tactical battle: The recommended system for resolving tactical battle 
  is the use of War Cards, as described in the next section.
  DM Fiat: If the DM has good reason to judge a winning side and the losses 
  taken by each side, he may do so. However, this should generally be done only 
  for minor battles, battles consisting entirely of NPC forces, or for the purposes 
  of plot advancement.
  Role-playing: Although challenging, a dedicated DM could conceivably 
  run a sequence of combats to help determine the outcome of a major battle. In 
  practice, this system works best when combined with the tactical battle rules 
  to help determine the combat in which the players take part.
  Quick battle resolution: Although tactical war card battle provides an 
  excellent storytelling mechanic, it is sometimes necessary to determine a rough 
  outcome of a battle more simply. The quick battle resolution system provides 
  a mechanic towards this end. 
  During each quick tactical round, determine the average attack and defense of 
  each army. During the first round only, each unit may use their charge, melee, 
  or missile rating for determining the average attack bonus of the army. During 
  the subsequent rounds, all units must use their melee rating for determining 
  the average attack bonus of the army. Tactical modifiers due to terrain, weather, 
  visibility, and fortifications (refer to the section on tactical warfare) can 
  be applied to these averages to increase the fidelity of the quick resolution 
  at the cost of slowing down the calculation.
  After calculating these averages, each army calculates the damage inflicted 
  to the enemy. The number of hits inflicted to the enemy is calculated using 
  the following formula: Total hits inflicted = 0.05 x (11 + average attack bonus 
  for the attacking army - average defense of target army) x the total number 
  of units in the attacking army.
  Each side calculates the number of total number of hits that they inflict to 
  the other side. All fractions should be dropped and the minimum damage inflicted 
  is always 1 hit. Each side distributes the damage to their armies and removes 
  any units which are destroyed (0 hits remaining). New average attack and defenses 
  bonuses are then calculated for each army, and this process repeats until one 
  army is destroyed or until either army chooses to withdraw. A withdrawing army 
  may retreat into any adjacent friendly province that contains no hostile forces. 
  If no such province exists, the army may not retreat. Retreating units are subject 
  to standard movement restrictions, if they do not have sufficient movement remaining 
  to retreat, then they must perform a forced march or be left behind.
  The Aftermath
  After battle, armies will often wish to remain in the embattled province to 
  enjoy the fruits of victory. A defenseless province can be occupied and then 
  pillaged or invested. A province is defenseless only if its province fortifications 
  are neutralized and if there are no defending forces attempting to battle the 
  occupying forces in the province. 
  Occupation: In order to occupy a province, units must spend four war moves stationary 
  and unopposed in the province. If a unit moves, or is involved in any battle, 
  it may not occupy or pillage the province.
  An occupied province is considered to be under martial law and generated no 
  regency and reduced income for its regent. Furthermore, holdings within the 
  province may be destroyed by the occupying forces. Refer to the Occupy Province 
  domain action in Chapter Five for specific details.
  Pillaging: Pillaging a province produces immediate loot, but permanently reduces 
  the province level by one. Each pillaging unit gathers 1 GB for the pillaging 
  regent up to a maximum equal to the seasonal taxation for the province (at severe 
  taxation). An occupied province can be pillaged once per month until its level 
  falls to zero.
  A province's holdings can be pillaged to generate 1 GB per holding level destroyed. 
  Each pillaging unit may automatically destroy one level of an unfortified temple, 
  law, or guild holding each month. Source holdings cannot be pillaged.
  Investiture: An occupied province can be invested only if all province fortifications 
  have been destroyed. Investiture of a province usually requires an official 
  ceremony of investiture performed by a recognized head of church. Refer to investiture 
  in Chapter Five: Ruling a domain.
  Tactical warfare 
  
  In tumult and uproar, the battle seems chaotic, but there must be no disorder 
  in one's own troops. The battlefield may seem in confusion and chaos, but one's 
  array must be in good order. One who is skilled at making the enemy move does 
  so by creating a situation, according to which the enemy will act. He entices 
  the enemy with something he is certain to want. He keeps the enemy on the move 
  by holding out bait and then attacks him with picked troops. - The Art of War
  
  Tactical warfare is resolved using a battle area divided into three lines (from 
  the perspective of each player, these lines are the friendly line, neutral ground, 
  and the enemy line) and two reserves (the friendly reserve and the enemy reserve). 
  Each line consists of five areas (spaces where War Cards representing units 
  are laid): right flank, right center, center, left center, and left flank. Thus, 
  the tactical battlefield is divided into 15 areas and two reserves. The friendly 
  and enemy reserves are considered to be adjacent to all areas on the friendly 
  and enemy lines, respectively. Any number of units can be placed in the reserves, 
  but each side may only place one military unit per area. An area can contain 
  at most two units, one from each army; this indicates that the units are engaged 
  in combat.
  Battlefield setup
  The first step in playing out a tactical battle is to determine the initial 
  battle conditions. The following battlefield factors must be determined before 
  battle can commence: 1) Terrain, 2) Weather, 3) Visibility, 4) Fortifications, 
  and 5) Initial unit placement.
  Tactical effects of terrain
  One of the most important factors in warfare is the nature of the terrain. A 
  unit of knights is a force to be feared in the open plains, but is relatively 
  weak if engaged in a bog. In general, armies tend to meet on open battlefields. 
  All provinces, no matter how wild, have large open sites that are suitable for 
  war. However, each province also has a major terrain type (plains, mountains, 
  swamp, forest, etc) and optional minor terrain types (determined by the DM) 
  in which either general may attempt to force the battle. Both generals must 
  select a terrain. If both sides agree, then the battle takes place in that terrain. 
  Otherwise, the generals of each army must attempt to manipulate the other into 
  meeting on their terms.
  The generals of the opposing armies may make an opposed Warcraft check to determine 
  which general is better able to force the site of the battle. A general fighting 
  in his home realm receives a +4 bonus on this check. A general that is attempting 
  to force the battle to an open terrain receives a +2 bonus to his Warcraft check. 
  A general that is attempting to force the battle into a minor terrain of the 
  province receives a -4 penalty to their Warcraft check. In the case of a tie, 
  the armies meet in the open.
  The terrain type of the battlefield affects all units in every area of the field. 
  Units (such as Scouts) that have the special ability to "move freely" 
  are not affected by terrain movement penalties, but are subject to terrain combat 
  penalties. Potential battlefield terrains include:
  Open: This terrain represents plains, scrub, or any other terrain in which movement 
  is relatively free and unrestricted. The open terrain is considered the default 
  battlefield and provides no adjustments to tactical combat. Movement: No effect. 
  Combat: No effect.
  Forest: This terrain can be used for any area forested enough to interfere with 
  visibility and mobility. Movement: Mounted units have a maximum movement of 
  1. Combat: No units can make charge attacks. All missile attacks suffer a -4 
  penalty to their attack rolls.
  Jungle: This terrain can be used for any area with dense, constricting undergrowth. 
  Movement: All units have a maximum movement of 1. Combat: No units can charge 
  or make missile attacks.
  Swamp: This terrain can be used for any battlefield with exceptionally poor 
  or dangerous footings, such as a bog, tundra, an ice field, or a sandy desert. 
  Movement: All units have a maximum movement of 1. Combat: No units can charge. 
  Mounted units suffer a -2 penalty to their Defense and Melee attacks.
  Hills: This terrain can be used to represent any battlefield with areas that 
  provide advantages to the first unit to occupy the area. Movement: No effect. 
  Combat: Units moving into an area occupied by hostile forces cannot charge. 
  The preexisting units are may charge the engaging unit normally. A unit stationed 
  in an area has a +2 to defense and all attack rolls during the first round of 
  the engagement against a unit moving into the area. These bonuses do not apply 
  against Dwarven units.
  Mountain/Cliff: This terrain can be used to represent a battlefield with highly 
  defensible passes that are difficult to attack. Movement: Mounted units have 
  a maximum movement of 1. Combat: No units can charge. Missile fire from adjacent 
  areas is impossible. The unit first stationed in an area has a +2 to defense 
  and all attack rolls against a unit that engages them in the area. These bonuses 
  do not apply against Dwarven units.
  Deep water: This terrain represents a naval battlefield in which movement is 
  unrestricted. Deep water is considered the default terrain for naval battles 
  and provides no adjustments to tactical combat. Movement: No effect. Combat: 
  No effect.
  Shallow water: This terrain represents coastline, rivers, shoals, or any other 
  area that might restrict the movement of large naval units. Movement: No effect. 
  Combat: Units cannot charge. Heavy naval units suffer a -2 penalty to defense 
  and all attack rolls.
  Tactical effects of weather
  Inclement weather can have a major impact upon an armed conflict. The battlefield 
  is affected by the weather conditions prevailing during the strategic war move.
  Normal: This weather condition represents relatively clement conditions. The 
  normal weather is considered the default and provides no adjustments to tactical 
  combat. Movement: No effect. Combat: No effect.
  Abnormal weather: This represents conditions that are unusually harsh to the 
  affected armies. Generally, abnormal weather only has an effect on a unit in 
  its homeland during winter (cold) or summer (heat). For example, abnormal weather 
  in Rubik's fall would have little effect on the Rjurik, who are well equipped 
  for their seasons. However, an Anuirean unit might be affected adversely by 
  abnormal weather in the Rjurik fall. Combat: Affected units have a -2 penalty 
  to all attacks.
  Inclement weather: This represents conditions of precipitation or wind that 
  hinder movement and reduce visibility. Movement: Movement ratings are reduced 
  by 50% (to a minimum of 1). Combat: All units have a -4 penalty to missile combat 
  ratings. Units affected by abnormal weather in the climate also receive an additional 
  -2 penalty to all attacks.
  Storm: This represents conditions of strong wind or precipitation that hinder 
  movement and reduce visibility. Movement: Movement ratings are reduced to one. 
  Combat: Units suffer a -2 penalty to melee attacks and cannot charge or use 
  missile weapons.
  Major storm: Combat is impossible.
  Tactical effects of visibility
  The cover of darkness, fog, or other conditions that affect visibility may turn 
  the outcome of a tactical encounter. Most battles take place in conditions of 
  full visibility. If the players desire different visibility conditions then 
  the players must make an opposed Warcraft check to determine which player best 
  controls the timing of the battle.
  Full: This visibility condition represents normal daytime visibility. Full visibility 
  is considered the default and provides no adjustments to tactical combat. Movement: 
  No effect. Combat: No effect.
  Limited: This visibility condition represents limited visibility due to darkness, 
  heavy fog, or other impediments to vision. Movement: No effect. Combat: Units 
  may not use missile attacks against units in adjacent areas. Units receive a 
  -1 penalty to all attacks. Units composed of races with special sense may overcome 
  the penalty. For example, dwarves, elves, and goblins, do not suffer visibility 
  penalties at night.
  Tactical effects of fortifications
  Unlike terrain, weather, and visibility, some features may apply to only a portion 
  of the battlefield. For example, an armed camp, a city wall, or a cliff-top 
  castle may provide significant bonuses to some areas of the tactical map, but 
  do no necessary apply to all areas of the map.
  If a province has a fortification, the owner of the fortification may use it 
  during the battle if they are attacked. If they declare the attack, they may 
  not use their fortification. If neither side wishes to attack, both armies remain 
  in the field, but the hostile side cannot advance though the province unless 
  they neutralize the fortification. 
  If a fortification is in use, then the tactical effects of fortifications apply 
  to the entire friendly line of the army that possess the fortification. The 
  remainder of the battlefield may be subject to other terrain conditions, depending 
  on where the fortification was built. Full fortifications can only be built 
  in open terrain - thus any battle in which a full fortification is used always 
  takes place in open terrain. Limited fortifications can be built in any terrain, 
  but the terrain modifier does not apply in the fortified areas.
  Limited fortification: A limited fortification represent a temporary 
  or partial fortification, such as those at an entrenched armed camp or the walls 
  of a village. All armies are assumed to construct reasonably fortified positions 
  at the end of each day's march - such minor fortifications are equivalent on 
  both sides, provide no tactical benefit, and are not considered to be limited 
  fortifications. In order to build a fortification significant enough to qualify 
  for a limited fortification bonus, an army must occupy the province for four 
  war moves. Movement: No effect. Combat: Units cannot charge in fortified areas. 
  All friendly units receive a +1 to all defense ratings (this does not apply 
  vs. artillerists). Friendly units in the fortification receive a +4 bonus to 
  morale saves. This defense bonus does not apply against Artillerists units.
  Full fortification: A full fortification represents a permanent structure 
  constructed with the build domain action and maintained through a seasonal maintenance 
  fee. Castles, major walled cities, and fortified holdings provide full fortification 
  benefit. Full fortifications can only be constructed in open terrain and all 
  battlefields that involve full fortifications must use the open terrain modifier. 
  Movement: Hostile mounted units cannot enter the area. Any attacking 
  foot unit attempting to enter a fortified area (even from another fortified 
  area) is immediately subject to an attack by the fortification defenses; this 
  free attack is a missile attack with a bonus equal to the fortification level. 
  After resolving this attack, the foot unit may attempt to enter the area. 
  In order to enter the fortified area, the attacking commander must make an opposed 
  Warcraft check against the commander of the defenses. The offense receives a 
  bonus equal to the melee score of the attacking unit. The attacker receives 
  an additional +4 bonus if they have a unit of Artillerists traveling with their 
  army (to supply siege ladders/towers, covered rams, etc). The defense receives 
  a bonus to this check equal to the double the fortification level, plus the 
  melee rating of the defending unit present in the area (if any). If the check 
  fails, the foot unit fails to enter the fortification; they remain in their 
  previous area and their movement ends. Routed units recover immediately if they 
  enter a friendly fortified area.
  Combat: No unit can charge in the area. All friendly units add the fortification's 
  rating to their defense (this does not apply vs. artillerists). Friendly units 
  always make morale saves.
  Special: A commander defending a fortification receives the fortification 
  level as a bonus to Warcraft checks to determine tactical initiative and initial 
  unit placement.
  A hostile unit that is unopposed in a fortified area during the attack phase 
  may "take the fortification" as its attack. That area is no longer 
  considered fortified. The defender is not forced to withdraw from the field 
  of battle (even if they have no units on the field) until all fortified areas 
  have been taken.
  Initial unit placement
  The order of unit placement is determined by an opposed Warcraft check, with 
  the winner setting up their forces last. Each side places their units in any 
  of the areas in their friendly line or reserve. Thus, at most five units from 
  either side (one per area in their friendly line) are initially on the battlefield. 
  After the initial units of both sides are placed, the battle is ready to commence.
  The battle
  After the battlefield is setup, the battle begins. Like character combat, tactical 
  combat is cyclical. Each side acts in turn in round. Each tactical round consists 
  of the following phases:
  
  Sequence of tactical battle
  A. Movement phase
  1. Tactical initiative is determined
  2. First side moves all unengaged units
  3. Second side moves all unengaged units
  4. Battle magic declared 
  5. Routed units attempt to recover morale
  6. Units attempt to evade or retreat
  7. Surrender or withdrawal
  B. Attack Phase
  1. Resolve stationary missile attacks
  2. Resolve charge attacks
  3. Resolve melee attacks
  4. Resolve moving missile attacks
  
  Movement Phase
  Initiative: Unlike character combat, tactical initiative is not guaranteed 
  to be in the same order each round. Every tactical round the generals of each 
  army must make an opposed Warcraft check (Profession (Sailor) at sea). The winner 
  of the check decides which player moves first. 
  Unit movement: A war card is a counter representing a military unit on the battlefield. 
  A unit can be moved a number of areas equal to its movement in one round. For 
  example, a unit of archers (move 2) could march from the friendly center to 
  the enemy center in one round. All units can move forward, backward, or sideways 
  (but not diagonally) a number of areas equal to its move rating. 
  A unit may pass through areas that contain unengaged friendly units. If a unit 
  enters an area with a hostile unit, the units become engaged. Engaged units 
  are locked in battle and neither side can move from the area until one side 
  evades, retreats, or is destroyed.
  Reserves: Moving from any area in the friendly line into the friendly 
  reserve counts as moving one area and ends the unit's movement for the turn. 
  Likewise, moving from the friendly reserve into any area in the friendly line 
  counts as moving one area and ends the unit's movement for the turn (note, however, 
  that if the unit has a move greater than one, it may still use that movement 
  to charge, withdraw from a slower unit, or any perform any other action which 
  requires unspent movement). Units may never move into the enemy reserve.
  Routed units: Unengaged, routed units must attempt to return to its reserve 
  by the shortest path and as quickly as possible. Routed units never attempt 
  to engage an enemy and thus may not enter areas containing an enemy unit.
  Battle magic declared: Any units containing a spellcasters capable of 
  battle magic (see Magic on the battlefield, below) declares any special bonuses/penalties 
  for the tactical round.
  Recover from route: All units that are currently routed may attempt to recover 
  their discipline. Routed units can rally with a successful morale save against 
  DC 15. Routed units receive a +2 circumstance bonus to this check in their reserve.
  Retreat: Instead of attacking, an engaged unit may attempt to disengage 
  from combat and retreat. A unit that retreats is immediately subject to an attack 
  of opportunity (melee or missile) from the hostile unit. A unit that retreats 
  is not allowed to make any attacks in the attack phase of the war round.
  Retreating does not allow a unit to exceed its normal movement for the war turn; 
  thus, units that have already moved their maximum move cannot retreat. Retreating 
  units may only move through empty areas; they cannot pass through areas containing 
  friendly units nor can they engage hostile units. Retreating units may not move 
  towards the enemy's side of the field or from the direction from which the enemy 
  attacked.
  Evasive retreat: In the first round of an engagement (before either side has 
  made a melee attack) a eligible units may make an evasive retreat. The hostile 
  unit does not get an attack of opportunity against an evasive retreat. To be 
  eligible for an evasive retreat, a unit must have a higher move rating than 
  its opponent. Evading unit may retreat only one area. Evading units, like all 
  retreating units, are not eligible to make an attack in the attack phase.
  Routed units: Routed units must always attempt to retreat unless they 
  have no area in which to make a legal retreat move.
  Surrender or withdrawal: Either player may surrender his army (terms are negotiable) 
  or attempt to withdrawal from the field. An army with no units on the battlefield 
  must immediately withdraw. The DM can also call a halt to the battle if there 
  is a clear stalemate (both sides refuse to move, one side is capable of evading 
  the other indefinitely, etc.). See Ending the Battle, below.
  Attack Phase
  After all units have been moved, each engagement and missile volley is resolved 
  in order. The steps of this phase are resolved in order, so a charging cavalry 
  may route or destroy an infantry unit before the infantry takes its melee attack, 
  and so on. Attacks within each step are simultaneous, so two units charging 
  each other can kill each other in the same step. Each unit can attack only once 
  during the entire attack phase sequence. See the subsection on Combat basics 
  in the Military units section for description on how to resolve attacks, damage, 
  and determine route condition. Routed units suffer a -4 penalty to all attack 
  rolls.
  Stationary Missile Attack: A unit with missile capability that did not begin 
  the round engaged and did not move during the current round qualifies for stationary 
  missile fire. The unit may use its missile rating to attack any unit(s) in an 
  adjacent (non-diagonal) area. The unit may also use its missile rating to attack 
  a hostile unit during the first round of an engagement (effectively giving the 
  missile unit a "last missile attack" before they draw their weapons 
  and engage in melee battle). If missile fire is directed against an area in 
  which forces are engaged then two attacks must be resolved; one against each 
  unit (friendly and enemy alike), but at a -2 penalty to each.
  Charge Attack: Any unit that begins the round unengaged and ends the round engaged 
  and with at least one area worth of movement left may use its charge/ram bonus 
  to its melee attack. Thus, a unit that moves its full movement rate across the 
  battlefield to engage an opponent cannot also make a charge. It is possible 
  (likely, in fact) that two units of knights (move 2) that begin a battle across 
  the battle board from each other will both move to the center of the board in 
  order to charge each other. Routed units may not charge. Pike units attack damage 
  during this phase for the first round of any engagement only. This attack inflicts 
  double damage against charging units.
  Melee Attack: All engaged units can make a melee attack unless they have 
  already acted in this attack phase.
  Moving Missile Attack: Units with missile capability that have moved, 
  but that (1) not currently engaged, and (2) have at least one area of movement 
  unused, may make a missile attack against units in adjacent areas. If missile 
  fire is directed against an area in which forces are engaged then both units 
  (friendly and enemy alike) must resolve an attack against the incoming missile 
  fire.
  Ending the battle
  A battle ends when one army is destroyed, surrenders, or withdraws from the 
  battlefield entirely. Only units in the reserve may withdraw from the battlefield; 
  units on the battlefield must attempt to return to the reserve in order to join 
  the withdrawal. A commander is forced to withdraw if all his units on the battlefield 
  are currently in the reserve; in effect, he's lost the field. Terms of surrender 
  are negotiable; units may be taken prisoner, stripped of weapons and returned 
  to their homelands, traded for captured friendly units or gold, or put to the 
  sword. Arranging for a trade or random of capture units generally requires a 
  Diplomacy domain action.
  When an army withdraws, they are allowed to make an immediate move to any adjacent 
  friendly province in which no hostile troops are present. If no such province 
  exists, then the army is forced to surrender. The army must pay the standard 
  cost for this movement, thus, if units in the army have already expended their 
  full movement they may have to make a forced march or be unable to withdrawal. 
  Any units that lack the movement points necessary to leave the province must 
  surrender instead.
  Naval battle
  Naval tactical battles are conducted with the same general tactical rules as 
  land-based battles. The principle difference is that each naval unit may carry 
  with it a contingent of soldiers. The "bunks" rating of a vessel determines 
  the maximum number of army units that a vessel may transport. These army units 
  can make additional attacks to represent boarding actions.
  Once two naval vessels are engaged in the same tactical area, army units on 
  the vessel may attempt to board the enemy vessel. After the first round of engagement, 
  all units aboard both vessels are considered to be engaged with all hostile 
  units. Each attacking unit may choose any enemy unit as its target; if the defending 
  vessel has no military unit then the boarding unit may attack the vessel itself.
  Generally, boarding units attack to subdue opposing naval vessels. A staggered 
  warship with an army unit aboard surrenders and is taken prize. With an army 
  unit aboard to keep the sailors prisoners, a captured vessel can be sailed to 
  a friendly port, crewed with friendly forces, and added to the victor's navy. 
  A ship is recrewed by healing the vessel to maximum of damage, using the standard 
  rules for healing unit damage. Alternatively, a warship can be sold for profit 
  on the open market (generally for 30-80% of its muster cost).
  Characters on the battlefield 
  Heroes unit
  The overall efforts of a group of heroes, monsters, and other powerful individuals 
  on the battlefield can have significant effect on the course of battle. The 
  general of an army, along with his or her companions, retainers, or bodyguards 
  may form a Heroes unit. Likewise, a powerful monster or group of monsters can 
  act as a Heroes unit. The effectiveness of a Heroes unit lies primarily the 
  exceptional battle skill of the heroic companions and its high mobility that 
  allows the heroes to be present at critical points in the battle lines each 
  war round.
  Unlike normal army units, a Heroes unit does not engage in combat directly, 
  instead, the hero's unit joins a normal military unit and provides bonuses to 
  that unit for the tactical war round. A Heroes unit moves using the same rules 
  as normal military units, but it must end its movement on a friendly unit. The 
  friendly unit receives bonuses to its normal combat ratings to represent the 
  aid of the heroes during battle.
  
  Hero unit bonuses
| EL | Attack | Defense | Morale | 
| 6 | +0 | +0 | +2 | 
| 8 | +2 | +0 | +2 | 
| 10 | +2 | +1 | +2 | 
| 12 | +2 | +1 | +4 | 
| 14 | +4 | +1 | +4 | 
| 16 | +4 | +2 | +4 | 
| 18 | +4 | +2 | +6 | 
| 20 | +6 | +2 | +6 | 
  
  In order to be effective, a Heroes unit must be small, mobile, and skilled. 
  A maximum of eight individuals can be part of a Heroes unit. Each character 
  must also be of at least 3rd level in order to contribute to the Heroes card. 
  A character that is casting battle magic cannot also be part of a heroes unit 
  during the same tactical round. The effective EL of the group determines the 
  bonuses provided by the Heroes card. These bonuses are applied to the unit the 
  Heroes aid during the tactical round.
  Mobility is a critical factor in the effectiveness of the heroes. The Heroes 
  unit's movement rating is determined as follows.
  
  Hero unit move
| Move | Requirements | 
| 1 | None | 
| 2 | All heroes are mounted or have a movement rate of 30"+ | 
| 3 | All heroes have at least one rank of Ride and are mounted on war-trained steeds | 
| 4 | All heroes have at least 5 ranks of Ride and are mounted on war-trained steeds | 
A Heroes unit's movement during a tactical round affects the types of attacks 
  that the unit can support. For example, if a Heroes unit moves during tactical 
  round, then it cannot provide an attack bonus to stationary missile fire (only 
  moving missile fire). Likewise, if a Heroes unit has exhausted its movement 
  for the tactical round it cannot provide a bonus to charge.
  If a unit containing a Heroes unit is destroyed, each hero should make a character 
  level check with the following results. Characters that are captured are usually 
  held for random or as hostages, but may be slain by merciless adversaries. Survivors 
  that return to the reserve may reform a new heroes unit.
  
  Defeat on the battlefield
| Result | Effect | 
| 4 or less | Character is slain on the battlefield | 
| 5 | Character is captured by the enemy | 
| 10 | Character escapes the route, but is exhausted, wounded, and may not participate in the remainder of the battle. | 
| 15 | The character escapes the route and returns to the reserve in 1d4 + 1 tactical rounds. | 
| 20 | The character escapes the route and returns to the reserve at the end of the tactical round. | 
  Variant: Role-playing battle encounters
  Instead of providing fixed bonuses based on the EL of the heroes, a DM can also 
  pause the War Card battle to run encounters when the Heroes unit is engaged. 
  Based upon the outcome of the skirmish, the DM can have the Heroes unit provide 
  a greater or lesser bonus than indicated by the heroes' EL. In this case, the 
  unit attack roll should not be made until after the skirmish is complete. 
  When two units with Heroes cards engage, a battle between the opposing heroes 
  can be resolved as a standard encounter. After the combat is resolved, new ELs 
  for each Heroes card should be determined before apply bonuses to the unit attack 
  roll.
  Commanders and Lead
  A passionate and skilled leader can lead a unit to feats of bravery that might 
  otherwise be beyond it. A unit receives a +1 to its morale bonus for every 5 
  ranks of Lead possessed by a character that is fighting as part of the unit. 
  Only one character can provide this bonus per unit. This character may also 
  be part of a Heroes unit, and these bonuses stack.
  Magic on the battlefield
  Realm spells can be used to bless, charm, teleport, or destroy entire armies, 
  but require a month-long casting time that makes them impractical for many defensive 
  purposes. Conventional spells can have significant impact upon a battle, but 
  such impact is no more or less profound that the skill of a heroic warrior of 
  equivalent level. Thus, the Heroes unit adequately represents a spellcasters 
  use of their normal spell list.
  Spellcasters with the Battle Spell feat can provide even greater benefit to 
  the armies with which they are allied. Battle spells are meta-magically enhanced 
  conventional spells powerful enough to provide tactical bonuses to army units. 
  While specific spell effects used in battle magic vary greatly, the tactical 
  effects are always represented as an abstraction; battle spells provide a bonus 
  to a unit statistics of a unit for one tactical round. 
  The effect of the bonus is determined both by the power of the spell, and the 
  tactical skill of the caster. When a battle spell is cast, the caster must make 
  a Warcraft check (DC 10). If this check fails, the spell provides no benefit. 
  If the check succeeds, the battle-spell provides a base modifier equal to 1/2 
  x the spell level. This base modifier is increased by + 1 for every 5 full points 
  by which the Warcraft check exceeds DC 10.
  The caster (with the aid of the DM) determines how the bonus provided by the 
  battle spell is applied. The bonuses/penalties of a battle spell last only for 
  the current tactical round. The bonus provided by the spell can be used to either 
  increase or decrease the offensive (melee, missile) or defensive (defense, moral) 
  statistics of the target unit. A battle spell used as a ranged attack can provide 
  a missile rating (at the battle spell bonus) to a unit otherwise without missile 
  capabilities.
  For example, a spell caster traveling with a unit of Elite Infantry casts a 
  battle magic fireball and rolls a Warcraft check of 18. The spell provides a 
  + 2 bonus (1/2 x 3rd level spell + 1 for being five full points over DC 10) 
  to the unit. The DM rules that a battlemagic fireball is equally effective in 
  impede an opposing charge (providing a defense bonus) as it is in blasting the 
  front line of an enemy's defense during an advance (providing a melee bonus) 
  or during a ranged attack (providing a missile bonus), but that it cannot be 
  used to provide a morale bonus. As the unit is currently unengaged, the spellcaster 
  chooses to use the battlespell to provide a +2 bonus to allow the unit to make 
  a missile attack (at +2 bonus). This missile attack is resolved using during 
  the attack phase as per a normal missile attack.
  In the next round, the unit is engaged in battle against an overwhelming opponent. 
  The spellcaster feels that his only hope is to help route the enemy. He casts 
  a battle magic confusion that was prepared using the Empower Spell feat as a 
  6th level spell. The DM rules that the heightened confusion spell would produce 
  a more effective battlespell, and thus allows the spellcaster to count the confusion 
  spell (normally a 4th level spell) as a 6th level spell. The caster's Warcraft 
  check result is DC 20; thus the total modifier provided by the spell is 3 (1/2 
  x 6) + 2 (for being 10 points over the minimum DC) = 5. The target enemy unit 
  receives a -5 penalty to their morale save for the upcoming tactical round. 
  If the caster's unit is able to successfully damage the unit, there is a very 
  good chance that they will route.
  Channeling battle magic is time-consuming and draining. While preparing a battle 
  spell, a spell caster cannot safely cast conventional magic. Likewise, after 
  casting a battle spell, a caster is incapable of casting any spells for a few 
  minutes. During the tactical round in which a spell-caster casts a battle spell, 
  they cannot cast conventional spells. This leaves them largely defenseless unless 
  they are well guarded. Thus, a spellcaster cannot also contribute to the EL 
  of a Heroes unit in any tactical round in which they cast a battle spell.
  Battle spells require bulky ritual components. For arcane spell casters this 
  includes books of arcane lore and massive amounts of material components. For 
  divine spellcasters this includes portable altars, oils for anointing, prayer 
  books, and other expendable material components of magical or religious significance. 
  These components are generally transported in a war wagon dedicated to support 
  battle magic (see Special training, under Military Units).