Sir Missesalot
Regular
Since I'm done with this and it's completed I figured I'd post about my mod here too, in case people don't check the Diplomacy forums.
http://forums.taleworlds.com/index.php/topic,139568.0.html
http://forums.taleworlds.com/index.php/topic,139568.0.html
Sir Missesalot said:--1.2 FINAL VERSION--
Compatible with Diplomacy 3.2 and Warband patch 1.132 (may not entirely work with save games from earlier versions).
[ Download Link: http://www.mbrepository.com/file.php?id=2291 ; -to install simply extract to M&B Warband \Modules folder.]
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Hey all, made a mod similar to this a long time back for beta original M&B called “Better Faction Troops”. Well, now I've made one for Warband. More specifically, for Diplomacy. I realize there's already a lot of these out there, but I did it mostly for myself. Given how much work it was I thought I should release it anyway. Below is a list of changes, followed by the changes to the units themselves. Before I list them though, I'll say this mod works (and has been balanced to the best of my ability) for single player campaign, single player custom battles, multiplayer with humans, and multiplayer with bots. Also, only “bug” is with the opening merchants who spawn as tourney fighters, everything else should be fine.
- Added overhand spear animation for spear and shield users.*
- Add script to make lancers switch to sidearm when dismounted or in close melee.
- Removed horses from Rhodok and Nord lords.
- Differentiated faction unit types more, while trying to keep to the feel of the original.
- Related to above, troops re-statted with encouraging teamwork in mind.
- Rebalanced all factions to be more equal, both for AI and for people.
- Increased difficulty significantly of fighting AI troops (i.e. they can be quite difficult now).
- Lowered costs and training times for raising troops, to make it more fair with how fast the AI recruits.
- Renamed faction units to give more unique semi-historical flavor.
- Regularized weapons so you know what weapon what troop will have, for better tactical planning.
- Slightly regularized gear so units have somewhat of a more uniform appearance, but not too much.
- Split troops into “regulars/peasants” (who max at level 21) and “elites/nobles” (who max at level 2.
- Attempted to make upgrade tree more sensible, or justify it with in-game culture where possible.
- Added more unit types, each faction now has 4 units plus a recruit/village base unit.
- Rebalanced AI war parties on the map to use new units.
- Removed upgrading of gear for multiplayer (is more fair this way in my personal opinion).
- Added more mercenary units and improved existing mercenary stats
- Added small amounts of mercenary units to factional armies
*Note: The new spear animation replaces the overswing for all 1H Weapons. If you don't like it, just copy the actions.txt file from Native into the mod folder you installed this into. This will set the overswing back to normal, but instead the spears will chop down with a onehand attack, which looks sort of funny but at least lets them keep two attacks with a shield.
SWADIANS
[Swadian Levy]
Swadian Levies are, as the name implies, conscript troops, generally peasants, forced into military service by their local lords. As such, they wield crossbows which require little training to make an effective weapon. Although military life is hard, many men choose to remain a levy soldier for extended periods as the potential rewards from campaigning, mostly gained from looting, often far outweigh the meager denars a Swadian serf would acquire through tilling the fields.
- Strength 9(/15), Agility 12(/1, Level 14(/21)
- Crossbows 120(/160), 1H Weapons 100(/140)
- Athletics 4(/6), Shield 4(/6), Ironflesh 2(/4), Power Strike 2(/4)
Weapons: Heavy Crossbow w/ Steel Bolts, Heater Shield, Short Arming Sword
Gear: Studded Leather Coat, Helmet with Cap (/Segmented Helmet), Leather Gloves, Ankle Boots (/Leather Boots)
Upgrades to: Swadian Veteran Levy (stats after slash above) or Swadian Sergeant
[Swadian Man-at-Arms]
Swadian Men-at-Arms are non-noble, professional soldiers. They are well-trained and decently equipped but do not hold land or title as knights. Some are from the wealthy merchant class who can afford better armor or a horse, some are from families who used to but no longer hold noble rank, and others are former mercenaries who now serve Swadia as regular troops. These men wield hunting crossbows atop fast horses and serve various military roles for their kingdom; from auxillary troops, to skirmishers, to scouts.
- Strength 9(/15), Agility 12(/1, Level 14(/21)
- Crossbows 120(/160), 1H Weapons 100(/140)
- Riding 4(/6), Horse Archery 4(/6), Ironflesh (2/4), Power Strike (2/4)
Weapons: Light Crossbow w/ Steel Bolts, Horseman's Heater Shield, Long Arming Sword
Gear: Hunter Horse, Light Mail and Plate, Helmet with Cap (/Segmented Helmet), Leather Gloves, Ankle Boots (/Leather Boots)
Upgrades to: Swadian Veteran Man-at-Arms (stats after slash above) or Swadian Knight
[Swadian Sergeant]
Swadian Sergeants make up the armed attendants or officers of the Swadian army. Though rarely ever noble themselves, they often serve as the guards or retinue of noblemen. They are usually recruited from the ranks of men who have proven themselves in the levies. As such, they are often entrusted with commanding infantry on the battlefield. Though quite powerful with their heavy armor and long greatswords, especially at cutting swathes through enemy footmen, but they require support to avoid being shot down by ranged troops or run over by horsemen.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- 2H Weapons 160(/180), 1H Weapons 140(/160)
- Power Strike 6(/, Ironflesh 6(/, Athletics 4(/6), Weapon Master 4(/6)
Weapons: Sword of War
Gear: Coat of Plates, Guard Helmet (/Great Helmet), Mail Mittens (/Gauntlets), Iron Greaves
Upgrades to: Swadian Veteran Sergeant (stats after slash above)
[Swadian Knight]
Swadian Knights are the warrior-nobles of the Kingdom of Swadia. They ride atop heavy chargers and wield long lances as their primary weapon, making them devastating when charging on the battlefield, whether against opposing cavalry or infantry. As befits men of pride, they often sport various heraldic insignia in battle, to indicate their chivalrous lineage and to both intimidate their foes as well as to aid them in seeking out worthy ones to do battle with. As skilled on foot with their arming swords as on horseback with their lances, these men are elites and often feared and respected by their enemies.
- Strength 15(/21), Agility 18(/24), Level 21(/2
- Polearms 160(/180), 1H Weapons 140(/160)
- Riding 6(/, Shield 6(/, Power Strike 4(/6), Ironflesh 4(/6)
Weapons: Great Lance, Horseman's Heater Shield, Arming Sword (24p)
Gear: Charger Horse, Heraldic Mail with Tabard, Guard Helmet (/Great Helmet), Mail Mittens (/Gauntlets), Iron Greaves
Upgrades to: Swadian Veteran Knight (stats after slash above)
VAEGIRS
[Vaegir Voi]
Vaegir Voi are tribal levies drawn up for war. While draftees, the Vaegir tradition of archery means these troops are quite skilled with their bows and should not be underestimated. As it is possible, although rare, to be granted noble status through war in Vaegir society these men are also quite hungry to distinguish themselves on the field of battle, in hopes that by doing so they can be granted ownership of their own land rather than having to go back to working on someone else's. Unlike most peasant soldiers, Vaegir Voi are best used as support troops and should not be wasted as fodder.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- Archery 120(/160), 1H Weapons 100(/140)
- Power Draw (4/6), Power Strike (4/6), Athletics (2/4), Shield 2(/4)
Weapons: Long Bow w/ Bodkin Arrows, Kite Shield, Hand Axe
Gear: Lamellar Vest, Spiked Cap (/Helmet with Lamellar Guard), Leather Gloves, Hide Boots (/Nomad Boots)
Upgrades to: Vaegir Veteran Voi (stats after slash above) or Vaegir Dvor
[Vaegir Peshts]
Vaegir Peshsti are the axe-wielding, semi-professional foot soldiers of the Vaegir Kingdom. Unlike the Voi, these men are expected to close with the enemy and towards that end they carry heavier shields and wear heavier armor. Used by a skillful commander, they can even hold their ground against elite foot soldiers and guard units, although they are still quite weak to enemy cavalry. Some Pehsts are nobles who prefer to fight on foot, but most are drawn from the hereditary warrior class of Vaegir society, being above the peasantry but less than the gentry.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- 1H Weapons 120(/160), 2H Weapons 100(/140)
- Power Strike 4(/6), Ironflesh 4(/6), Shield 2(/4), Athletics 2(/4)
Weapons: One Handed War Axe, Heavy Kite Shield
Gear: Lamellar Armor, Spiked Cap (/Helmet with Lamellar Guard), Leather Gloves, Hide Boots (/Nomad Boots)
Upgrades to: Vaegir Veteran Peshts (stats after slash above) or Vaegir Varyag
[Vaegir Varyag]
Vaegir Varyagi were originally foreign troops, Nords to be specific, drawn into the Vaegir King's guard to protect his life; the King trusting that outsiders would be less likely to attempt to usurp him than his own power-hungry nobles. These days, Varyagi are mostly Vaegirs and no longer Nords but they still maintain the same tradition of serving as the King's, and now other high-ranking lords', guardsmen as well as fufilling the role of heavy shock infantry on the battlefield with their long, devastating bardiches.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- 2H Weapons 160(/180), 1H Weapons 140(/160)
- Ironflesh 6(/, Power Strike 6(/, Athletics 4(/6), Weapon Master 4(/6)
Weapons: Great Bardiche
Gear: Scale Armor, Vaegir Noblemen Helmet (/Vaegir War Helmet), Scale Gauntlets, Mail Chausses (/Mail Boots; 31)
Upgrades to: Vaegir Veteran Varyag (stats after slash above)
[Vaegir Dvor]
Vaegir Dvori are the remnants of an older Vaegir custom of lesser nobleman serving as the retinue of higher ranking nobleman on the field of battle. Dvori are still noblemen presently, but they form regular cavalry regiments now which are more formally organized to match their opposition, particularly the Swadians. They still do, however, keep with the old tradition of cavalry throwing javelins from horseback before closing with the charge. Though they lack lances, they are more versatile than most heavy cavalry because of this and their use of a long axe from horseback for melee makes them very capable of punching through any enemy armor or shields as well.
- Strength 15(/21), Agility 18(/24), Level 21(/2
- 1H Weapons 160(/180), Throwing 140(/160)
- Riding 6(/, Horse Archery 6(/, Power Strike 4(/6), Power Throw 4(/6)
Weapons: War Darts, Horseman's Kite Shield, Fighting Axe
Gear: Vaegir Elite Armor, Vaegir Noblemen Helmet (/Vaegir War Helmet), Scale Gauntlets, Mail Chausses (/Mail Boots; 31)
Upgrades to: Vaegir Veteran Dvor (stats after slash above)
KHERGITS
[Khergit Bool]
Khergits Bools are indentured servants of the Khergits pressed into military service. Often this can be criminals, captured prisoners, men who owe debts, or some who are simply born into it. Despite their lowly status, the Khergit skill with bows means they are trained well for their role as support units on the battlefield, which they perform quite a well at. They should however, be kept far away from melee if possible, although many Khergit Noyans are not above using their Bools as distractions or for cover.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- Archery 120(/160), 1H Weapons 100(/140)
- Power Strike 4(/6), Power Draw 4(/6), Athletics 2(/4), Shield 2(/4)
Weapons: War Bow; 18p w/ Khergit Arrows, Plain Cavalry Shield, Heavy Sabre
Gear: Khergit Lamellar Vest, Khergit War Helmet (/Khergit Helmet), Leather Gloves, Hide Boots (/Nomad Boots)
Upgrades to: Khergit Veteran Bool (stats after slash above) or Khergit Keshig
[Khergit Albat]
Khergit Albats are drawn from the peasantry of the Khergits, although Albats are peasants whose role it is to fill the lower ranks of the hordes, rather than till the fields, in the heavily martial culture of the Khanate. Unlike Bools, they are considered full members of the tribes, although they are still far beneath Yazgurs in status. Nevertheless, their prowess with both bow and horse makes them the most famed and feared light cavalrymen in all of Calradia, and for good reason, due to their frequent skilled use of hit-and-run tactics.
- Strength 9(/15), Agility 12(/1, Level 14(/21)
- Archery 120(/160), 1H Weapons 100(/140)
- Riding 4(/6), Horse Archery 4(/6), Power Strike 1(/4), Power Draw 3(/4)
Weapons: Strong Bow w/ Khergit Arrows, Plain Cavalry Shield, Nomad Sabre
Gear: Nomad Robe, Khergit War Helmet (/Khergit Helmet), Leather Gloves, Hide Boots (/Nomad Boots), Sarranid Horse [renamed to Nomad Horse]
Upgrades to: Khergit Veteran Albat (stats after slash above) or Khergit Yazgur
[Khergit Keshig]
Khergit Keshigs are styled the “imperial guard” of the Khergit Noyans as well as the Khan himself. As they must protect their lieges in day to day matters as well as on the field of battle, they are trained to fight primarily on foot, but with long hafted blade weapons useful against both infantry and mounted opponents. A Keshig is somewhat similar to a Bool in being regarded primarily as a servant, indeed many Keshigs were once Bools, although they have considerably more status than Bools in actuality. In fact, almost as much as the noblemen they protect.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- Polearms 160(/180), 2H Weapons 140(/160)
- Power Strike 6(/, Ironflesh 6(/, Athletics 4(/6), Weapon Master 4(/6)
Weapons: Hafted Blade; 39c
Gear: Khergit Elite Armor, Khergit Cavalry Helmet (/Khergit Guard Helmet), Lamellar Gauntlets, Khergit Leather Boots (/Khergit Guard Boots)
Upgrades to: Khergit Veteran Keshig (stats after slash above)
[Khergit Yazgur]
Khergit Yazgurs, from the Khergit word for “root”, are the ruling class among the steppe hordes. Along with their “lessers”, the Albats, they are other half of the reason why Khergits have a reputation for being master horsemen. While Albats are primarily skirmishers however, Yazgurs instead fight on well barded steppe chargers in heavy armor and rush directly into the enemy with their lances when battle opens; a tactic which is quite simple but nevertheless devastating to their enemies. After their initial charge, they mop up what's left wielding their scimitars. The only mercy they show to their foes is when sparing their lives only to later make them Bools.
- Strength 15(/21), Agility 18(/24), Level 21(/2
- Polearms 160(/180), 1H Weapons 140(/160)
- Riding 6(/, Shield 6(/, Ironflesh 4(/6), Power Strike 4(/6)
Weapons: Heavy Lance; 26p, Elite Cavalry Shield, Scimitar
Gear: Khergit Guard Armor, Khergit Cavalry Helmet (/Khergit Guard Helmet), Lamellar Gauntlets, Khergit Leather Boots (/Khergit Guard Boots), Steppe Charger Horse
Upgrades to: Khergit Veteran Yazgur (stats after slash above)
NORDS
[Nord Lithsman]
Nord Lithsmen are composed of men drawn up during the “leidang”, a sort of levy created for purposes of raiding, but with the notable exception that most of these men are actually volunteers. When Nords first arrived in Calrdia, Lithsmen were almost exclusively “marine” type troops, landing on shores in longboats and disembarking to loot and pillage before retreating back to their ships before enemy forces could arrive. As such, they generally carried crossbows for long range attacks, or even shooting from their ships, and, while no longer marines, still retain them for this purpose. They are useful skirmishers, and not too bad in melee either, although they shouldn't be expected to hold a line alone.
- Strength 9(/15), Agility 12(/1, Level 14(/21)
- Crossbows 120(/160), 1H Weapons 100(/120)
- Shield 4(/6), Athletics 4(/6), Power Strike 2(/4), Ironflesh 2(/4)
Weapons: Crossbow; 49p w/ Steel Bolts, Nordic Shield, Nordic Short Sword
Gear: Mail Shirt, Nordic Fighter Helmet (/Nordic Helmet), Leather Gloves, Leather Boots (/Splinted Leather Greaves)
Upgrades to: Nord Veteran Lithsman (stats after slash above) or Nord Hirdman
[Nord Hereman]
Nord Heremen, simply meaning “armymen”, is the term used to refer to any standard Nord infantry soldier which, in Nord society, is technically any able-bodied freeman. Heremen differ from Lithsmen in generally being older or more experienced, being semi-professional rather than irregulars, and expected to form the bulk of the main battle line rather than raid or skirmish. They fight in an old-fashioned style, with throwing and fighting spears, yet they are still quite effective, especially when enmassed and forming up a strong spear wall, which Nord commanders appreciate greatly as their armies lack regular cavalry.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- Throwing 120(/160), Polearms 100(/140)
- Power Strike 4(/6), Power Throw 4(/6), Ironflesh 2(/4), Athletics 2(/4)
Weapons: Javelins (2x), Huscarl's Round Shield, War Spear
Gear: Mail Hauberk, Nordic Fighter Helmet (/Nordic Helmet), Leather Gloves, Leather Boots (/Splinted Leather Greaves)
Upgrades to: Nord Veteran Hereman (stats after slash above) or Nord Landsman
[Nord Hirdman]
Nord Hirdmen are men of the “hird”, which is the personal retinue of a jarl. Unlike Landsmen, they are not necessarily nobles. Any man who proves himself in war, or occassionally even in personal duels, maybe be recruited into the hird. Most commonly Lithsmen who prove successful on multiple raids are drawn into their ranks. Hirdmen wield terrifying long axes in close combat, for which they are renowned, but can also present quite a threat at range, due to their skill at throwing smaller axes, which at one time was used to determine the length of land a man owned among Nords by measuring how far a warrior could toss one.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- 2H Weapons 160(/180), Throwing 140(/160)
- Power Strike 6(/, Power Throw 6(/, Ironflesh 4(/6), Athletics 4(/6)
Weapons: Long War Axe; 2H, Nordic Shield, Throwing Axes
Gear: Cuir Bouilli, Nordic Huscarl's Helmet (/Nordic Warlord Helmet), Mail Mittens, Mail Boots; 31 (/Plate Boots)
Upgrades to: Nord Veteran Hirdman (stats after slash above)
[Nord Landsman]
Nord Landsmen, or “landed men”, are the landholding nobles of Nord society. As befits their wealth, they wear heavy banded armor, carry large and strong round shields, and wield well-made battle axes. Among Nords, status must, traditionally, be backed up by deeds of bravery and so Nord nobles, unlike almost every other nation, fight on foot amongst their men. This often boosts army morale and creates a feeling of comradery where there would normally be resentment between men of different social rank.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- 1H Weapons 160(/180), 2H Weapons 140(/160)
- Power Strike 6(/, Ironflesh 6(/, Athletics 4(/6), Shield 4(/6)
Weapons: One Handed Battle Axe; 37c, Huscarl's Round Shield
Gear: Banded Armor, Nordic Huscarl's Helmet (/Nordic Warlord Helmet), Mail Mittens, Mail Boots; 31 (/Plate Boots)
Upgrades to: Nord Veteran Landsman (stats after slash above)
RHODOKS
[Rhodok Militia]
Rhodoks, being a nation which exists in rebellion against the imperialistic Swadians, do not conscript their citizens. All men of age are expected, however, to serve in local militias which fufill policing and town guard roles. Often in war during defense against an invading force the militias are called up to battle alongside the regular army. As of late however, more and more militia units are called to go on campaign as well, their services as skilled crossbowmen being needed by various Rhodok lords looking to expand their lands under a pretense of “pre-emptive defense”.
- Strength 9(/15), Agility 12(/1, Level 14(/21)
- Crossbows 120(/160), 1H Weapons 100(/140)
- Athletics 4(/6), Shield 4(/6), Power Strike 2(/4), Ironflesh 2(/4)
Weapons: Heavy Crossbow w/ Steel Bolts, Board Shield, Sword; 28c
Gear: Byrnie, Flat-Topped Helmet (/Kettle Hat), Leather Gloves, Leather Boots (/Splinted Leather Greaves)
Upgrades to: Rhodok Veteran Militia (stats after slash above) or Rhodok Landser
[Rhodok Regular]
Rhodok Regulars are, as the name indicates, the regular soldiers of the Rhodok army. As these men are all volunteers their morale is slightly higher than some other nation's regular infantry, although as the Rhodoks lack a tradition of martial culture they are maybe not quite as skilled individually. They make up for this, however, by utilizing group tactics to create famous, or infamous depending on which side one is on, shield walls with their large pavises from which the tips of their long awlpikes bristle out of like the sharp hairs of a hedgehog. From the rear of these tight formations they fling their javelins, which presents a deadly threat to foes, especially cavalry, which the Rhodoks themselves lack.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- Throwing 120(/160), Polearms 100(/140)
- Power Throw 4(/6), Power Strike 4(/6), Athletics 2(/4), Ironflesh 2(/4)
Weapons: Throwing Spears (2x), Heavy Board Shield, Long Awlpike
Gear: Haubergeon, Flat-Topped Helmet (/Kettle Hat), Leather Gloves, Leather Boots (/Splinted Leather Greaves)
Upgrades to: Rhodok Veteran Regular (stats after slash above) or Rhodok Guard
[Rhodok Landser]
Landsers, short for landservants, were originally mercenaries hailing from Rhodok held lands before it was an independent nation. They now instead hire their services out to Rhodok lords. Sometimes they may work for foreign kingdoms, but primarily they serve their fellow Rhodoks as heavy infantry with their long halberds, or poleaxes. They are also armed with heavy throwing axes which they use for both softening up the enemy before a push-of-polearms ensues or to hack at said weapons if engaged in very close range.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- Polearms 160(/180), Throwing 140(/160)
- Power Strike 6(/, Power Throw 6(/, Ironflesh 4(/6), Athletics 4(/6)
Weapons: Poleaxe, Board Shield, Heavy Throwing Axes
Gear: Mail with Surcoat, Bascinet with Aventail (/Full Helm), Mail Mittens, Mail Chausses (/Mail Boots; 31)
Upgrades to: Rhodok Veteran Landser (stats after slash above)
[Rhodok Guard]
Before the Kingdom of Rhodok was such, Rhodok Guards were elite men who served in the courts of foreign lands as king's guardsmen. Usually, and ironically, this was their current enemies the Swadians. Presently, they serve the lords of their own nation instead in such a role. They have also switched from wielding larger two-handed falchions to slightly smaller one-handed ones in order that they may carry a heavy board shield like the rest of the Rhodok army. This is so that they can better fill out the pike-and-shield formations their kingdom's armies most commonly employ, as with the present conflicts in Calradia Rhodok Guards are often called to open war by their lieges.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- 1H Weapons 160(/180), 2H Weapons 140(/160)
- Power Strike 6(/, Ironflesh 6(/, Athletics 4(/6), Shield 4(/6)
Weapons: Military Cleaver, Heavy Board Shield
Gear: Brigandine, Bascinet with Aventail (/Full Helm), Mail Mittens, Mail Chausses (/Mail Boots; 31)
Upgrades to: Rhodok Veteran Guard (stats after slash above)
SARRANIDS
[Sarranid Hadath]
Sarranid Ahdath are drafted levies of the Sarranid armies. As many Sarranid commoners are familiar with the use of the bow, they make quite decent ranged troops despite their status. Still, as they are not professional, much less entirely willing, their morale cannot hold in extended close combat. This is true moreso as they are lightly armored, yet this same fact makes them able to move quickly on the battlefield. In fact, they are generally the fastest moving infantry on most battlefields and an army who has to face many Ahdath without any cavalry may find itself shot down by peasant arrows before it can even engage.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- Archery 120(/160), 1H Weapons 100(/140)
- Power Draw 4(/6), Power Strike 4(/6), Athletics 2(/4), Shield 2(/4)
Weapons: Khergit Bow [renamed to Recurve Bow] w/ Bodkin Arrows, Round Shield, Sarranid Sword
Gear: Sarranid Leather Armor, Horseman Helmet (/Sarranid Keffiyeh Helmet), Leather Gloves, Sarranid Leather Boots (/Plated Boots)
Upgrades to: Sarranid Veteran Hadath (stats after slash above) or Sarranid Mamluk
[Sarranid Mutawwa']
Sarranid Mutawwa'in are volunteer troops, usually roused to battle by religious or national fervor. In peacetime, some Mutawwa' perform “police”-type duties, which generally means enforcing traditional or tribal law as they see fit. On the field of battle they make useful fast and light footmen able to pepper heavier and slower enemies with their armor-piercing jarid before closing. Their uncommonly high morale can be both an asset to a Sarranid commander but also, sometimes, a liability as men such as these are prone to charge wildly without orders in a frenzy of bloodlust.
- Strength 12(/1, Agility 9(/15), Level 14(/21)
- Throwing 120(/160), 1H Weapons 100(/140)
- Power Throw 4(/6), Power Strike 4(/6), Athletics 2(/4), Shield 2(/4)
Weapons: Jarid, Heavy Round Shield, Sarranid Guard Sword
Gear: Sarranid Mail Shirt, Horseman Helmet (/Sarranid Keffiyeh Helmet), Leather Gloves, Sarranid Leather Boots (/Plated Boots)
Upgrades to: Sarranid Veteran Mutawwa' (stats after slash above) or Sarranid Tabardariya
[Sarranid Mamluk]
Sarranid Mamluks occupy a peculiar position in Sarranid society, on the one hand being slave soldiers and on the other elite units. A Mamluk often lives well enough, as his expensive horse and armor attests to, although he has no choice about how to live, being destined for a life of arms and arms alone. Most Mamluks, however, have no desire to live any other way regardless, as from childhood they are instilled with the warrior mentality and told of their glorious military heritage as a Mamluk. This early “instruction” is confirmed, to them at least but also many others, as the truth when they set out to war, for they often far outperform almost every other type of troop in battle.
- Strength 15(/21), Agility 18(/24), Level 21(/2
- 1H Weapons 160(/180), Polearms 140(/160)
- Riding 6(/, Shield 6(/, Power Strike 4(/6), Ironflesh 4(/6)
Weapons: Elite Scimitar, Heavy Round Shield
Gear: Mamluk Mail, Sarranid Mail Coif (/Sarranid Veiled Helmet), Scale Gauntlets, Splinted Greaves (/Sarranid Mail Boots), Sarranian War Horse
[Sarranid Tabardaryia]
Sarranid Tabardariya take their name from the weapon they carry, the Sarranid Battle Axe, called a “tabar” by the Sarranids themselves. They compete with the Mamluks for the honor of being considered the most elite troops in the Sarranid armies, a contest which is certainly a close match given the prowess of these powerful men. Indeed, such is their skill and strength, that Tabardariya are, when not on campaign, tasked with guarding the lives of the Emirs at home in their palaces. Many Emirs also use their Tabardariya to compete with one another after a manner as well, by boasting who has the best and most famous under their service.
- Strength 18(/24), Agility 15(/21), Level 21(/2
- 2H Weapons 160(/180), 1H Weapons 140(/160)
- Power Strike 6(/, Ironflesh 6(/, Athletics 4(/6), Weapon Master 4(/6)
Weapons: Sarranid Battle Axe
Gear: Sarranid Elite Armor, Sarranid Mail Coif (/Sarranid Veiled Helmet), Scale Gauntlets, Splinted Greaves (/Sarranid Mail Boots)
Upgrades to: Sarranid Veteran Tabardariya (stats after slash above)
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Also if admin sees this and could move to Caravanserai that'd be great, thanks.