|
ID |
The unit abbreviation. |
|
Unit |
Type of unit e.g. under infantry are light, medium and heavy |
|
TL |
The minimum Tech Level required before a nation can raise the unit |
|
M |
Cost to maintain one regiment for a year. M is not paid until the first Budget Day after the troops are raised. |
|
R |
Cost to raise a regiment. |
|
CF |
Base combat factor. This base is modified for each army or navy by the PM of the nation in which the units were raised: CF = Base CF * (1 + (PM / 10)) Fractions are only rounded down for the entire force. |
|
SF |
Scouting factor. High SF gives bonuses in the battle. |
|
CC |
A ship’s carrying capacity for transporting troops. |
|
Move |
The unit’s movement per turn. Each nation and sea has a movement cost to enter. |
|
ID |
UNIT |
TL |
M |
R |
CF |
SF |
Move |
|
LF |
Light foot |
0 |
5 |
11 |
5 |
2 |
7 |
|
MF |
Medium foot |
5 |
8 |
17 |
9 |
- |
7 |
|
HF |
Heavy foot |
10 |
10 |
31 |
15 |
- |
7 |
|
ID |
UNIT |
TL |
M |
R |
CF |
SF |
Move |
|
LC |
Light Cavalry |
5 |
10 |
31 |
12 |
6 |
12 |
|
MC |
Medium Cavalry |
11 |
14 |
43 |
22 |
2 |
12 |
|
HC |
Heavy Cavalry |
15 |
15 |
52 |
30 |
- |
10 |
|
KN |
Knights |
20 |
25 |
130 |
60 |
- |
10 |
|
ID |
UNIT |
TL |
M |
R |
CF |
SF |
Move |
|
*-n |
Necromancer |
0 |
x * 10 |
- |
- |
- |
7 |
|
*-s |
Skeleton |
0 |
- |
x * 0.1 |
x * 0.25 |
1 |
7 |
|
*-z |
Zombie |
0 |
- |
x * 0.1 |
x * 0.3 |
- |
7 |
|
EC |
Elephant Cavalry |
10 |
15 |
46 |
5 * 1d10 |
- |
5 |
|
FR |
Flying Rukh |
8 |
18 |
55 |
10 |
10 |
12 |
|
FH |
Flying Hybrid |
5 |
16 |
49 |
8 |
10 |
12 |
|
FC |
Flying Carpet |
10 |
14 |
43 |
8 |
8 |
14 |
|
ID |
SHIP TYPE |
TL |
M |
R |
CF |
CC |
Move |
|
OB |
Oared boat |
4 |
5 |
10 |
5 |
1 |
60 |
|
MV |
Merchant Vessel |
6 |
10 |
10 |
1 |
5 |
100 |
|
SW |
Small Warship |
8 |
10 |
20 |
15 |
- |
100 |
|
MW |
Medium Warship |
14 |
15 |
30 |
30 |
- |
100 |
|
LW |
Large Warship |
20 |
20 |
40 |
60 |
1 |
150 |
Return to
main page. Go to the Introduction to the nations of Varna. Go to playing the Wargame. Go to orders.