Armies of the Savage Coast

 

Human Medieval Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Archers 2 2 2 - 4 2 2 +1 to missile vs. mounted 2 GB 1 GB P (2), T (4)
Artillerists 1 1 1 - 5 2 2 Ignore defensive terrain and castle bonuses 4 GB 2 GB P (5)
Cavalry 3 3 3 5 1 2 2 Light cavalry 4 GB 2 GB P (3)
Elite Infantry 1 4 4 - - 3 3 +1 to melee vs. pikes/irregulars 4 GB 2 GB P (3)
Infantry 1 3 3 - - 2 2 +1 to melee vs. pikes/irregulars 2 GB 1 GB P (1), T (4)
Irregulars 2 2 3 - 2 2 2   1 GB 1 GB P (1), T (3)
Knights 2 4 4 6 - 3 3   6 GB 2 GB P (4)
Levies 1 1 2 - - 1 3   0 GB 1 GB P (1)
Pikemen 1 3 3 - - 2 2 Cannot be charged, +1 to melee & defense vs. mounted 2 GB 1 GB P (2), T (4)
Scouts 3 2 2 - 3 2 1 Ignore terrain penalties, scouting 2 GB 1 GB P (0)

These units are available in all human realms. The Kingdom of Shazak does not use mounted units, but shazak foot soldiers have identical stats to human medieval troops.

Human Renaissance Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Musketeers 2 2 2 - 5 2 2 +1 to missile vs. mounted 2 GB 1 GB P (2), T (4)
Culverin 1 1 1 - 6 2 2 Ignore defensive terrain and castle bonuses 4 GB 2 GB P (5)
Hussars 3 4 4 5 2 2 2 Light cavalry 4 GB 2 GB P (3)
Regulars 1 4 4 - 3 3 3 +1 to melee vs. pikes/irregulars 4 GB 2 GB P (3)
Light Infantry 1 3 3 - 4 2 2 +1 to melee vs. pikes/irregulars 2 GB 1 GB P (1), T (4)
Skirmishers 3 2 2 - 4 2 1 Ignore terrain penalties, scouting 2 GB 1 GB P (0)

These units are available in the nations of the Savage Baronies.

Elven Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Archers 2 2 2 - 5 3 2 +1 to missile vs. mounted 4 GB 1 GB P (3)
Cavalry 4 3 3 5 4 3 2 Light cavalry 6 GB 2 GB P (4)
Infantry 2 3 3 - 1 3 2   4 GB 1 GB P (2)
Scouts 4 2 1 - 4 3 2 Scouting 4 GB 1 GB P (0)
Skylancers 3 3 3 5 - 3 2 Can fly. Light cavalry. 5 GB 2 GB P (3) in Aeryl
Ee'aar Levies 2 1 2 - - 1 3 - 0 GB 2 GB P (1) in Aeryl

These units are available to Torreon, Eusdria, Robrenn and Aeryl. Note that Aeryl ee'aar companies can fly and an extra movement point, but cost 1 more GB in maintenance (the Skylancer unit already has this factored in). Units that choose to fly can only be attacked in melee by other flyers. Missile fire between flyers and groundbound foes is normal. Aeryl does not use cavalry.

Dwarven Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Crossbowmen 1 4 2 - 4 3 2 +1 to missile vs. mounted 4 GB 1 GB P (3), T (4)
Guards 1 5 4 - - 3 3   4 GB 2 GB P (4)
Infantry 1 4 3 - - 2 2   2 GB 1 GB P (1), T (3)
Miners 1 4 3 - - 3 2 May deploy anywhere on the battlefield 4 GB 1 GB P (3)

Dwarf units can be mustered in Cimmaron County and the Kingdom of Eusdria.

Goblin Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Archers 1 2 1 - 3 1 2 +1 to missile vs. mounted 1 GB 1 GB P (2), T (4)
Guards 1 3 4 - 2 2 3 +1 to melee vs. pikes/irregulars 4 GB 2 GB P (3)
Infantry 1 2 2 - 1 1 2 +1 to melee vs. pikes/irregulars 1 GB 1 GB P (2), T (4)
Skirmishers 1 1 2 - 2 1 2 Scouting 1 GB 1 GB P (1), T (3)
Wolfriders 2 3 3 4 1 2 2   4 GB 2 GB P (3)

These units are available in the goblin provinces around Bushwack Prairie. Goblins and orcs also make up the majority of the inhabitants of the Yazak Steppes.

Orc Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Archers 1 2 2 - 3 2 3 +1 to missile vs. mounted 2 GB 1 GB P (2), T (4)
Infantry 1 4 4 - - 2 4 +1 to melee vs. pikes/irregulars 2 GB 1 GB P (2), T (4)
Skirmishers 2 3 3 - 2 2 3 Scouting 2 GB 1 GB P (1), T (3)

Orcs can be mustered by the humanoids in the Highlands region north of Robrenn, the Dark Jungle of the Orcs Head Peninsula, and in the reserves of Hule. Many orcs can be found in the Yazak Steppes, too.

Rakasta Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Rakasta Longbowmen 1 2 2 - 5 2 2 +1 to missile vs. mounted 3 GB 1 GB P (2), T (4)
Rakasta Feliquine Cavalry 2 3 5 5 - 3 3 +1 to melee vs. enemy mounted units. Light cavalry. 6 GB 2 GB P (3)

These units are found in the Kingdom of Bellayne. Other rakasta units have stats identical to those of Medieval Human units.

Lupin Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Lupin Rangers 2 3 3 - 3 2 2 Can scout, and move freely in forest terrain. 3 GB 1 GB P (2), T (4)
Lupin Musketeers - +1 +2 +2 +2 - - Must fight as part of another military company. 2 GB 1 GB P (3)

These units are found in the Kingdom of Renardy. Other lupin units have identical stats to those of medieval human units.

Enduk Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Enduk Storm 2 4 4 - 1 3 3 Can fly 6 GB 2 GB P (2), T (4)
Enduk Crossbowmen 2 3 3 - 5 3 2 Can fly 6 GB 2 GB P (3)
Enduk Lancers 2 4 4 6 - 3 3 Can fly 6 GB 2 GB P (3)
Enduk Levies 2 2 3 - - 1 3 Can fly 0 GB 2 GB P (1)

These units can be raised in the Kingdom of Eshu.

Manscorpion Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Manscorpion Pincer 2 4 5 - - 3 3 - 4 GB 2 GB P (2), T (4)
Manscorpion Longbowmen 2 3 3 - 5 2 2 +1 missile versus mounted opponents 4 GB 1 GB P (3)
Manscorpion War Chariots 2 3 4 6 3 3 3 - 6 GB 2 GB P (3)
Manscorpion Pikemen 2 4 4 - - 2 2 Cannot be charged. +1 to melee versus mounted opponents. 4 GB 1 GB P (3)
Manscorpion Levies 1 2 3 - - 1 3 - 0 GB 1 GB P (1)

These units can be raised in the Kingdom of Nimmur.

Herathian Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Aranea Infantry 2 3 3 - - 2 2 One free 1st level battlemagic spell per battle. 2 GB 2 GB P (2), T (4)
Aranea Infiltrators 2 2 3 - 1 2 2 Cannot be targeted until Infiltrators attack. 3 GB 1 GB P (3)
Aranea Levies 2 2 2 - - 1 2 Gain 1 free 1st level battlemagic spell per battle 0 GB 1 GB P (1)

These units can be raised in the Kingdom of Herath. Herath can also muster standard human medieval units.

Special Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Cannon 1 1 1 - 6 2 2 Ignores defensive terrain. Has missile 2 at range 2 boxes. 6 GB 3 GB P (4) in Torreon
Rifled Cannon 1 1 1 - 5 2 2 Ignores defensive terrain. Has missile 3 at range 2 boxes. 6 GB 3 GB P (4) in Torreon
Horse Artillery 2 1 1 - 5 2 2 Ignores defensive terrain. Can move and fire. 6 GB 3 GB P (4) in Cimarron
Riflemen 2 2 2 - 5 2 2 Missile 1 at range 2 boxes 3 GB 1 GB P (4) in Cimarron
Inquisitors 1 4 4 - - 3 3 One free Fireball spell per battle. 6 GB 2 GB HCN (3)
Shieldmaidens 1 5 4 - - 3 3 +1 to melee vs pikes and irregulars, ignore F&R from magic 4 GB 2 GB CHJ (3)
Gaucho Cavalry 3 3 3 5 4 2 2 Light cavalry 4 GB 2 GB P (3) in Guadalante
Hulean Janizaries 4 3 2 - 3 3 3 Can fall back after firing if full move not expended. Light cavalry. 4 GB 2 GB P (3) in Hule
Hulean Zafiries 2 3 1 - - 2 1 One free Missile Storm per battle. Max 4 units at any one time. 6 GB 1 GB P (4) in Hule
Hulean Reavers (hill giants) 2 3 8 - - 2 4 Max 4 units at any one time. 8 GB 3 GB P (4) in Hule
Eusdrian Knights 2 5 5 7 - 3 3 Ignore F&R from magic 6 GB 2 GB P (4) in Eusdria
KTE (4)
Eusdrian Battle Train 1 6 2 6 - 3 4 Can carry 1 company, which gains Defence 6 while loaded. 8 GB 2 GB P (4) in Eusdria
Cayma Infantry 2 4 2 - 2 2 2 - 2 GB 1 GB P (1) in Kingdom of Cay
Phanaton Infantry 2 4 3 - 2 2 2 Cannot be attacked in melee while in jungle. Can scout. 2 GB 1 GB P (1) in Kingdom of Jibaru
Gurrash Infantry 2 4 6 - 2 2 2 Can hide while not attacking in swamp. Hidden units cannot be attacked. 2 GB 1 GB P (1) in Kingdom of Ator
GTB(1) in Ator
Wallara Infantry 2 3 3 - 3 2 2 Cannot be attacked until unit attacks. Can disengage at any time. 2 GB 1 GB P (1) in Wallara Lands

These units are specific to certain realms and can be mustered only by the regents of those realms.

Unique Unit
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Muster Cost Maintenance Cost Requirements
Pyre, Crimson Dragon 4 7 10 - 10 3 4 Can fly Free Free Pyre rules the orcs of the Dark Jungle. He costs nothing to maintain, but should he die, that regents game is over...
Mercenary/Summoned Units
Unit Move Defense Melee Charge Missile Morale Hits Special Abilities Maintenance Cost Requirements
Adventurers 4 +1 +1 +1 +1 3 3 Stacked with another unit 1 GB Capital
Gnoll Archers 2 2 2 - 3 2 3 +1 to missile vs. mounted 1 GB None
Gnoll Infantry 2 4 4 - 2 2 3 +1 to melee vs. pikemen/irregulars 2 GB None
Gnoll Raiders 2 3 3 - 2 1 2 +1 to melee and morale if on a raid 1 GB None
Mercenary Archers 2 2 2 - 4 1 2 +1 to missile vs. mounted 2 GB None
Mercenary Cavalry 3 3 3 5 1 1 2   2 GB None
Mercenary Infantry 1 3 3 - - 1 2 +1 to melee vs. pikes/irregulars 2 GB None
Mercenary Irregulars 2 2 3 - 2 1 2   1 GB None
Mercenary Pikemen 1 3 3 - - 1 2 Cannot be charged, +1 to melee & defense vs. mounted 2 GB None
Stonecrown Ogres 2 3 7 - - 2 4 None 0 GB Summoning spell
Undead Legion 1 7 5 - - 3 3 Ignore F&R except from magic 0 GB Legion of Dead spell

Human mercenaries are available to all realms (Torreoner mercs are available to all realms with an agreement with Torreon). The only gnolls are in the El Grande Carrascal region, so only nations near that part of the SC can hire gnolls. Note that gnolls are generally hated by the Savage Baronies, and so hiring gnoll mercs may have an adverse affect on loyalty. Mercenaries have no muster cost, however you must pay their first maintenance cost immediately when you hire them. Torreoner mercenaries gain +1 to morale and do not disband if defeated in battle.

Ships
Ship Name Defense Boarding Missile MC Rowing Morale Hull Seaworth Cargo Transport Purchase Cost Build Cost Repair Cost/HP
Caravel 3 3 1 B - 2 2 16 3 GB 1 unit 6 GB 5 GB 3 GB
Galleon 4 5 2 C - 3 4 15 6 GB 3 units 15 GB 12 GB 4 GB
Coaster 1 1 0 A - 1 1 15 1 GB - 2 GB 2 GB -
Eusdrian Knarr 3 2 1 C 1 2 2 16 2 GB 1 unit 6 GB 5 GB 3 GB
Eusdrian Longship 2 3 - C 2 3 1 14 1 GB 1 unit 3 GB 2 GB -
Orc War Canoe 1 3 - C 2 3 1 15 1 GB 1 unit 3 GB 2 GB -
Baronial Merchantman 1 1 1 B - 1 2 16 6 GB 1 unit 6 GB 5 GB 3GB
Baronial Frigate 4 4 4 B - 2 3 16 3 GB 1 unit 10 GB 8 GB 3GB
Baronial Galleon 4 5 5 C - 3 4 16 6 GB 3 units 15 GB 12 GB 4GB
Baronial Man 'o War 5 5 6 D - 3 5 16 6 GB 3 units 18 GB 15 GB 5GB
Hulean Zebec 3 4 3 A - 3 3 15 2 GB 2 units 17 GB 15 GB 5GB
Hulean Dhoura 2 3 1 B - 2 2 16 2 GB 1 unit 4 GB 3 GB 2GB
Hulean Dhow 1 1 0 A - 1 1 14 1 GB - 2 GB 2 GB -
Pirate Corsair 4 4 4 A - 3 3 16 3 GB 1 unit 12 GB 10 GB 3GB

Caravels, galleons and coasters are available to all nations bar the Orcs Head nations (who can manage coasters only - Ator cannot even manage those) and Eusdria, which uses its own designs. Note that Baronial ships have much more powerful missile ratings, due to their heavy use of cannon.
Some baronial ships may be armed with rifled naval guns if they have access to that technology. This reduces missile ratings by 1, but gives ships a missile rating of 1 at range 2 boxes.



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