Enhanced, or medium, troops are level 4 warriors, and probably make up the bulk of your standing army. They are professional soldiers, who have served their time as light troops and then undertaken extra training. They expect only to be used in times of war or civil insurrection, and don’t do basic patrols or civic policing. They are a 1bp upgrade from Light Troops.
Settlement Watchtowers and Walls come with Town Guards - their troops can't be upgraded.
Wilderness Watchtowers, Base Camps, large camps and Redoubts all come with Scouts - their troops can't be upgraded.
Military Jetties do not start with any troops, but may house up to six marine troops added as further developments - their troops be upgraded.
Residential Properties and Mercenary Bases come with Private Guards - their troops can't be upgraded.
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All other buildings can start with any type of light troops - their troops can be upgraded.
All enhanced troops are built with the
Medium Troops Template, and are a 1bp upgrade from Light Troops.
Cavalry Troops must have the
Cavalry Troops Template applied as well.
All medium troops are built with the Medium Troops Template, and are a 1bp upgrade from Light Troops.
Southern Guard (Medium Foot)
This general infantry unit can go toe-to-toe or provide covering fire.
Warrior L4
Initiative: +1 Perception +6, Sense Motive +6
AC: 18 HP: 38 (4d10+12)
Fort +4: Ref 1: Will +3
Melee: MW Long Sword +7 (d8+1 19-20 x2) |||| Dagger +5 (d4+1 19-20 x2)
Ranged: Heavy Crossbow +6 (D10 19-20 x2)) ||| Dagger +5 (d4+1 19-20 x2) Range 10
Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
Feats: L1: Toughness, Race: Iron Will (Will save +2), L3 Weapon Focus (Long Sword)
Skills: Climb -3 (+5), Diplomacy +2, Intimidate +6, Perception +2, Profession(Soldier) +6, Sense Motive +2, Swim -3 (+5) | & 3 spare (in brackets - without AC Penalty) (ac penalty = -8)
Favoured Class: HPx3
Gear: Chain Mail, Heavy Shield (steel), Long Sword, Heavy Crossbow, Dagger.
Southern Cavalry (Medium Cavalry)
This general cavalry unit can go toe-to-toe or provide covering fire.
* Gear: See Individual Listing
DEFENSE
AC 22, touch xx, flat-footed xx (+5 armor, +2 Shield, +1 Dex, SQ+4)
hp 142 (14d8+79) – con +1, toughness +1, favoured class +1, SQ +2(Man and Horse)
Fort +4: Ref 1: Will +3
Defensive Abilities troop traits
OFFENSE
Speed 40 ft.
Melee troop (3d6+1) (Man and Horse)
Space 20 ft.; Reach 5 ft.
STATISTICS
See Individual Listing
SPECIAL ABILITIES
None