The following units are available for recruitment:
- Light infantry: Tribal levies, slingers, javelineers and the like. They can attack with missiles (ranging from simple thrown rocks to actual javelins, slings, etc.) at short range & in dire cases, attempt to swarm the enemy with sheer numbers. 1,500 men/unit, 0.5 points & 1 day to recruit.
- Heavy infantry: Well-armored & armed soldiers who are meant to fight in melee. 1,000 men/unit, 1 point & 1 day to recruit.
- Spearmen: Defense-oriented warriors who can use their pole weapons to keep opponents, but especially cavalry, at bay. 1,000 men/unit, 1 point & 1 day to recruit.
- Archers: Warriors armed & trained with ranged weapons, who can pepper the enemy with projectiles from a safe distance (certainly longer than the light inf). 1,000 men/unit, 1 point & 1 day to recruit.
- Light cavalry: Unarmored or lightly-armored riders & charioteers meant to scout, harass and/or flank the opposition instead of attempting to crush them with a head-on charge. 500 men/unit, 2 points & 1 day to recruit.
- Heavy cavalry: Armored riders or charioteers whose primary purpose is to crush the enemy in a glorious charge. 500 men/unit, 3 points & 2 days to recruit.
- Mages: Ranged fighters who employ their knowledge of magicka & lore to deadly effect on the battlefield, but are just as (if not even more-so) vulnerable in close combat as conventional archers. 200 men/unit, 3 points & 2 days to recruit.
- Shamans: Nord replacements for the Mage, these 'Tongues' are equal parts sorcerers & religious leaders who use the power of the Thu'um, the Dragons' 'storm voice', to harm their enemies (or in the case of especially skilled Shamans, literally shout them to pieces). 200 men/unit, 3 points & 2 days to recruit.
- Armed Slaves : Slaves recently liberated by rebel forces or have escaped from their Ayleid masters and made their way to a rebel camp. Armed with stolen or improvised weapons and little armor, but have high morale. Light Infantry, 3,000 men per unit. These units are unique to the Nedes, cannot be recruited normally but rather spawn every time an Ayleid kingdom is destroyed by the rebels & join the responsible party's army, will fight for free for the duration of the conflict, and post-war their owners will have a choice between disbanding them entirely or transforming them into Imperial Legionaries at the cost of 2 points per unit.
- Freedman Warband : Groups of slaves who have escaped the Ayleids or descendants of those who did and now fight the Ayleids to free more slaves and harass their settlements. Spearman/Archer hybrid, bonus to ambush battles. 1,000 men per unit. These units are unique to the Nedes, cannot be recruited normally but rather spawn every time an Ayleid kingdom is destroyed by the rebels & join the responsible party's army, will fight for free for the duration of the conflict, and post-war their owners will have a choice between disbanding them entirely or transforming them into Imperial Battlemages at the cost of 2 points per unit.
- Imperial Legionaries: Disciplined professional heavy infantry serving the new, ideally human-led order of Cyrodiil, outfitted in quality iron or bronze & linen armor and equipped with weighted javelins in addition to basic swords and shields. They replace the ordinary Heavy Infantry for post-war Nedic rulers. 1,000 men/unit, 1.5 points & 1 day to recruit.
- Imperial Battlemages: Disciplined professional magi serving the new, ideally human-led order of Cyrodiil who are outfitted in medium armor and trained to fight in close combat in addition to wielding the magical arts, ensuring that they will be able to surprise opponents who think they'll be squishy pushovers in melee like most other mages. They replace the ordinary Mages for post-war Nedic rulers. 200 men/unit, 1.5 points & 1 day to recruit.
- Aurorans : Daedra from the realm of Meridia who fight as heavy infantry, summoned to serve Umaril the Unfeathered in large numbers, although other Ayleid kings who worship Meridia primarily may be able to summon Aurorans as well(such as Nenalata). 20 Daedra/unit. They cannot be recruited normally but can be summoned by appealing to Meridia via RP.
- Ayleid Wardens : Ayleids who fight as light infantry and are trained in some magic, used to patrol the countryside between the kingdoms and to hunt down escaped slaves. They are capable of hiding anywhere on the battlefield until either they choose to reveal themselves, or the enemy basically walks over them. 300 Mer/unit, 3 points & 3 days to recruit.
- Arane Pelin/Arane Pelinal : Meaning King's Knight or King's Glorious Knight in Ayleidoon, this unit serves as a individual 'champion'/agent of sorts for Ayleid faction leaders. The Arane Pelin/Pelinal is recruited on an individual basis and basically functions as an additional character with no traits who is, however, specialized in combat: they will always start with 15 HP, get a +1 to all rolls in combat, and can be equipped with artifacts. 6 points & days to recruit.
And as for naval units...
- Dhow: A small vessel traditionally used for commercial enterprises that can be pressed into service as cheap & expendable military transports or raiding boats. 5 ships/unit, 1 point & 2 days to recruit.
- Bireme: A galley armed with a ram & two decks of oarsmen, the bireme will be dwarfed by the vessels of the future, but now it is still the standard warship of the First Era nations. 5 ships/unit, 2 points & 3 days to recruit.
- Trireme: The largest warship in the First Era, the trireme is a triple-decker galley capable of cleaving smaller ships in half or even capsizing them at full speed. Built individually, 3 points & 3 days to recruit.
As for the size of each unit...let's say no more than 1000 men or Mer/conventional unit, no more than 50 mages/magical unit, and no more than a dozen Centurions & thrice as many Animunculi/Dwemer unit. After all, we're still in a time & age where Tamrielic societies are pretty disorganized and small-scale.
Nedes have their costs & recruitment times halved (with a 1-day minimum for recruitment time) as per their racial bonus. However, this applies only while the anti-Ayleid rebellion is still ongoing: they will lose this bonus post-war to balance out their ability to possess Imperial Legionaries & Battlemages.
Unit upkeep & retraining costs are, as usual, 1/2 the original cost of the unit. |