Military Skill Explanations

Animal Training
These soldiers are trained to fight alongside trained war animals, usually dogs.They are more likely to destroy foot units that they beat in a combat (rather than simply repulsing them)
Archery
Somewhat obvious. Also count for crossbowman and other missilers. Archers get attacks at troops within a certain range before melee. Typically effective agains tmounted opponents though vulnerable if they fail to disperse their opponent.
Armor
Medium Armor: Chain, Studded Leather, and other medium armors. Obviously more dangerous than light footmen.
Heavry Armor: Plate or similar armors. Incredibly dangerous but expensive.
Assassination
Usually only in small units. These people are trained to enter a camp and eliminate command personnel.
However, they can be used in full scale battle to attack once as any other unit against an unmoving foe (wizard, cleric, general).
Berzerking
Can be applied to any unit. Berzerkers rush madly into combat and gain +2 on all dice for the intial round and +1 each following round that they are not recoiled or destroyed. They also never lose average level in a combat until they reach an average of zero.
Charioteering
These are suicide troops who plow through troops gaiing advantages on the initial moment of combat then suffering penalties. (For charioteers that battle in more conventional ways treat as cavalry or knights)
Endurance
Can be applied to any units. Those with this skill lose average level at a rate of one half that of other units (.1 every 2 rounds)
Hoplite
Spearmen who fight in in close formation guarding each others flank with shield..
Law Enforcement
Military units trained as police. These unit can be or act as law enforcement agents and town guard of a city or province. Can be applied to any unit. Normal troops count as one tenth the number of law enforcement agents if they have no such training.
Marine Fighting
Trained in fighting in ship-to-ship or ship-to-shore combat. Have some knowledge of swimming and other nautical skills. These are the warriors who fight on the ship not the sailors themselves. Usually only applied to Light Infantry (although may be applied to Bows)
Monster Wrangling
Trained to manage and utilize in combat monsterous creatures, such as Elephants, Dinosaurs, or other large ferocious beasts. The number and size of such units depend on the creatures used. Such units count at a minimum as Elephants and may count as more depending on the creature.
Riding (Cavalry)
Skill in horsemanship. Able to fight from horseback and ride for long distances. Requires light warhorses for all soldiers in the unit. (Note: most foot units will have some mounted officers and scouts, but only whole units of horsemen need this skill.)
Sailing
Naval soldiers capable of running and navigating a warship. This skill may require some specialization, river ship vs galley vs ocean going destroyers. Most sailors double as marines one round after a vessel is boarded (boarded ship only) or at the command of the captain.
Sapping
People trained in under-mining defenses or tunneling. Usually applied to unarmored troops but can be applied to any footmen.
Siege Engineering
Related to Sapping. These are the soldiers trained in battling around castles, either from within or without. This also includes the use of siege engines such as catapults, rams and ballistae. Usually applied to footmen.
Skirmishing
Soldiers trianed to harass and move quickly about the battlefield. Lightly armored and with mixed weapons these units could be used to slow the movements of other troops or fight in unusual terrain.
Spellwarring
These soldiers are trained to resist and counter spell using forces. It can be applied to any foot units and grants a +1/level bonus on saving throws vs magic and +1 on attacks when fighting a unit supported by a spell caster. The bonuses are doubled when the unit is dug in.
Spying
Units trained for scouting and spying on enemy troops, unarmored and lightly armed they tend to avoid combat entirely. Spies may be mounted or unmounted. Obviously best used in small groups.
Stealth
These are foot units trained to move stealthily and with little trace. They are hard to track and more likely to surprise opponents. The less armored they are the greater the chance of a surprise attack. Surprise attacks get a free round of attack + one free attack for the average level of the unit.
 
 

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