Armored Infantry

All the information below is taken from Chainmail, except where noted:


ARMORED INFANTRY

Morale: 7 (usually; see variants below)

Move 6", Charge 6", Missile Range –

Attacks: 

- in large-scale combat, as Armored Foot (add an extra die if armed with pike or halberd);

- in individual combat, according to the weapon used.

Defense: 

- in large-scale combat, as Armored Foot;

- in individual combat, according to the armor worn (usually chainmail or plate, and possibly a shield).

Traits:

Impetus Bonus (optional). Armored Infantry units receive an Impetus Bonus when charging into melee across smooth, level terrain or down moderate slopes. These troops add one extra die to their normal number of combat dice. 

Pole Arm Defense: Infantry troops formed in a close-order formation with pole arms can only suffer frontal melee casualties from troops armed with weapons that have an equal or greater range. Example: a mounted knight armed with a lance could attack a Halberd formation, but he could not attack a formation of Pikes, which are longer than lances.

Point Cost (army creation): 2,5 (3,5 with pike)

Armored Infantry variants:

  • Dismounted Knights: Morale 7. Behave as Knights
  • Sergeants: Morale 7. Lower-ranking professional soldiers in feudal armies, often better equipped than levies but beneath knights, serving as reliable infantry or light cavalry drawn from the non-noble classes.
  • Italian City Levies: Morale 4 (Levies check for instability due to excess casualties at 1/4 losses). Militias raised by the self-governing communes of medieval Italy, composed of armed citizens mobilized for defense and warfare amid constant inter-city rivalries.
  • Condottieri: Morale 7. Behave as Mercenaries. Leaders of mercenary companies in Renaissance Italy who contracted their services to city-states, becoming dominant military entrepreneurs in a fragmented political landscape.
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