Professional Documents
Culture Documents
Crepusculum Imperii
Crepusculum Imperii
Mounted units
Cataphracts (Roman, Sassanid, Palmyran, Byzantine, Sarmatian)
Cataphracts are fully armored horsemen decked out cap-à-pie in mail, scale, or horn armor, and
mounted on horses similarly protected. Cataphracts are typically armed with a kind of lance called a
kontos (a Greek word that literally means "barge pole"), although some cataphracts might carry a club,
too.
Cataphracts mostly correspond to mounted men at arms in LR. However, I think they would be slower
and less enthusiastic, so I've lowered their courage, attack, and attack value. Cataphracts were
envisioned back in Seleucid days as a mounted phalanx whose full protection made them pretty
impervious to fire. I took away the wild charge special rule, too. Cataphracts didn't use a wild charge
(or even a tame one, really) because their attack relied on cohesion, a tight formation, and a bristling
phalanx of "barge poles."
Special rules:
Asvārān (Sassanid)
Asvārān are armored cavalry who are primarily armed with a bow, but might also include a kontos. The
riders are typically armored like cataphracts, but the horses would be less well armored, even
unarmored. The Sassanids used these troops as mounted archers who shot en masse rather than as
skirmishers.
Asvārān mostly correspond to mounted sergeants armed with bows. I also give them a "4" armor to
account for the near-cataphract nature of their protection, but I reduce their move to 10" maximum to
account for being heavier than normal horse. I've also made their attack 7+ and attack value 5+ to
account for the fact that they were not primarily intended as shock troops.
Special rules:
Upgrades:
• Kontos @ 2pts. per unit: Asvārān can be additionally armed with the kontos. Increase their
attack to 6+ and their attack value to 4+.
Equites/noble horsemen (Roman, Germanic, Huns)
Equites are the standard armored cavalry. They can be line of battle cavalry, but they tended to be
used as much for skirmishing as for shock. The riders typically wear chain, scale, or horn armor and
might also be protected by a shield and helmet. The horses are unarmored. Weapons would be a sword,
shield, and a short spear. Javelins might also be carried, giving the units a shirt-range missile option.
Equites/noble horsemen basically correspond to mounted sergeants in LR, but with the option of having
javelins.
Special rules:
Horse archers correspond to mounted yeomen in LR, but with less armor.
Special rules:
Upgrades:
Special rules:
Upgrades:
• Javelins @ 1pts. per unit: Shoot at 6+ with shooting value / range of 5+ / 6".
They don't conform to anything in LR, so I've made up what I think makes sense for elephants.
Special rules:
• Hard to kill: Although only represented by 1 model, an elephant unit can take 6 hits before it
disappears.
• Berserk: When an elephant fails a courage test with a result that is less than 0, instead of
fleeing in rout, it goes berserk and attacks friend or foe, whoever is in its path. Immediately
roll a D6 and determine the direction as follows: 1=forward, 2=60° right, 3=120° right, 4=180°
(rear), 5=120° left, 6=60° left. (It's basically going clock-wise by 60° increments.) Move the
model a full 8" move in the direction indicated. If the move results in contact with any unit,
whether friend or foe, conduct an an immediate attack. Every turn after, continue to roll for
direction, move, and conduct any attacks until the elephant is dead or has moved off the
table.
• Smelly: Elephants are terrifying to horses. Horse=mounted troops may not attack elephants. If
elephants attack horse-mounted, the horse-mounted may not counter-charge. Horse-mounted
troops in combat with elephants have a -1 to their defense value.
Like elephants, these really have no corresponding troop type in LR, so I'm winging it.
Special rules:
• Spitters: Horses didn't like camels any better than elephants. The stink and strangeness
spooked them—not to mention the awful spitting. Horse-mounted troops in combat with camels
have a -1 penalty to their attack value and defense value.
Cataphract camels (Parthian, Palmyran)
Cataphract camels—armored men and armored camels—were a rare thing, but might be fielded by
Parthians and Palmyras.
Like elephants and dromedarii (the lesser camels), these really have no corresponding troop type in LR,
so I'm winging it.
Special rules:
• Spitters: Horses didn't like camels any better than elephants. The stink and strangeness
spooked them—not to mention the awful spitting. Horse-mounted troops in combat with camels
have a -1 penalty to their attack value and defense value.
Foot units
Legionarii (Roman)
These are the classic heavy infantry of the Roman army. Typically well armored, well armed, and well
disciplined. They might be armed with short range missile weapons, such as the pilum (until the late
3rd c.), javelins, and plumbatae. From the late 3rd c. on, these would have a long spear and spatha
rather than the classic sword and pilum. Shields are large and legionarii can form shield wall.
These troops correspond mostly to foot sergeants, but with better courage and short-range missile
ability.
Special rules:
• Pilum: The unit can attempt shoot, using pila, javelins, or plumbatae, before resolving attack
combat, whether they are attacking or defending. Roll for shooting as normal. Losses due to
pre-combat shooting count towards resolving the outcome of the attack, when comparing
losses.
• Shield-wall: On a Move order, unit forms in two ranks with bases touching. Cannot form in
rough terrain or in cover. Adds +1 armor against attacks and shooting. Must be at least 6 figures
remaining in the unit. Cannot move in this position. If a combat ends with the attacker still in
contact, the attacker must retreat. If the unit becomes battered in this formation, the shield-
wall formation is lost.
Upgrades:
• Mixed weapons @ 1pts. per unit: The unit has archers mixed into the formation (typically in
later 3rd c. onwards). Shooting is still 6+ with a shooting value of 6, but range is extended to
12". Does not negate shield-wall or pilum.
Special rules:
• Shield-wall: On a Move order, unit forms in two ranks with bases touching. Cannot form in
rough terrain or in cover. Adds +1 armor against attacks and shooting. Must be at least 6 figures
remaining in the unit. Cannot move in this position. If a combat ends with the attacker still in
contact, the attacker must retreat. If the unit becomes battered in this formation, the shield-
wall formation is lost.
• Fleet footed: Same as in LR rules.
Upgrades:
• Mixed weapons @ 1pts per unit: The unit has archers mixed into the formation (typically in
later 3rd c. onwards). Shooting is still 6+ with a shooting value of 6, but range is extended to
12". Does not negate shield-wall.
• Armored @ 1pts. per unit: Increase armor to 3, decrease max. movemet to 6".
Archers (Roman, Byzantine, Germanic, Palmyran)
Missile troops are any foot units that form mostly in mass and shoot weapons like bows and crossbows.
They are not skirmishers.
Upgrades:
Special rules:
Special rules:
Special rules: