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Crepusculum Imperii: Adapting Lion Rampant to the

Late Roman period

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."

Unit Name: Cataphracts Points: 6


Attack 6+ Attack Value 4+
Move 7+ Defence Value 5+
Shoot - Shoot Value -
Courage 4+ Max. Movement 8"
Armor 4 Special Rules Counter-charge

• Models per unit: 6

Special rules:

• Counter-charge: Same as in the LR rules.


The armored wall on hooves

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.

Unit Name: Asvārān Points: 4


Attack 7+ Attack Value 5+
Move 7+ Defense Value 5+
Shoot 6+ Shoot Value 5+ / 12"
Courage 4+ Max. Movement 10"
Armor 4 Special Rules Counter-charge

• Models per unit: 6

Special rules:

• Counter-charge: Same as in the LR 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.

Unit Name: Equites Points: 4


Attack 5+ Attack Value 5+
Move 5+ Defense Value 5+
Shoot - Shoot Value -
Courage 4+ Max. Movement 10"
Armor 3 Special Rules Counter-charge

• Models per unit: 6

Special rules:

• Counter-charge: Same as in the LR rules.

Light horse (Roman, Sassanid, Palmyran, Byzantine, Scythian, Huns)


Light horsemen have no significant armor protection. They rely on speed and shooting as their main
tactics/weapons. Not good in hand to hand combat, but can easily harass and inflict loss on foot and
slower horse.

Horse archers correspond to mounted yeomen in LR, but with less armor.

Unit Name: Light horse Points: 3


Attack 7+ Attack Value 5+
Move 5+ Defense Value 6
Shoot 6+ Shoot Value 5+ / 12"
Courage 5+ Max. Movement 12"
Armor 2 Special Rules Skirmish; Evade

• Models per unit: 6

Special rules:

• Skirmish: Same as in the LR rules.


• Evade: Same as in LR rules.

Upgrades:

• Javelins only @ -1 per unit: Reduce shooting range to 6".


• Expert @ 2pts. per unit: Skirmish without the -1 shooting penalty.
Horsemen (Romans, Byzantines, Germanic, Huns)
These are the general mass of unarmored (or poorly armored) horsemen that were typically found in
Germanic armies, like the Goths, Alemanni, etc. They could also be found as poorly armored equites in
Roman/Byzantine armies.

These troops correspond to mounted yeoman in LR.

Unit Name: Horsemen Points: 3


Attack 7+ Attack Value 5+
Move 5+ Defense Value 6
Shoot - Shoot Value -
Courage 5+ Max. Movement 12"
Armor 2 Special Rules Counter-charge

• Models per unit: 6

Special rules:

• Counter-charge: Same as in the LR rules.

Upgrades:

• Javelins @ 1pts. per unit: Shoot at 6+ with shooting value / range of 5+ / 6".

War elephants (Sassanid)


War elephants were used by Sassanid armies throughout the period. They could be as much a danger to
their own side as to the enemy.

They don't conform to anything in LR, so I've made up what I think makes sense for elephants.

Unit Name: War elephants Points: 8


Attack 7+ Attack Value 3
Move 7+ Defence Value 4+
Shoot 6+ Shoot Value 6 / 12"
Courage 5+ Max. Movement 8"
Hard to kill; Berserk;
Armor 4 Special Rules
Smelly

• Models per unit: 1

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.

Dromedarii (Roman, Parthian, Palmyran)


Dromedarii are camel-mounted troops who were used mainly for scouting in the desert areas of Syria
and the border-lands of the Parthian and Sassanid empires.

Like elephants, these really have no corresponding troop type in LR, so I'm winging it.

Unit Name: Dromedarii Points: 3


Attack 7+ Attack Value 6
Move 5+ Defence Value 6
Shoot 6+ Shoot Value 6 / 6"
Courage 5+ Max. Movement 10"
Armor 2 Special Rules Spitters

• Models per unit: 6

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.

Unit Name: Cataphract camels Points: 6


Attack 6+ Attack Value 4+
Move 6+ Defence Value 5+
Shoot - Shoot Value -
Courage 4+ Max. Movement 8"
Armor 4 Special Rules Spitters

• Models per unit: 6

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.

Unit Name: Legionarii Points: 6


Attack 6+ Attack Value 5+
Move 5+ Defence Value 4+
Shoot 6+ Shoot Value 6 / 6"
Courage 3+ Max. Movement 6"
Armor 3 Special Rules Shield-wall; Pilum

• Models per unit: 12

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.

Auxilia (Romans, Palmyrans)


These are typically lighter troops than the legionarii, but they could be as well armed and armored.
The difference was typically in how they were employed.

Unit Name: Auxilia Points: 4


Attack 6+ Attack Value 5+
Move 5+ Defence Value 4+
Shoot 6+ Shoot Value 6 / 6"
Courage 4+ Max. Movement 8"
Shield-wall;
Armor 2 Special Rules
Fleet footed

• Models per unit: 12

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.

Archers correspond to the same type in LR.

Unit Name: Missile troops Points: 4


Attack 7+ Attack Value 6
Move 6+ Defence Value 5+
Shoot 6+ Shoot Value 5+ / 18"
Courage 4+ Max. Movement 6"
Armor 2 Special Rules -

• Models per unit: 12

Upgrades:

• Armored @ 2pts. per unit: Increase the armor value to 3.


• Elite shooters @ 2pts. per unit: Increase the shoot to 5+ and the shooting value to 4+.

Levy infantry (Sassanid)


Despite their reputation, these troops were a bit more than the sweepings of the gaols and taverns
they're made out to be—but not too much more. In Sassanid armies that were predominantly mounted,
levy infantry formed a solid base to hold a position that the horsemen could rally on.

Unit Name: Levy infantry Points: 3


Attack 7+ Attack Value 6
Move 6+ Defence Value 5+
Shoot - Shoot Value -
Courage 4+ Max. Movement 6"
Armor 4 Special Rules Schiltron

• Models per unit: 12

Special rules:

• Schiltron: The same as in the LR rules.

Warriors (Germanic, Pictish)


The mass of Gothic, Alemannic, Saxon, etc. forces relied on a fierce charge of massed infantry. Not
well protected, though leaders might have armor.

Warriors correspond to fierce foot in LR.

Unit Name: Warriors Points: 4


Attack 5+ Attack Value 3+
Move 6+ Defence Value 6
Shoot - Shoot Value -
Courage 4+ Max. Movement 8"
Ferocious; Wild
charge; Counter-
Armor 2 Special Rules
charge vs. foot;
Fleet footed

• Models per unit: 12

Special rules:

• Ferocious: The same as in the LR rules.


• Wild charge: The same as in the LR rules.
• Counter-charge: The same as in the LR rules.
• Fleet-footed: The same as in the LR rules.

Foot skirmishers (Roman, Byzantine, Sassanid, Germanic, Pictish,


Palmyran, Parthian)
Foot skirmishers are javelin men, slingers, skirmishing bowmen (rather than massed bow-shooters).
These troops kept their distance and harassed the enemy, avoiding close combat.

Foot skirmishers correspond to bidders in the LR rules.

Unit Name: Foot skirmishers Points: 2


Attack 7+ Attack Value 6
Move 5+ Defence Value 6
Shoot 5+ Shoot Value 5+ / 12"
Courage 4+ Max. Movement 8"
Hard to target;
Armor 1 Special Rules Skirmish; Evade;
Fleet footed

• Models per unit: 6

Special rules:

• Hard to target: The same as in the LR rules.


• Skirmish: The same as in the LR rules.
• Evade: The same as in the LR rules.
• Fleet-footed: The same as in the LR rules.

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