TEXT: ELITE TROOPS 
  History is replete with chronicles of soldiers so skilled at their particular craft that their fame extends across the 
  known world. Almost always, these troops hailed from a particular country, city, or region: Balearic slingers; Cretan 
  archers; Numidian cavalry; Spartan hoplites; Swiss pike; Welsh longbowmen. In such realms, some combination of 
  geography and tradition creates the conditions for elite soldiery to develop. In many cases, mercenary service 
  becomes one of the chief exports of the realm. These rules allow the Judge to introduce elite troops into his 
  campaign setting. 
  REGULAR VERSUS ELITE TROOPS 
  Regular troop are able-bodied adults all trained in the same way but drawn from a variety of backgrounds. Prior to 
  their training, they might have been lowly serfs, rugged mountain herders, stoic manual laborers, or even yeomen 
  raised with arms. Any given soldier might enter training with some useful skills gleaned from his background, but 
  this individual knowledge will be left unutilized (or even suppressed) by the necessity of uniformity within a unit. 
  Therefore, for game purposes, regular troops are treated as if they have no proficiencies. Except as noted in this 
  article, all troops in Domains at War are regular troops. 
  Elite troops, on the other hand, are able-bodied adults all trained in the same way and all drawn from a particular 
  country, region, or city  which uniformly teaches one  or more proficiencies useful to a particular type of troop. 
  Because all of the troops in a unit know the same proficiency, it affects their unit characteristics and improves their 
  battle rating. 
  Note that veteran and elite are two different qualifiers that can be applied to troops. Veteran status is gained with 
  experience, while elite status is gained from special training. Some veterans are elite, but most are not, and some 
  elite troops are veterans, but most are not.  
  ADDING ELITE TROOPS TO THE CAMPAIGN 
  The type of elite troops available to leaders will vary based on the particulars of a Judge’s campaign setting. A 
  campaign set in any icy northland is unlikely to have any elite camel lancers; a campaign set in the Pre-Columbian 
  Aztec Empire might have no elite cavalry but several types of elite light infantry. To add elite troops to his campaign, 
  the Judge should follow these steps: 
  1. Choose one or more breeding grounds from which elite troops can be drawn. 
  2. For each breeding ground, select one to three types of elite troops based on the predominant race and/or 
  terrain of the breeding ground. 
  3. For each type of elite troop in each breeding ground, choose or roll for the proficiency or proficiencies which 
  that elite troop type possess based on the troop type. 
  CHOOSING BREEDING GROUNDS 
  A breeding ground is a realm which, due to its harsh conditions, militant culture, or other factors, is a source of a 
  particular type of elite troop. A breeding ground must be a realm no smaller than a large county (875 to 1,400 square 
  miles) and no larger than a small kingdom (32,500 to 36,000 square miles). A campaign setting may have no, one, or 
  many breeding grounds, at the Judge’s discretion; breeding grounds are most common in realms engaged in constant 
  violent struggle against nearby enemies.  
  
  Some historical breeding grounds for elite troops include Lacedaemonia (1,400 square miles), Balearic Isles (1,900 
  square miles), Crete (3,200 square miles),  Wales (8,000 square miles), Switzerland (16,000 square miles), and 
  Numidia (22,000 square miles). 
  SELECTING TROOP TYPES 
  As explained in D@W: Campaigns, troops are classified by how they are trained and equipped, which in turn dictates 
  how they are used in battle. The Troop Types table on D@W: Campaigns p. XX lists the most common troop types, 
  along with the races that typically employ them and the default equipment for the type, although these can vary 
  with the particulars of a Judge’s setting. 
  While elite troops of any type are possible, not every type of breeding ground can produce every type of troop. The 
  racial make-up and the predominant terrain of the breeding ground will determine which types of troops the ground 
  breeds. For each breeding ground he places in his campaign setting, the Judge should select one to three troop types 
  that the breeding ground produces from the tables below. 
  The Possible Troop Types by Predominant Race table shows what type of troops are typically elite within the various 
  races that field organized military forces. For these purposes, a race is predominant if the majority of the population 
  in the breeding ground is of that race. If no race makes up a majority  of the population, then the race that makes 
  up the largest minority of the population is predominant. 
  Predominant Race 
  Possible Troop Types 
  Human 
  By Predominant Terrain 
  Dwarf 
  Heavy Infantry A-D; Crossbowmen; Mounted Crossbowmen 
  Elf 
  Light Infantry; Heavy Infantry A, B; Bowmen; Longbowmen; Light Cavalry; Horse Archers; Cataphract Cavalry 
  Kobold 
  Light Infantry 
  Goblin 
  Light Infantry; Slingers; Bowmen; Wolf Riders 
  Orc 
  Light Infantry; Heavy Infantry; Bowmen; Crossbowmen; Boar Riders 
  Hobgoblin 
  Light Infantry; Heavy Infantry; Longbowmen; Light Cavalry; Medium Cavalry; Horse Archers 
  Gnoll 
  Light Infantry; Heavy Infantry; Longbowmen 
  Lizardman 
  Light Infantry; Heavy Infantry 
  Bugbear 
  Light Infantry; Heavy Infantry 
  Ogre 
  Light Infantry; Heavy Infantry 
   
  The Possible Troop Types by Predominant Terrain table offers guidelines for what type of troops might appear in 
  different terrain. A terrain type is considered predominant if the majority of the hexes in the breeding ground are of 
  that type. If no type makes up a majority of the hexes, then the terrain type that makes up the largest minority of 
  the hexes is predominant.  
  Predominant Terrain 
  Possible Troop Types 
  Clear/Grass 
  Any Cavalry; Longbowmen B 
  Shrubland 
  Light Infantry A, B, E; Longbowmen B; Heavy Infantry A, B, C; Heavy Cavalry; Cataphract Cavalry 
  Woods 
  Bowmen; Longbowmen A, B; Heavy Infantry C, D 
  Jungle 
  Bowmen; Longbowmen A; Light Infantry E-H; War Elephants 
  Swamp 
  Bowmen; Longbowmen A; Light Infantry G, H 
  Hills 
  Light Infantry A-D; Slingers; Longbowmen B; Heavy Infantry A, B, C 
  Mountains 
  Light Infantry A, F; Slingers; Crossbowmen; Longbowmen B 
  Barrens 
  Slingers; Light Infantry A, E, G; Camel Archers; Camel Lancers 
  Desert 
  Slingers; Light Cavalry A-C; Camel Archers; Camel Lancers 
   
  
  EXAMPLE: Corcano is an island realm in the Ammas Aurë that consists of 16 24-mile hexes, or about 8,000 square 
  miles. The Judge has decided Corcano is a breeding ground for elite troops in the setting. Corcano’s population is 
  predominantly human, so the realm’s predominant terrain will determine the type of troops that might be elite. 
  Consulting his continental map, the Judge notes that Corcano consists of 3 hexes of clear terrain, 6 hexes of mountain 
  terrain, and 7 hexes of hills terrain. No terrain type makes up a majority of the hexes in the realm, so the Judge 
  instead uses the largest minority terrain type, hills. Consulting the Possible Troop Types by Predominant Terrain 
  table, the Judge sees that he can choose from Light Infantry A, B, C or D; Slingers; Longbowmen B; or Heavy Infantry 
  A, B, or C. inspired by history’s Cretan archers, who used composite bows, he decides that Corcano is a breeding 
  ground for Elite Longbowmen B (troops with composite bow, sword, shield, and leather armor). 
  ASSIGNING PROFICIENCIES 
  For each type of elite troop in each breeding ground, choose or roll for the proficiency or proficiencies which that 
  elite troop type possess based on the troop type using the Assigning Proficiencies tables below.  
  Elite Troop Type (Humans) 
  Die Roll (1d12) 
  Light Infantry  A, F, G, H 
  1 Alertness, 2 Ambushing, 3 Cllimbing and Endurance, 4 Combat Reflexes, 5-6 Fighting Style (missile 
  weapon), 7 Running, 8-9 Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus 
  Light Infantry B, E 
   
  1 Alertness, 2 Bersekergang, 3 Climbing and Endurance, 4 Combat Reflexes, 5-6 Fighting Style (pole 
  weapon), 7-8 Fighting Style (weapon and shield), 9 Running, 10 Skirmishing, 11-12 Weapon Focus 
  Light Infantry C  
  1 Alertness, 2-3 Berserkergang, 4 Climbing and Endurance, 5 Combat Reflexes, 6-7 Fighting Style (two-
  handed weapon), 8-9 Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus 
  Light Infantry D 
  1 Alertness, 2-3 Berserkergang, 4-5 Combat Reflexes, 6-7 Fighting Style (two weapons), 8-9 
  Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus 
  Heavy Infantry A, C 
  1 Alertness, 2 Bersekergang, 3-4 Combat Reflexes, 5-6 Fighting Style (pole weapon), 7-8 Fighting Style 
  (weapon and shield), 9-10 Siege Engineering and Endurance, 11-12 Weapon Focus 
  Heavy Infantry B 
  1 Alertness, 2 Berserkergang, 3-4 Combat Reflexes, 5-8 Fighting Style (pole weapon), 9-10 Siege 
  Engineering and Endurance, 11-12 Weapon Focus 
  Heavy Infantry D 
  1 Alertness, 2-3 Berserkergang, 4 Climbing and Endurance, 5-6 Combat Reflexes, 7-9 Fighting Style 
  (two-handed weapon), 10 Skirmishing, 11-12 Weapon Focus 
  Slingers, Bowmen, Crossbowmen, 
  Longbowmen A, B 
  1 Alertness, 2 Ambushing, 3 Combat Reflexes, 4 Cllimbing and Endurance, 5-6 Fighting Style (missile 
  weapon),7-8 Precise Shooting, 9 Running, 10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Light Cavalry A, B 
  1 Alertness, 2 Ambushing, 3-4 Combat Reflexes, 5-6 Fighting Style (missile weapons), 7-9 Skirmishing, 
  10-11 Swashbuckling, 12 Weapon Focus 
  Light Cavalry C, Medium Cavalry, 
  Heavy Cavalry, Camel Lancers 
  1 Alertness, 2-3 Combat Reflexes, 4-5 Fighting Style (pole weapon), 6-9 Fighting Style (weapon and 
  shield),  10 Skirmishing, 11-12 Weapon Focus 
  Horse Archers, Camel Archers 
  1 Alertness, 2 Ambushing, 3 Combat Reflexes, 4-5 Fighting Style (missile weapon), 6-7 Precise 
  Shooting, 8-9 Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus   
  Cataphract Cavalry 
  1 Alertness, 2 Combat Reflexes, 3-4 Fighting Style (missile weapon), 5-6 Fighting Style (pole weapon), 
  7-8 Fighting Style (weapon and shield), 9-10 Precise Shooting, 11 Skirmishing, 12 Weapon Focus 
  War Elephants 
  1 Alertness, 2 Berskergang*, 3-4 Combat Reflexes, 5-6 Fighting Style (missile weapon), 7-8 Fighting 
  Style (pole weapon), 9-10 Precise Shooting, 11 Skirmishing, 12 Weapon Focus 
   
  EXAMPLE: Corcano is a breeding ground for Elite Longbowmen B. The Judge consults the Assigning Proficiencies 
  table and rolls 1d12. The result is a 10 – Skirmishing. The Judge decides that Corcano’s hill and mountain folk have a 
  culture of banditry and raiding that makes them excellent hit-and-run archers.  
   
   
  
  Elite Troop Type (Demi-Human) 
  Die Roll (1d12) 
  Dwarven Heavy Infantry A 
  1 Alertness, 2 Bersekergang, 3 Combat Reflexes, 4 Goblin Slaying, 5-6 Fighting Style (pole weapon), 7-8 
  Fighting Style (weapon and shield), 9-10 Siege Engineering and Endurance, 11-12 Weapon Focus 
  Dwarven Heavy Infantry B 
   
  1 Alertness, 2-3 Bersekergang, 4 Combat Reflexes, 5 Goblin Slaying, 6-8 Fighting Style (two-handed 
  weapon), 9-10 Siege Engineering and Endurance, 11-12 Weapon Focus 
  Dwarven Heavy Infantry C, D 
  1 Alertness, 2 Bersekergang, 3 Combat Reflexes, 4-5 Goblin Slaying, 6-8 Fighting Style (weapon and 
  shield), 9-10 Siege Engineering and Endurance, 11-12 Weapon Focus 
  Dwarven Crossbow 
  Dwarven Mounted Crossbow 
  1 Alertness, 2  Combat Reflexes, 3-4 Goblin Slaying, 5-7 Fighting Style (missile weapon), 8-9 Precise 
  Shooting, 10 Siege Engineering and Endurance, 11 Skirmishing, 12 Weapon Focus 
  Elven Light Infantry 
  1 Alertness, 2 Climbing and Endurance, 3 Combat Reflexes, 4-5 Goblin Slaying, 6-7 Fighting Style (pole 
  weapon), 8-9 Fighting Style (weapon and shield), 10 Skirmishing, 11-12 Weapon Focus 
  Elven Heavy Infantry A, B 
  1 Alertness, 2-3 Combat Reflexes, 4-5 Goblin Slaying, 6-7 Fighting Style (pole weapon), 8-10 Fighting Style 
  (weapon and shield), 11-12 Weapon Focus 
  Elven Bowmen, Longbowmen 
  1 Alertness, 2 Ambushing, 3 Combat Reflexes, 4 Cllimbing and Endurance, 5-6 Fighting Style (missile 
  weapon), 7-8 Precise Shooting, 9 Running, 10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Elven Light Cavalry 
  1 Alertness, 2 Ambushing, 3-4 Combat Reflexes, 5-6 Fighting Style (missile weapons), 7-9 Skirmishing, 10-
  11 Swashbuckling, 12 Weapon Focus 
  Elven Horse Archers 
  1 Alertness, 2 Ambushing, 3 Combat Reflexes, 4-5 Fighting Style (missile weapon), 6-7 Precise Shooting, 
  8-9 Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus 
  Elven Cataphracts 
  1 Alertness, 2 Combat Reflexes, 3-4 Fighting Style (missile weapon), 5-6 Fighting Style (pole weapon), 7-
  8 Fighting Style (weapon and shield), 9-10 Precise Shooting, 11 Skirmishing, 12 Weapon Focus   
   
  Elite Troop Type (Beastmen) 
  Die Roll (1d12) 
  Kobold Light Infantry 
  Goblin Bowmen and Slingers 
  1 Ambushing, 2 Cllimbing and Endurance, 3 Combat Reflexes, 4 Fighting Style (missile weapon), 5 Kin-
  Slaying, 6-7 Running, 8-9 Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus 
  Goblin Light Infantry 
  Orc & Gnoll Light Infantry 
  1 Ambushing, 2 Berserkergang, 3 Cllimbing and Endurance, 4 Combat Reflexes, 5 Fighting Style (weapon 
  and shield), 6 Kin-Slaying, 7-8 Running, 9-10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Orc Bowmen & Crossbowmen 
  Gnoll Longbowmen 
  1 Ambushing, 2 Cllimbing and Endurance, 3 Combat Reflexes, 4 -5 Fighting Style (missile weapon), 6 
  Kin-Slaying, 7-8 Running, 9-10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Orc & Gnoll Heavy Infantry 
  Ogre Light & Heavy Infantry 
  1 Ambushing, 2-3 Berserkergang, 4 Combat Reflexes, 5-6 Fighting Style (two-handed weapon), 7-8 Kin-
  Slaying, 9 Running, 10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Lizardman Light & Heavy 
  Infantry 
  1 Ambushing, 2-3 Berserkergang, 4 Combat Reflexes, 5 Fighting Style (missile weapon), 6-7 Kin-Slaying, 
  8-9 Running, 10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Bugbear Light Infantry 
  1-2 Ambushing,, 3-4 Berserkergang, 5 Combat Reflexes, 6-7 Fighting Style (weapon and shield), 8 Kin-
  Slaying, 9 Running, 10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Bugbear Heavy Infantry 
  1-2 Ambushing,, 3-4 Berserkergang, 5 Combat Reflexes, 6-7 Fighting Style (two-handed weapon), 8 Kin-
  Slaying, 9 Running, 10 Skirmishing, 11 Swashbuckling, 12 Weapon Focus 
  Goblin Wolf Riders 
  Orc Boar Riders 
  1 Ambushing, 2-4 Berserkergang, 5-6 Combat Reflexes, 7-8 Kin-Slaying, 9-10 Skirmishing, 11-12 
  Swashbuckling  
  Hobgoblin Light Infantry 
  1 Alertness, 2 Combat Reflexes, 3-4 Fighting Style (pole weapon), 5-6 Fighting Style (weapon and shield), 
  7-8 Kin-Slaying, 9 Siege Engineering & Endurance, 10 Skirmishing, 11-12 Weapon Focus 
  Hobgoblin Heavy Infantry 
  1 Alertness, 2-3 Combat Reflexes, 4-5 Fighting Style (pole weapon), 6-7 Fighting Style (two-handed 
  weapon), 8-9 Kin-Slaying, 10 Siege Engineering & Endurance, 11-12 Weapon Focus 
  Hobgoblin  Longbowmen 
  1 Alertness, 2 Ambushing, 3 Combat Reflexes, 4-5 Fighting Style (missile weapon), 6 Precise Shooting, 
  7 Kin-Slaying, 8 Running, 9 Siege Engineering & Endurance, 10 Skirmishing, 11 Swashbuckling, 12 
  Weapon Focus 
  Hobgoblin Light Cavalry 
  1 Alertness, 2 Ambushing, 3-4 Combat Reflexes, 5-6 Fighting Style (missile weapons), 7-9 Skirmishing, 
  10-11 Swashbuckling, 12 Weapon Focus 
  Hobgoblin Medium Cavalry 
  1 Alertness, 2-3 Combat Reflexes, 4-5 Fighting Style (pole weapon), 6-9 Fighting Style (weapon and 
  shield), 10 Kin-Slaying, 11 Skirmishing, 12 Weapon Focus   
  Hobgoblin Horse Archers 
  1 Alertness, 2 Ambushing, 3 Combat Reflexes, 4-5 Fighting Style (missile weapon), 6-7 Precise Shooting, 
  8-9 Skirmishing, 10-11 Swashbuckling, 12 Weapon Focus 
   
  
  On army rosters, elite troops should be designated as [number] [race, if non-human] [veteran status, if veterans] 
  [elite] [ethnicity by breeding ground] [unit type] [(proficiency)].  
  EXAMPLE: A unit raised from Corcano might be designated as “120 Elite Corcanosi Longbowmen B (Skirmishing)”. 
  PROFICIENCY LIST 
  The proficiencies available to elite troops are detailed below. In most cases, a proficiency’s effects on an elite unit’s 
  characteristics are a direct application of the rules for the proficiency to Domains at War. For example, Fighting Style 
  (weapon and shield) increases a combatant’s AC by 1 when he is wielding a weapon and shield; similarly an elite unit 
  with Fighting Style (weapon shield) has its Unit AC increased by 1 when it is wielding a weapon and shield. In a few 
  cases, some adjustment has been required to translate the game mechanics of man-to-man combat to mass combat. 
  Alertness: When an army is surprised (i.e. the strategic situation is Ambush, Deep Envelopment, Envelopment, or 
  Rear Guard Envelopment), its commanders usually have no activation points (AP) in the first combat round and ½ 
  their normal AP in the second combat round. However, for each unit with Alertness they command, commanders 
  gain 1 activation point in the first combat round and ½ AP in the second round. (The AP do not have to be spent on 
  the units with Alertness.) A unit with Alertness proficiency is also immune to the effects of Ambushing (see below). 
  EXAMPLE: Marcellus is a commander of a six-unit division in an army that has been surprised by a Deep Envelopment. 
  He has a Leadership Ability of 6. Given the strategic situation, Marcellus would normally have 0 AP in the first combat 
  round, 3 AP in the second combat round, and 6 AP per combat round thereafter. However, Marcellus’s division 
  includes 2 Elite Light Infantry with Alertness. Therefore he has (0 + 2) 2 AP in the first combat round, (3 + 1) 4 AP in 
  the second combat round, and 6 AP per combat round thereafter. 
  Ambushing: When the unit attacks with surprise or from the flank, it gains an additional +2 bonus on its attack throw 
  (for a total bonus of +4). Each successful attack deals two hits (instead of the usual one hit) to the target. A target 
  with Alertness proficiency is immune to the effects of Ambushing, however. 
  Berserkergang: Whenever the unit conducts a melee attack sequence, it may go berserk. Berserk units are marked 
  by placing a berserk token on the unit. While the berserk token is present, the unit gains a +2 bonus on attack throws 
  and its base morale score is increased to +4, but its Unit AC is decreased by 2 and its formation is considered to be 
  irregular (IF or IM). The berserk token is removed if the unit begins an activation unthreatened by any enemy units. 
  Mounted units may not take this proficiency unless the mount will fight on if the rider is dead.  
  Combat Reflexes: The unit is eligible to conduct a free melee attack sequence against a disengaging enemy unit even 
  when it is disordered. A  commander gains a +1 bonus to his initiative score during the current combat round if he 
  activated one or more units with this proficiency in the prior combat round. 
  Climbing: The unit can march into Cliff/Mountain hexes as if they were rough rather than impassable terrain. The 
  unit may not hustle or charge into, through, or from otherwise-impassable Cliff/Mountain hexes, however.  A unit 
  with Climbing proficiency in a Cliff/Mountain hex threatens adjacent enemy units that are in adjacent hexes, but is 
  not itself threatened unless the enemy units are Flyers or possess the Climbing proficiency. Mounted units may not 
  take this proficiency unless mounted on mules or similar sure-footed mounts (Judge’s discretion).   
  Endurance: The unit can force march for one day without penalty. Units composed exclusively of troops with 
  extraordinary Constitution may force march one additional day for each point of Constitution bonus. Mounted units 
  may not take this proficiency unless mounted on camels, mules, or similar hardy mounts (Judge’s discretion). 
  
  Fighting Style: The unit is proficient in a particular fighting style, chosen when the unit is trained. The fighting styles 
  and the bonuses they provide to the unit are listed below. The unit must be equipped appropriately to take 
  advantage of the proficiency, e.g. a unit equipped with shortbow, sword, and dagger cannot benefit from Fighting 
  Style (pole weapon).  
  Fighting Styles 
  Style 
  Bonus 
  Pole weapon 
  The unit is eligible to conduct a free melee attack sequence against a disengaging enemy 
  unit even when it is disordered. The unit gains a +1 bonus to attack throws on melee 
  attack sequences when charging, set for charge, or against disengaging enemy.  
  Missile weapon 
  The unit gains a +1 bonus to attack throws on missile attack sequences. 
  Single weapon 
  The unit gains a +1 bonus to attack throws on melee attack sequences. 
  Two weapons 
  The unit gains a +1 bonus to attack throws on melee attack sequences. 
  Two-handed weapon 
  The unit deals one extra point of damage if it hits with at least two attacks during a 
  melee attack sequence.  
  Weapon and shield 
  The unit gains a +1 bonus to Unit AC while equipped with weapon and shield. 
   
  Goblin-Slaying: The unit has been trained to ruthlessly cut down his race’s humanoid foes. It receives +1 on attack 
  throws against enemy units composed of kobolds, goblins, orcs, gnolls, hobgoblins, bugbears, ogres, trolls, and/or 
  giants. If the Goblin-Slaying unit has 7 Unit HD or more this bonus increases to +2. If the Goblin-Slaying unit has 13 
  Unit HD or more the bonus increases to +3. 
  Kin-Slaying: The unit is thirsty for the blood of man. It receives +1 on attack throws against enemy units composed 
  of humans, elves, dwarves, gnomes, or halflings. If the Kin-Slaying unit has 7 Unit HD or more this bonus increases 
  to +2. If the Kin-Slaying unit has 13 Unit HD or more the bonus increases to +3. 
  Precise Shooting: A unit with Precise Shooting proficiency may conduct a missile attack sequence against a target 
  threatening or threatened by it without penalty. The unit may use volleying overhead to conduct a missile attack 
  sequence against a target threatening or threatened by an ally.  
  Running: A LF or IF unit with Running proficiency that normally has Unit Movement Rate 2/3/4 instead has Unit 
  Movement Rate 2/4/6. A LF or IF unit with Running proficiency that normally has Unit Movement Rate 2/4/6 instead 
  has Unit Movement Rate 2/5/8. Mounted units may not take this proficiency unless mounted on exceptional mounts 
  (Judge’s discretion). 
  Siege Engineering: The unit can be assigned to construction projects of up to 25,000gp without a supervisor. All of 
  the troops within the unit have a base construction rate of 66cp per day. A typical 120-man unit has a base 
  construction rate of 80gp per day. 
  Skirmishing: A disengaging unit with Skirmishing proficiency does not trigger attacks by threatening units that have 
  a slower marching movement rate than it. A disengaging LF, LM, or FLY unit with Skirmishing proficiency does not 
  trigger attacks by threatening units that have an equal or slower marching movement rate than it.   
  Swashbuckling: An IF, LF, IM, LM, or FLY unit with Swashbuckling proficiency gains a +1 bonus to Unit AC. If the unit 
  has 7 Unit HD or mor this bonus increases to +2. If the unit has 13 Unit HD or more the bonus increases to +3.  
  
  Weapon Focus: When using its favored weapon, the unit is capable of devastating strikes. On an attack throw scoring 
  an unmodified 20 when using its favored weapon, the unit deals two points of damage to the target’s uhp (instead 
  of one). The unit’s favored weapon is defined when the unit is trained. 
  AVAILABILITY OF ELITE TROOPS 
  ELITE CONSCRIPTS AND MILITIA 
  If peasants are conscripted or levied from a breeding ground, all peasants that are qualified, trained, and equipped 
  as one of the breeding ground’s elite troops types become elite.  
  EXAMPLE: Corcano is a breeding ground for Elite Longbowmen B (Skirmishing). Corcano has a population of 100,000 
  families, so the ruler of Corcano can conscript up to 10,000 peasants. Consulting the Qualifying Number of Conscripts 
  table in D@W: Campaigns, he notes that for every 120 conscripts, 30 qualify as longbowmen. Therefore the ruler 
  has (30/120 x 10,000) 2500 peasants that qualify as longbowmen. The ruler trains and equips these 2500 qualified 
  peasants as Longbowmen B. At the end of the training time, he now has 2500 Elite Corcanosi Longbowmen B 
  (Skirmishing). 
  Peasants that qualify to be one of the breeding ground’s troop types, but are trained or equipped for another type, 
  do not become elite. Their talents are “wasted.” For this reason, wise rulers will train and equip their conscripts to 
  exploit their breeding ground(s), and hire mercenaries for other positions. 
  EXAMPLE: Longbowmen must be drawn from those with the qualities of both heavy infantry and bowmen. The ruler 
  is short on heavy infantry, so he decides to train and equip 1250 of the 2500 conscripts that qualify as longbowmen 
  as Heavy Infantry A. He trains and equips the other 1250 qualified peasants as Longbowmen B. At the end of the 
  training time, he now has 1250 Heavy Infantry A and 1250 Elite Corcanosi Longbowmen B (Skirmishing). 
  ELITE TRIBAL WARRIORS 
  The article “The Savage Swords of Chaos” in Axioms Issue 2 introduced tribal domains, from which large numbers of 
  tribal warriors can be levied from the domain’s population. Tribal domains are often breeding grounds for elite 
  troops. When tribal warriors are levied from a breeding ground, all tribal warriors of the types bred are elite.  
  EXAMPLE: The Jarldom of Theidag, in Jutland, is a breeding ground for Elite Light Infantry C. It has a population of 
  has a population of 4,600 families. Consulting “The Savage Swords of Chaos,” the Judge sees that up to 4,600 tribal 
  warriors can be levied from Theidag, of which 2,300 can be light infantry. All of these light infantry will be Elite 
  Theidagan Light Infantry C.   
  ELITE FOLLOWERS 
  The leader of a domain will attract elite followers in certain circumstances. If the leader is a native of a breeding 
  ground, followers of his native breeding ground’s troop type will be elite. (If the Judge determines that the leader is 
  infamous or unknown in his breeding ground, this advantage is lost.) If the leader’s domain was established within 
  a breeding ground, followers of the local breeding ground’s troop type will be elite. At the Judge’s discretion, he 
  equipment of arriving followers can be adjusted so that their specific troop type matches one of the breeding 
  grounds.  
  EXAMPLE: Demetrios is a 9th level explorer from Corcano, a breeding ground for Elite Longbowmen B (Skirmishing). 
  He has just established a border fort in the Syrnasos, a breeding ground for Elite Slingers (Weapon Focus). As an 
  explorer, Demetrios attracts 1d4x10 followers. The roll is a 3, so 30 followers arrive to work for the new warden.  
  
  Rolling once for every 10 followers on the Follower Type and Equipment by Class table, Demetrios determines that 
  he has attracted 10 longbowmen (longbow, sword, chain mail armor), 10 slingers (sling, short sword, shield, leather 
  armor), and 10 light infantry (spear, hand axe, shield, leather armor). The Judge decides that the longbowmen have 
  arrived from Corcano, and adjusts their equipment to composite bow and leather armor; these will be Elite Corcanosi 
  Longbowmen B (Skirmishing). The slingers are from the Syrnasos, so they are Elite Syrnasan Slingers (Weapon Focus). 
  The light infantry are just regulars.  
  ELITE MERCENARIES AND SLAVE SOLDIERS 
  When a leader hires mercenary troops from a breeding ground for that type of type, all the mercenaries available of 
  that type will be elite.  
  EXAMPLE: Demetrios now rules a county-sized realm within the Syrnasos. He decides he’d like to hire mercenary 
  slingers. Consulting the Mercenary Availability by Realm Size table and cross-referencing Slingers with County, he 
  sees that 35 slingers are available. Since these slingers are being hired from a breeding ground, the 35 slingers are 
  all Elite Syrnasan Slingers (Weapon Focus).  
  Elite troops are in high demand due to their special skills, and since the local rulers have access to elite conscripts, 
  many elite troops can be found working as mercenaries outside their homelands. Therefore, a percentage of 
  mercenaries available in any market or realm will be elite. The percentage is equal to: 
   (population in families of the breeding ground) / (population of the campaign setting) 
  EXAMPLE: The Tarkaun of the Auran Empire, a realm with a population of 4,200,000 families, wishes to hire as many 
  Elite Longbowmen B (Skirmishing) as possible.  Consulting the Mercenary Availability by Realm Size table and cross-
  referencing Longbow with Empire, he sees that 5,500 longbowmen are available. However, the listed empire on the 
  table is of minimum population (1,500,00 families); since his realm is larger than the listed population, the results 
  are scale up proportionately. 5,500 x 4,200,000 / 1,500,000 = 15,400 longbowmen are available. 
  Corcano has a population of 100,000 families. The Aurëpos region as a whole has a population of about 10,000,000 
  families. Therefore (100,000 / 10,000,000) 0.01 or 1% of the longbowmen available in various markets and realms 
  will be Elite Longbowmen B (Skirmishing) from Corcano.  Therefore, the Tarkaun can hire (15,400 x .01) 154 Elite 
  Longbowmen B from Corcano over the hiring time period.  
  The maximum number of mercenaries available in the entire campaign setting from any given breeding ground is 
  equal to ten times the number that would be available as conscripts. Such a situation would imply that mercenary 
  labor is a major export for the breeding ground, with many of its able-boded young men and retired conscripts taking 
  up arms for foreign powers, and supporting their realm with gold, slaves, and other spoils of war in lieu of their labor. 
  EXAMPLE: Corcano has a population of 100,000 families. Up to 2,500 longbowmen can be levied from Corcano. 
  Therefore, in the entirety of Aurëpos, no more than 25,000 Elite Corcanosi Longbowmen B (Skirmishing) are 
  available. 
  Elite Slave-Soldiers: Sometimes a breeding ground may be a source of elite slave-soldiers. If so, apply the rules for 
  mercenaries, above, to represent the availability of the slave soldiers.  
   
   
  
  COST AND BATTLE RATING OF ELITE TROOPS 
  Elite troops are more effective in battle, and command a higher wage as a result. Increase the battle rating of elite 
  troops by 0.5 per every 2 BR, with a minimum increase of 0.5 BR. Increase the wages of elite troops by 1gp per every 
  6gp of regular wage, with a minimum increase of 3gp.  
  EXAMPLE: A regular unit of Heavy Infantry A has a battle rating of 2 and a wage of 12gp per month per troop. An 
  elite unit of Heavy Infantry A has its battle rating increased by (2 BR x 0.5 BR /2 BR) 0.5 points, for a final BR of 2.5. 
  The unit has its wage increased by (12gp x 1gp/6gp) 2gp per troop, rounded up to the minimum of 3gp increase per 
  troop, for a total wage of  15gp per troop.  
  When units are both elite and veteran, first make the unit elite, then make it veteran. That is, veteran elite units 
  increase their elite wage by 12gp per month and their elite BR by 2 if infantry and 1 if cavalry.  
  EXAMPLE: A unit of Heavy Infantry A has a BR of 2 and a wage of 12gp if regular; a BR of 2.5 and a wage of 15gp if 
  elite; a BR of 4 and a wage of 24gp if veteran; and a BR of 4.5 and a wage of 27gp if veteran elite.  
  BECOMING ELITE THROUGH TRAINING AND/OR EXPERIENCE 
  While most elite troops are drawn from breeding grounds, it is possible for some regular troops to become elite, 
  either through training or experience.  
  BECOMING ELITE THROUGH TRAINING 
  Only 10% of regular troops of any given type qualify as elite trainees who have the talent and discipline to become 
  any particular type of elite troops. To transform these elite trainees into elite troops, they must be removed from 
  their regular units and put into training units to receive elite training. This elite training is provided by elite troops 
  of the same type working as a training cadre. Each elite troop can train up to seven elite trainees of the same type. 
  The training cadre cannot be deployed on campaign while training troops. The Elite Training Time and Cost table 
  shows the time and cost to train elite trainees to be elite troops.  
   
  Elite Training Time and Cost 
   
  Troop Type 
  Training 
  Time 
  Cadre 
  Cost 
  Training 
  Cost 
  Total Cost 
  (Troop) 
  Total Cost 
  (Unit) 
  Light Infantry  
  3 months 
  3.8gp 
  27gp 
  30.8gp 
  3,700gp 
  Heavy Infantry  
  3 months 
  6.5gp 
  45gp 
  51.5gp 
  6,170gp 
  Slingers  
  3.5 months 
  4.5sp 
  31.5gp 
  36gp 
  4,320gp 
  Bowmen  
  4 month 
  6.8sp 
  48gp 
  54.8gp 
  6,580gp 
  Crossbowmen  
  3 months 
  9gp 
  63gp 
  72gp 
  8,640gp 
  Longbowmen  
  5 months 
  15gp 
  105gp 
  120gp 
  14,400gp 
  Light Cavalry  
  5 months 
  25gp 
  175gp 
  200gp 
  12,000gp 
  Horse Archers 
  8 months 
  60gp 
  420gp 
  480gp 
  28,800gp 
  Medium Cavalry  
  6 months 
  45gp 
  315gp 
  360gp 
  21,600gp 
  Heavy Cavalry  
  8 months 
  80gp 
  560gp 
  640gp 
  38,400gp 
  Cataphract Cavalry 
  14 months 
  175gp 
  1,225gp 
  1,400gp 
  84,000gp 
  Camel Archers 
  8 months 
  40gp 
  280gp 
  320gp 
  19,200gp 
  Camel Lancers 
  14 months 
  105gp 
  735gp 
  840gp 
  50,400gp 
  War Elephants 
  8 months 
  480gp 
  3,360gp 
  3840gp 
  230,400gp 
  Mounted Crossbowmen  
  6 months 
  45gp 
  315gp 
  360gp 
  21,600gp 
  Wolf Riders 
  8 months 
  20.5 
  144gp 
  164.5gp 
  9,875gp 
  Boar Riders 
  8 months 
  44gp 
  308gp 
  352gp 
  21,120gp 
   
  
  EXAMPLE: The Tarkaun’s army includes 7,560 Regular Longbowmen B and 120 Elite Corcanosi Longbowmen. Of his 
  regulars, 756 qualify as elite trainees. He employ (756/7) 108 of his Elite Corcanosi Longbowmen as a training cadre. 
  Consulting the Elite Training Time and Cost table, the Tarkaun sees it will take 5 months to transform the elite 
  trainees into elite troops, and cost (120gp x 756) 90,720gp. 
  BECOMING ELITE THROUGH EXPERIENCE 
  When a unit gains sufficient XP to advance in level or HD, it might also become elite at the same time. If already elite, 
  it may gain an additional elite proficiency. The likelihood of this occurring depends on the class of the unit and the 
  level or HD it has gained. 
  Fighters: Most units that become veteran do so by advancing from 0th level normal men to 1st level fighters (or, more 
  rarely, explorers, assassins, paladins, etc.) When a unit advances from 0th level normal men to 1st level in any of these 
  classes, roll 1d10 – on a roll of 10, the unit gains a random elite proficiency. Roll 1d10 again when it advances to 3rd, 
  6th, 9th, and 12th level.  
  Barbarians: Units recruited from barbarian regions might advance from 0th level normal men to 1st level barbarians. 
  When a regular unit advances from 0th level normal men to 1st level barbarian, it automatically gains the natural 
  proficiency of its regions as an elite proficiency. When an elite unit advances from 0th level normal men to 1st level 
  barbarian, it also automatically gains the natural proficiency of its region as an elite proficiency, unless it already 
  possesses it. In that case, roll 1d10 - on a roll of 10, the unit gains a random elite proficiency. Roll 1d10 again when 
  it advances to 3rd, 6th, 9th, and 12th level.  
  Monsters: A demihuman, beastman, or exotic unit may roll to gain an exotic proficiency when it first advances to 
  the following HD: 1, 3, 6, 9, and 12. Roll 1d10 - on a roll of 10, the unit gains a random elite proficiency. 
  Units are considered elite for purposes of BR and wages as soon as they gain one elite proficiency. Elite units that 
  gain further elite proficiencies increase their battle rating by an additional 0.5 for every 2 points of BR and their 
  wages by an additional 1gp per every 6gp of regular wage. 
  To determine which elite proficiency a unit gains, roll 1d12 on the Assigning Proficiencies table for the appropriate 
  race and type. The Judge may assign a specific proficiency based on the circumstances of the unit’s advancement, if 
  desired.  
   
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Patreon Content/Elite Units (ACKS).pdf