When a Barracks or Garrison is built, the "Invisible People" come with it's construction. Each week the Warden (Barracks) or General (Garrison) can attempt a Loyalty check. If successful, 10 (Barracks) or 25 (Garrison) additional troops flock to the banner and join the ranks. (meaning it takes several weeks to fully fill the rest of the building. BP costs the first month recruitment begins (rounded up). Additionally if using the Kingdom Point System the Warden or General may spend 2 KP to actively Recruit 10 (barracks) or 25 (Garrison) additional troops to join the ranks.
Besides battling, troops can be trained over a period of time resulting in level increase. Each time the troop of units is trained for the specified period it will result in a level increase and therefore a CR increase. The Warden (Barracks) or General (Garrison) can spend 2 KP to train an existing unit of troops (up to 100 troops).
When the unit of troops level up, all soldiers gain a level in a class chosen by the Warden or General, increasing the army's CR, but also increasing its consumption by 1. All new recruits for a Barracks or Garrison star out as a 1st level Warrior.
The amount of time (weeks) it takes to train troops is listed below. The Warden or General must spend 1 KP each week, for the designated amount of weeks in order to train troops. Example: To train a 100 troops at CR 1/2 up to CR 1 will require the general to spend 2 KP. The KP can be paid in one KP turn.
All initial recruits for a Barracks or Garrison are 1st level Warriors (CR 1/2). After their first training is completed they gain an additional level in that class(increasing their CR by 1, and the cost of their upkeep as well, but also increasing the units hps.)
This can be repeated for each unit of up to 100 troops as often as you would like - but continues to add to the standing cost.
Once an army that has a CR of 2 or more, they inherit one of the Special Tactics. This can be repeated if/when the army is trained to a CR 4 etc (with continued increase in cost).
A Garrison that begins to billet any army (beyond the "invisible" 100 that man the building) costs 1 BP minimum per month as soon as the first Warriors are recruited. The same cost is associated to Barracks, however, the kingdom spends 1 BP for every 2 barracks (minimum 1; round up). If/when the army are trained and advanced, the consumption will increase appropriately based on the new ACR. An army above ACR 1 adds +1 to the monthly BP cost.
These Consumption costs are applicable at all times when the units are not deployed, used, etc (essentially at times of peace). If an ARMY is mobilized, deployed, or used in any way in defense of the kingdom (or offensively), the Consumption cost of the Barracks / Garrison ceases but the Army Consumption cost takes over.
Part of the fun of playing out a war in a fantasy game is the fact that you aren't limited to real-world troops.
Though most Armies are units are warriors, you may be able to build an army of Acolytes, Theurgists, Mentalists, Ovates, Hunters, Protectors, Experts or Ascetics with abilities useful in mass combat.
You might even be able to recruit monsters, whether humanoids such as goblins, trolls, and orcs, or exotic creatures such as centaurs and worgs. These creatures could have monster special abilities useful in mass combat. a typical kingdom doesn't have access to monster armies unless it has formed alliances with such creatures, either through formal Diplomatic edicts or befriending them during adventures.
Modifiers for these abilities apply only if most of the units in an army have the listed ability. For a class ability, a parenthetical note after the ability name indicates the class and the level the units of the army must be to confer that ability. This listing doesn't include class abilities acquired after 5th level, as it's unlikely you'll be able to recruit enough units of that class level to form an army. If a class ability listed here presents two alternative options, you must choose one of these options when the army is formed, and it can't ever be changed.
You can use the following special abilities as inspiration to generate additional army abilities of your own. Unless otherwise stated, the effects of these special abilities (other than hp damage) end when a battle ends. Note that you count as your own ally for abilities that effect allied armies.
Ability Damage/Drain: This ability functions as bleed.
Amphibious: The army can move in or across bodies of water and ignore Defense from water barriers.
Aquatic: The army increases its OM and DV by 1 against armies in the water or on ships. The army decreases its OM by 2 against armies on land (unless the army also has the amphibiousspecial ability, in which case it doesn't have this OM penalty).
Aura of Courage (Protector 3): The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout.
Armor Training (Warrior 3): This class feature adjusts the base speed of units in medium armor; adjust the army's speed accordingly.
Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.
Bomb (Expert 1): This ability functions as the breath weapon ability.
Bravery (Warrior 2): Apply the unit's bravery bonus on Morale checks against fear and routs.
Breath Weapon: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage.
Brew Potion (Expert 1): The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.
Burn: This ability functions as bleed.
Burrow: The army can dig under one fortification (or City Walls) by spending a Ranged or Melee phase moving. In later phases, it ignores that fortification's Defense. During the phase the army uses burrow, it can attack or be attacked only by armies using burrow or earth glide.
Cannibalize: Reduce Consumption by 1 (minimum 0) for any week in which the army wins a battle and is allowed to feed on fallen corpses.
Channel Negative Energy (Acolyte 2): In the Melee phase, the army deals +1d4 points of damage against a living target army. If the army with this ability is undead, instead of dealing extra damage to an enemy army, it can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Channel Positive Energy (Acolyte 2, Protector 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Climb: The army treats the Defense of fortifications as 25% lower than normal. This benefit doesn't apply if the fortification can't reasonably be climbed (such as a moat or wall of force).
Combat Style (Hunter 2): Once per battle, increase the army's OM for either ranged attacks or melee attacks by 1 for the rest of the battle.
Create Sandstorm: Once per battle, the army can affect the field of battle with the sandstorm battlefield condition. The sandstorm lasts for the rest of the battle.
Create Spawn: If the army destroys a living army of equal or greater size, it may immediately recover a number of hit points equal to twice its ACR or create a new army of its type but two sizes smaller than itself.
Damage Reduction: See the entry for significant defense.
Darkvision: The army takes no OM or DV penalties in dim light or darkness.
Discovery (Expert 2): This ability functions as bleed.
Disease: If the army damages an enemy, the enemy becomes diseased and takes a cumulative –1 penalty to its OM and DV each day after the battle. Curing the disease requires a successful Stability check modified by this penalty, and allows the army to reduce this penalty by 1 each day thereafter until the penalty is gone.
Divine Health (Protector 3): The army is immune to disease.
Earth Glide: The army ignores fortifications made of earth or stone and can burrow under other fortifications as if using the burrow special ability.
Eidolon (Acolyte 1): This ability functions as the animal companion ability.
Energy Drain: If the army damages an enemy, it reduces the enemy's OM and DV by 1 for 24 hours.
Evasion (Ascetic 2, Expert 2): An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.
Fast Healing: Each Ranged or Melee phase, this army regains a number of hit points equal to half its fast healing value. Outside of battle, each hour the army regains a number of hit points equal to its fast healing value.
Favored Terrain (Hunter 3): Reduce an enemy's bonuses from advantageous terrain and battlefield advantage by half.
Fear: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army's ACR). Failure means the enemy army is afraid and can't attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.
Ferocity: The army continues to fight even if demoralized or nearly dead. If the army is defeated or routed, it may continue to act for one more Melee phase, and its OM and DV are reduced by 4 for that phase.
Flight: If the army doesn't attack in the Melee phase, it can't be attacked with melee attacks except by an army with flight. The army ignores Defense bonuses from City Walls, but not other fortifications.
Flurry of Blows (Ascetic 1): In the first Melee phase, increase the army's OM by 1. In the second and subsequent Melee phases, increase it by 2 instead.
Grab: The army's units latch onto their opponents, making it difficult to escape. The target army takes a –2 penalty on Morale checks to resist a rout or use the withdraw tactic.
Hex (Witch 1): When you create an army with this ability, choose either healing or cauldron.
Healing: Once per battle, the army can heal a number of hit points equal to half its ACR.
Cauldron: The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.
Hunter's Bond (Hunter 4): When you create an army with this ability, choose either companions or animal.
Companions: Once per battle, the army may increase its OM or an allied army's OM by 1 for the rest of the battle.
Animal: This ability functions as animal companion.
Immunity: If an army is immune to a particular special ability (such as poison), an enemy army with that ability doesn't gain those benefits against this army. For an army with many immunities, also see significant defense.
Incorporeal: The army takes no damage from non-magical attacks, and only half damage from magical attacks. It ignores enemy DV bonuses from armor resources. It automatically succeeds at checks to withdraw. It has a mobility advantage in all kinds of terrain.
Inspire Courage (Expert 1): The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.
Invisibility: Any army attacking this army takes a –2 penalty to its OM for that attack. Any army attacked by this army takes a –2 penalty to its DV against its attacks. Armies that can't see invisible creatures can't prevent this army from withdrawing.
Judgment (Inquisitor 1): Once each Ranged or Melee phase, the army may choose to increase its damage by 1, increase its DV by 1, heal a number of hit points equal to half its ACR, or treat its attacks as magic weapons. This ability is suspended for any phase in which the army is unable to attack because of fear, and ends immediately if the army routs.
Ki Pool (Ascetic 4): The army's attacks count as magic weapons.
Lay on Hands (Protector 2): This ability functions as channel positive energy.
Light Blindness: The army decreases its OM and RV by 2 in bright light.
Light Sensitivity: The army decreases its OM and RV by 1 in bright light.
Low-Light Vision: The army takes no penalties for dim light.
Mercy (Protector 3): At the end of a battle, the army can cure a disease on one allied army.
Mindless: The army never fails Morale checks, but must always use standard tactics and strategy.
Mobility: If the units have a form of mobility that gives them an advantage in the battlefield's terrain (such as boggards in a swamp), increase the army's OM by 1 for that battle against armies without such mobility.
Mount (Cavalier 1): The army's mounts increase the army's OM and DV by 1.
Order (Cavalier 1): When using the challenge ability, increase the army's DV by 1 against the challenged army.
Paralysis: Each time the army damages an enemy army, reduce the enemy army's DV by 1.
Petrification: This ability functions as paralysis.
Poison Resistance (Expert 2): If the army takes poison damage, reduce the damage by half of the unit's poison resistance bonus.
Poison: This ability functions as bleed.
Pounce: The army increases its OM by 1.
Powerful Charge: The army increases its OM by 1.
Rage (Barbarian 1): Once per battle, the commander may order the army to rage. Increase the army's OM by 2, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. While this is in effect, the army can't use the tactics cautious combat, defensive wall, expert flankers, hold the line, sniper support, or withdraw; nor can it use the defensive or cautious strategies. If using such a tactic or strategy, you immediately switch to the standard tactic or strategy.
Rake: The army increases the damage it deals by 1.
Regeneration: The army regains a number of hit points equal to half its regeneration value each Ranged or Melee phase. When an army with regeneration is reduced to 0 hp, it is defeated only if at least one enemy army survives at the end of that phase to finish off the regenerating creatures. Outside of battle, the army regains a number of hit points equal to half its regeneration value each hour.
Rend: The army increases the damage it deals by 1.
Resistance: See the entry for significant defense.
Rock Catching: The army increases its DV by 1 against ranged attacks. This increases by an additional 1 if the army is attacked with siege weapons or thrown rocks.
Rock Throwing: The army can make ranged attacks. In the Ranged phase, it deals +4 points of damage.
Rogue Talent (Expert 2): The army gains the bleed ability.
Shield Ally (Acolyte 4): Increase the army's DV by 1.
Significant Defense: The army has a significant defense such as powerful damage reduction or numerous immunities and/or resistances. Increase its DV by 10, but only against armies that can't overcome those defenses. In some cases, the GM might rule that an army is simply undefeatable by an enemy army because of its defenses (though the GM should never pit the PCs against such an army unless the PCs initiate a foolish battle).
Sneak Attack (Expert 1): The army increases its OM by 1 when making an ambush, when using the expert flankers tactic, or on the phase after using the false retreat tactic.
Spell Resistance: The army increases its DV by 6 against armies with the spellcasting ability.
Spellcasting: If an army's units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army's offensive spells has a range greater than touch, the army can make ranged attacks.
Stunning Fist (Ascetic 1): This ability functions as paralysis.
Swarm: The army takes half damage from non-magical attacks, but 1-1/2 times as much damage from magical attacks. It ignores DV bonuses from armor resources. It can't harm an army with the incorporeal or significant defense ability. It automatically succeeds at checks towithdraw.
Tactician (Cavalier 1): The army automatically learns one tactic (usually the cavalry experts tactic); this doesn't count toward an army's maximum number of known tactics.
Teleportation: The army ignores the Defense of fortifications. It automatically succeeds at checks to withdraw. Ethereal travel and similar effects also grant this ability. An army withteleportation can travel to any hex on the same day (its speed is irrelevant and not hampered by difficult terrain).
Track (Inquisitor 2, Hunter 1): The army adds its ACR to Morale checks to prevent an army from using the withdraw tactic and to its DV to prevent ambushes. It reduces the damage it deals in fog by one quarter instead of one half.
Trample: The army increases its OM by 1.
Trap Sense (Expert 3): When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.
Trip: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase.
Vortex: This ability functions as paralysis, but only against targets on or in the water.
Weapon Specialization (Warrior 4): Once per battle, increase the army's OM for either ranged or melee attacks by 2.
Whirlwind: This ability functions as paralysis.
Wild Shape (Ovate 4): Once per battle, the army may gain the aquatic, amphibious, climb, darkvision, flight, low-light vision, or scent special abilities, but loses the spellcasting ability while this is in effect. The army can end this ability in any later phase.
Resources are physical assets the army can use to improve its abilities. You must spend the BP for a resource before you can apply it to the army. Some armies can't use certain resources—an army of wolves can't use healing potions or improved weapons, mindless creatures can't use siege engines, and so on.
The cost of a resource doesn't end when you purchase it. Units must be trained to use new equipment, elite units demand higher pay, expensive items are more costly to maintain and repair, and so on. Each resource added to an army increases the army's weekly Consumption by the listed amount.
The costs listed are for a Medium army. Resources for a smaller or larger army cost proportionately less or more than this amount, as perTable: Resource Scaling.
Healing Potions (10 BP): Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn't attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR. Each time an army uses its healing potions, increase its Consumption that week by 3. To purchase this resource, a settlement in your kingdom must have an Alchemist, Caster's Tower, Cathedral, Herbalist, Magic Shop, Magical Academy, or Temple.
Improved Armor (3 BP): The army is armed with masterwork armor, increasing DV and Consumption by 1. For 15 BP, you can outfit the army with magic armor, increasing DV and Consumption by 2 instead. To purchase this, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.
Improved Weapons (5 BP): The army is armed with masterwork weapons, increasing OM and Consumption by 1. For 50 BP, you can outfit the army with magic weapons, increasing OM and Consumption by 2 instead. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.
Mounts (BP = Mount's ACR): The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2, and increase its Consumption by 1. If your army uses mounts that are more powerful than the units themselves, your army's ACR and derived scores might increase (see ACR). To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Stable, or Stockyard.
Ranged Weapons (2 BP): The army is equipped with ranged weapons (such as crossbows, slings, or bows), gaining ranged attack capability. Increase its Consumption by 1.
Siege Engines (15 BP per engine): Your army includes catapults, rams, trebuchets, ballistae, and other siege engines designed to break down fortifications. Increase OM by 2 (regardless of the total number of siege engines in the army) and Consumption by 3 per siege engine. Each Melee phase, reduce the enemy's bonus to DV from fortifications by 1d4 per siege engine in your army. Unlike other resources, the cost of a siege engine doesn't scale with the army's size. To purchase this resource, a settlement in your kingdom must have an Academy, Foreign Quarter, Military Academy, or University.
The multiplier affects the resource's initial cost and the increase to Consumption. The multiplier can't reduce the cost of a resource below 1 BP.