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[[foldercontrol]]

[[folder:Standard Units]]
'''NOTE:''' This page only lists new units added by the mod. Units brought over from the vanilla game can be found on Characters/AgeOfEmpiresIIUnits and Characters/AgeOfEmpiresIIDefinitiveEditionCivilizations (for the Ratha).

!!Legionary
----
* DualModeUnit: The Legionary is armed with both a sword and javelins, and can switch between them with a button.
* JavelinThrower: In ranged mode, Legionaries throw javelins at enemies.

!!Chariot
----
* AntiInfantry: The Chariot deals bonus damage to enemy infantry.

!!Brahmin
----
* EnemyExchangeProgram: One of their two main functions is to convert enemy units.
* MookMedic: Brahmins can heal friendly units faster than standard Priests can.
* SquishyWizard: Much like Priests, Brahmins cannot attack, only have slightly more HP than Villagers, and benefit from no armor upgrades. If not protected, they die very quickly.

!!Construction Ship
----
* WorkerUnit: The Construction Ship can construct sea fortifications and repair them, other ships and siege engines.

!!Scout Ship
----
* MageKiller: The Scout Ship line does extra damage to Boarding Ships (the naval equivalent of Priests), making them useful as support for stronger ships.

!!Boarding Ship
----
* EnemyExchangeProgram: Instead of attacking, the Boarding Ship can capture enemy vessels, like a seaborne Priest.

!!Juggernaut/Elite Juggernaut
----
* DualModeUnit: The Juggernaut can switch between firing in long-range mode (like a Catapult) or barrage mode (like a Mangonel). The latter has shorter range, but the former can only hit one target.
* LongRangeFighter: As is the standard for siege engines, the Juggernaut has a notable minimum range.

!!Quadrireme/Quinquireme
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* MultiShot: A Quadrireme fires multiple ballista bolts when attacking.

!!Octeres
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* SiegeEngines: The Octeres is especially proficient against coastal fortifications.

!!Tessarakonteres
----
* ImmuneToMindControl: The Tessarakonteres cannot be converted.
[[/folder]]

!Civilisations
[[folder:Armenians]]
----

!!Ayrudzi
----
* DualModeUnit: The Ayrudzi is armed with both a sword and bow and arrows, and can switch between them with a button.
* HorseArcher: In ranged mode, the Ayrudzi wields a bow and arrow.
* JoustingLance: In melee mode, the Ayrudzi fights with a lance from horseback.
[[/folder]]

[[folder:Athenians]]
----

!!Taxiarch
----
* AntiCavalry: Their spears deal bonus damage to mounted enemies.
* DiscardAndDraw: The Delian League technology replaces part of the Taxiarch's gold cost with food.
* MookCommander: The Taxiarch increases the attack of nearby Hoplites.
[[/folder]]

[[folder:Britons]]
----
* RegeneratingHealth: Briton Priests regenerate HP over time if the Ovates unique technology is chosen in the Middle Antiquity Age.

!!Essedarius
----
* JavelinThrower: One of the Essedarius' riders attack with thrown javelins.
[[/folder]]

[[folder:Carthaginians]]
----

!!War Elephant
----
* AchillesHeel: Their high vulnerability to conversion makes them an easy target of Priests.
* AntiStructure: War Elephant have a hefty attack bonus against buildings.
* HerdHittingAttack: They deal trample damage, making them very effective against infantry and archers.
* MightyGlacier: They are the biggest example in the game--though slow, they boast the highest hit points in the game, as well as high melee attack and trample damage. Outside of units they're specially weak to, there's no cost effective way of beating them and in equal numbers they will win regardless.
* WarElephants: The Carthaginian unique unit is the War Elephant, which stands out for its large size and high stats.
[[/folder]]

[[folder:Cretans]]
----
* DiscardAndDraw: Their Minoan Palaces tech replaces half of Towers' and Forts' stone cost with wood.
* RateLimitedPerpetualResource: The Cretan Pirates technology allows Hemiolias to generate gold when attacking ships or civilian units.

!!Cretan Archer
----
* VanillaUnit: The Cretan Archer is a simple ranged unit with no attack bonuses against anything else.
[[/folder]]

[[folder:Dacians]]
----
* GeoEffects: The Murus Dacius technology further boosts the bonus damage dealt by Dacian units when on high ground.
* ResourceReimbursement: The Cult of Zalmoxis technology causes land units other than siege engines to return part of their cost when killed.

!!Falx Warrior
----
* ArmorPiercingAttack: The Falx Warrior's attack ignores enemy melee armor.
[[/folder]]

[[folder:Egyptians]]
----
* DefogOfWar: All Relics are visible to an Egyptian player at the start of the game.

!!Medjay Warrior
----
* AntiInfantry: The Medjay Warrior deals bonus damage to enemy infantry.
[[/folder]]

[[folder:Gauls]]
----
* RegeneratingHealth: Gaulish infantry regenerate health over time with Tribal Remedies researched.

!!Ambaxtoi
----
* TakeCover: If an enemy projectile passes through an Ambaxtoi before hitting the target, the Ambaxtoi will block the projectile and take part of the damage.
[[/folder]]

[[folder:Germani]]
----

!!Dejbjerg Wagon
----
* MookCommander: Villagers work faster in the proximity of a Dejbjerg Wagon.
* WorkerUnit: The Dejbjerg Wagon serves as a mobile drop-off site for Germanic Villagers. Because Dejbjerg Wagons are mobile, they can be moved as close to resources as possible to reduce worker downtime.

!!Comite
----
* {{BFS}}: The Comite fights with a greatsword capable of dealing splash damage.
* MookCommander: With Cuneus researched, Comites make nearby infantry attack faster if there are at least 3 infantry units nearby.
[[/folder]]

[[folder:Goths]]
----
* ContinuityNod: The Goths' unique unit, unique technologies, team bonus and two out of five civilisation bonuses are taken from the vanilla game.

!! Huskarl
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/huskarl.png]]
Infantry unit with archery resistance that's implacable against buildings and quite cheap and quick to produce.
----
* AnnoyingArrows: They have high pierce armor for organic units, which means that arrows from an archer or a tower only do 1 damage to them. With full upgrades, it takes as many arrows as each hit point a Huskarl has to kill them.
* AntiStructure: They have bonus damage against buildings, and with their protection against arrows they can withstand return fire from towers and Forts.
* GlassCannon: While they're strong against archers since they can shrug off arrows, they will definitely lose out in a 1v1 fight against most melee units due to their low melee armor, especially against units that deal bonus damage against other infantry units or boast high melee armor.
* LuckilyMyShieldWillProtectMe: They carry a large round shield that gives them respectable pierce armor for an infantry units.
* ScissorsCutsRock: Normally, melee infantry are vulnerable to Bowmen and Crossbowmen. Huskarls completely reverse this with their higher than normal movement speed, high pierce armor, and bonus damage against archers.
[[/folder]]

[[folder:Gupta]]
----
* ChargedAttack: Researching Steel Longbows causes Gupta Cavalry Archers to charge their attack over a period of time. When the charge is at maximum, the Cavalry Archer deals bonus damage on one attack, before switching to its standard attack.
* RegeneratingHealth: Researching Navaratna causes elephants to slowly regenerate over time with each University technology researched.

!!Maharaja
----
* AwesomePersonnelCarrier: The Maharaja's howdah can carry several archers, who increase the number of arrows fired.
* WarElephants: The Maharaja is mounted on the back of an elephant which is capable of carrying more soldiers.
[[/folder]]

[[folder:Han]]
----
* ScissorsCutRock: Researching Dry Moats causes Towers and Forts to deal extra damage to Rams, normally one of their hardest counters.

!!Zhuge Nu
----
* ArmorPiercingAttack: The Zhuge Nu's extra attacks ignore pierce armor.
* AutomaticCrossbows: They fire up to 5 bolts in the same shot.
* MultiShot: Zhuge Nu fire 3 (standard) or 5 (elite) bolts in quick succession, though each bolt is less accurate than the last and makes their ability less pronounced on faster enemies.

!!Xiaowei
----
* MookCommander: The Xiaowei causes nearby infantry to attack faster.

!!Imperial Magistrate
----
* MookCommander: The Imperial Magistrate causes nearby villagers, Blacksmiths and Universities to work faster.

!!Jiangjun
----
* MookCommander: The Jiangjun causes nearby archers to attack faster.
[[/folder]]

[[folder:Huns]]
----
* CapRaiser: The Huns start out with the maximum population space available and have no need to build Houses.
* ContinuityNod: The Huns reuses their vanilla counterpart's unique unit, team bonus, two out of three civilisation bonuses and unique technologies (with some modifications).
* ReducedResourceCost: Their Cavalry Archers are 10%/20% cheaper in the Castle/Imperial Age.

!! Tarkan
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/tarkan.png]]
A cavalry unit with bonus attack against buildings.
----
* AntiStructure: The Tarkan is armed with a flaming brand particularly effective against buildings, more of a mobile town destroyer rather than melee combat specialist like the Champion or the Imperial Cavalryman.
* RateLimitedPerpetualResource: Researching Marauders allows Tarkans to generate gold when killing economic units and Priests.
[[/folder]]

[[folder:Iberians]]
----
* ChargedAttack: Researching Concursare causes infantry to charge their attack over a period of time. When the charge is at maximum, the infantry deals bonus damage on one attack, before switching to its standard attack.
* RateLimitedPerpetualResource: Iberian infantry generate food when fighting.
* RegeneratingShieldStaticHealth: Researching Cantabrian Circle grants Iberian Cavalry Archers a shield gauge which recharges at decent rate and is able to soak damage from all ranged attacks (which includes attacks from ranged siege weapons). As a result, ranged attacks need to first empty the shield gauge before dealing actual damage to the Cavalry Archer (which can only be healed by a Priest like normal).

!!Caetratus
----
* ChargedAttack: The Caetratus charges its attack over a period of time. When the charge is at maximum, the Caetratus deals increased SplashDamage on one special attack, before switching to its standard attack.
* RateLimitedPerpetualResource: Researching Raiding Bands allows Caetrati to generate gold when fighting and killing.
[[/folder]]

[[folder:Illyrians]]
----
* MoneyMultiplier: Illyrian Gold Miners drop off 15% more gold.
* RegeneratingShieldStaticHealth: Researching Shmarjet Helmets grants Illyrian infantry a shield gauge which recharges at decent rate and is able to soak damage from all ranged attacks (which includes attacks from ranged siege weapons). As a result, ranged attacks need to first empty the shield gauge before dealing actual damage to the infantry (which can only be healed by a Priest like normal).

!!Polydynastus
----
* AntiCavalry: The Polydynastus' spear deals bonus damage to infantry.

!!Liburna
----
* MultiShot: Each Liburna fires three arrows per attack.
* SituationalDamageAttack: The Liburna deals bonus damage against advanced warships.
[[/folder]]

[[folder:Judeans]]
----
* MoneyMultiplier: Their team bonus increases Relics' rate of resource generation.
* ResourceReimbursement: Judean buildings, except walls and gates, refund part of their stone cost upon destruction.

!!Sicarius
----
* DashAttack: The Sicarius runs faster when targeting an enemy.
* SituationalDamageAttack: The Sicarius deals bonus damage to enemy unique units or when the enemy is alone.
[[/folder]]

[[folder:Kushan]]
----
* DiscardAndDraw: The Great Buddhist Council unique tech exchanges the Brahmin's and Temple technologies' gold cost with a food cost, turning Brahmins into trash units.
* RateLimitedPerpetualResource: The Royal Mint passively generates gold over time and cannot be depleted like gold mines, but is itself limited to 3 per player (5 if the Pax Kushana unique technology is chosen in the Imperial Age).
* ResourceReimbursement: The Middle Antiquity Age unique technology Mahakshtrapa causes each Town Center to immediately provide a resource boost when built.

!!Kara Irango
----
* HorseArcher: The Kushan's first unique unit is a mounted archer with high base attack.

!!Kanarang
----
* SupportPartyMember: Instead of fighting conventionally, the Kanarang reduces the attack speed of nearby enemies.
[[/folder]]

[[folder:Macedonians]]
----
* RegeneratingHealth: Researching Hetairoi causes Macedonian infantry to slowly regenerate over time.

!!Argyraspide
AntiCavalry infantry unit that carries a very long spear.
----
* AntiCavalry: The Argyraspide trounces most cavalry with their ranged attack.
* {{BFS}}: Where the S stands for 'spear'. Their spear is the longest handheld weapon in the game, twice and a half the height of its handler. That means that they can effectively strike their enemies from afar, including through walls and gates.
* AThicketOfSpears: They have 1 range, allowing them to attack through walls and for multiple ranks of Argyraspides to attack enemies.
[[/folder]]

[[folder:Mauryans]]
----
* ChargedAttack: Mauryan Battle Elephants charge their attack over a period of time. When the charge is at maximum, the Battle Elephant deals bonus damage on one special attack, before switching to its standard attack.

!!Chakram Thrower
An infantry unit with ranged melee attack, cause damage to multiple units in a straight line, like the Scorpion.
----
* OneHitPolykill: Their chakrams pierce through enemies, dealing damage to every unit between the Chakram Thrower and the target.
* RingsOfDeath: They throw chakrams sharp enough to cut through multiple units.
[[/folder]]

[[folder:Nanda]]
----
* GarrisonableStructures: Nanda resource camps can garrison up to ten Villagers inside. This helps the Nanda minimise losses during raids.
* MultiShot: With Howdah researched, Nanda Elephant Archers fire two projectiles at once.
* RateLimitedPerpetualResource: Researching Sarva Kashtriyantaka allows elephants and Rathas to generate gold when killing.

!!Mahamatra
----
* MookCommander: A Mahamatra increases the attack speed of nearby elephant units.
[[/folder]]

[[folder:Nubians]]
----

!!Archer of the Eyes
----
* AttackSpeedBuff: With Ta-Seti Thumb Rings researched, Archers of the Eyes fire faster when in a group of 5.
* MasterArcher: Though slow, the Archer of the Eyes boasts high damage and can fire accurately at moving targets without Ballistics.
[[/folder]]

[[folder:Numidians]]
----
* ContinuityNod: Two Numidian civilisation bonuses and one unique technology are brought over from the Berbers in the vanilla game.
* RegeneratingHealth: Numidian camels can regenerate damage after researching Maghrebi Camels.

!!Mounted Skirmisher
----
* ScissorsCutRocks: Normally, Spearmen shred cavalry. The Mounted Skirmisher, on the other hand, deals bonus damage to them and has the range to remain safe from retaliation.

!!Amazigh
----
* AntiVehicle: The Amazigh deals bonus damage against siege engines.
* RateLimitedPerpetualResource: Researching Maurorum Barbs allows Imazighen to generate gold when attacking Villagers.

!!Amazigh Raider
----
* FragileSpeedster: Though not very durable, the Amazigh Raider is the fastest cavalry archer in the game.
* HorseArcher: The Amazigh Raider is a cavalry archer.
[[/folder]]

[[folder:Parthians]]
----

!!Grivpanvar
----
* OneHitPolykill: The Grivpanvar's attack pierces through enemies.
[[/folder]]

[[folder:Persians]]
----
* ContinuityNod: The Persians inherit their team bonus and Kamandaran unique technology from the vanilla game.
* DiscardAndDraw: Kamandaran exchanges the gold cost of their Archer line for a slightly higher wood cost. This turns Persian Composite Bowmen into a trash unit that can still be massed once gold runs out.

!!Immortal
----
* RegeneratingHealth: Immortals passively regenerate their HP over time.
[[/folder]]

[[folder:Phoenicians]]
----
* RateLimitedPerpetualResource: Their two Imperial Age unique technologies cause Phoenician Town Centers to slowly generate gold (Tyrian Dye) or stone (Sidonian Glass) over time.

!!Balearic Slinger
----
* SufferTheSlings: Their stats and bonus against other infantry makes them the Phoenician equivalent of the Crossbowman.
[[/folder]]

[[folder:Picts]]
----
* DiscardAndDraw: The Great Conspiracy unique tech increases the Militia line's food cost but removes its gold cost, turning it into a trash unit.
* RateLimitedPerpetualResource: Instead of slaughtering livestock, the Picts can garrison them inside Mills for a slow but potentially infinite trickle of food.
* RegeneratingHealth: Researching Hill Forts causes Pictish buildings (except walls and gates) to regenerate 10% of their base HP per minute.

!! Woad Raider
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/woad_raider.png]]
----
* ArtisticLicenseHistory: The idea that woad was used to dye or tattoo the skin has fallen out of favour, as modern researchers have noted that it is caustic and would cause scarring if applied on the skin.
* LightningBruiser: They're stronger and faster than the Militia line, with their only drawback being requiring a Fort to be built.
* ShieldsAreUseless: Woad Raiders' wooden shields are purely cosmetic as unlike most heavy infantry, they have no base melee armor.
[[/folder]]

[[folder:Pontus]]
----
* ChargedAttack: Researching Cappadocian Cavalry causes Pontic cavalry to charge their attack over a period of time. When the charge is at maximum, the cavalry deals bonus damage on one attack, before switching to its standard attack.
* InstantMilitia: Their unique technology Asiatic Vespers elevates villagers' combat stats up to the level of most frontline units.

!!Cataphract
----
* AnnoyingArrows: They have high pierce armor for organic units, which means that arrows from an archer or a tower only do 1 damage to them. With full upgrades, it takes as many arrows as each hit point a Cataphract has to kill them.
[[/folder]]

[[folder:Roman Empire]]
----

!!Praetorian Prefect
----
* AntiCavalry: Praetorian Prefects deal a small bonus damage to other cavalry.
[[/folder]]

[[folder:Roman Republic]]
----
* ChargedAttack: Researching Manipular Pilae causes Republican Legionaries to charge their attack over a period of time in ranged mode. When the charge is at maximum, the Legionary deals bonus damage on one special attack, before switching to its standard attack.

!!Praetorian Guard
----
* AntiCavalry: Praetorian Guards deal a small bonus damage to cavalry, less so than the Spearman line.
[[/folder]]

[[folder:Scythians]]
----
* DiscardAndDraw: Two of the Scythians' unique technologies, Bog Iron Weapons and Gorytos, also cause the recipients to take more bonus damage in addition to the benefits.

!!Kurgan-Bound Chief
----
* DeathActivatedSuperpower: A Kurgan-Bound Chief heals nearby mounted military units slightly upon death.

!!Amazon
----
* AmazonBrigade: As their name would indicate, all Amazons are female.
* AntiVehicle: The Amazon deals bonus damage to siege engines and can effectively counter Battering Rams.
* HorseArcher: The Amazon provides the Scythians with an alternate to the standard Cavalry Archer.
* ScissorsCutsRock: Amazon arrows are deadly against siege weapons, which are normally very resistant to arrow fire.
[[/folder]]

[[folder:Seleucids]]
----

!!Agema
----
* JoustingLance: The Agema is a cavalry unit whose lance is long enough to give them a range of 1.
[[/folder]]

[[folder:Spartans]]
----

!!Hippeis
----
* AntiInfantry: The Hippeis deals bonus damage against enemy infantry.
* MightyGlacier: The Hippeis is a heavy infantry unit with high pierce armor and HP, but slow speed.
[[/folder]]

[[folder:Syracusans]]
----
* MultiShot: With Gastraphetes researched, Syracusan Crossbowmen fire two projectiles at once.

!!Oxybeles
----
* SituationalDamageAttack: The Oxybeles' attack deals more damage the more resources the target costs, if the target is a land unit.
[[/folder]]

[[folder:Thracians]]
----
* DiscardAndDraw: Ctistae and Wicker Peltes partially replace the Priest's and Barracks, Archery Range and Stable units' gold cost with food or wood.

!!Peltast
----
* AntiInfantry: The Peltast deals bonus damage to infantry.
* JavelinThrower: The Peltast attacks by throwing javelins and uniquely does not receive anti-archer damage (unlike the generic Skirmisher).
[[/folder]]
----

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