The Rus' are a people divided, though that is hardly a character judgement for the folk who live in the largest single princedom in Europe. The royal capital of this nation, and the site where the Rus' embraced Christianity, Kiev is constantly having problems with succession disputes that have destroyed any sense of organisation or unity. With the royal court in such disarray, it is time for a strong leader. In fact, the first order for Vsevolod, Grand Prince of Kiev is to re-assert his undisputed control over all the Rus. Should he manage this, the Rus' will be free to unify all of the steppes into the mightiest power of the east.\n\nSimple and obvious in principle, this plan will require swift and decisive action. The fledgling kingdoms of Poland and Hungary to the southwest are just as well placed to move and assume control of the Rus' capital. Constantinople and the Romans to the south are also desperate to restore their former glory by taking new territories, and it was only through Vsevolod's marriage to the Roman princess Maria that prevented the empire from striking back at the Rus' after they failed in their assault of Constantinople. They will not forget that they defeated the Rus' so recently...\n\nThis is not something that the present Rus' army should forget either. Unless they can start recruiting from several population centres once again, they will not be able to field a force capable of stopping any of the serious foreign powers at all.



Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


  • Levied Peasants

  • Light

    101

    Rural Levy

    Peasant

    120

    100

    3

    2

    0

    2

    2

    (0+2+0)


    Mustering Hall

    Until the Heavy Mail Event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Junior Militia

  • Light

    75

    Urban Militia

    Peasant Militia

    165

    115

    5

    1

    0

    1

    7

    (0+4+3)


    Town Guard

     


    Effective vs Armor

    Combat Bonus in Woods

  • Druzhina

  • Heavy

    63

    Early Professional

    Superior

    355

    270

    13

    5

    0

    3

    15

    (4+6+5)


    Drill Square

     


    Goods Against Armor

    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  • Eastern Spearmen

  • Spearmen

    76

    Local

    Militia

    255

    135

    9

    2

    0

    2

    13

    (5+1+7)


    Drill Square

     


    Can do Schiltrom

    Bonus fighting in Woods

    Combat Bonus in Woods

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Dismounted Boyars

  • Heavy

    62

    Feudal

    Elite

    720

    480

    15

    8

    0

    4

    18

    5+8+5


    Fortress

     


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  • Scandinavian Guard

  • Heavy

    63

    Early Professional

    Elite

    635

    360

    15

    10

    0

    5

    13

    (6+7+0)


    Armoury

     


    Bonus Fighting Cavalry

    Excellent Morale

    Good Stamina

    Effective Against Armor

  • Peasant Infantry

  • Light

    76

    Rural Levy

    Peasant

    120

    100

    3

    1

    0

    4

    3

    (0+3+0)


    Mustering Hall

    after the Heavy Mail event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Effective against armor

    Combat Bonus in Woods

  • Senior Rus Militia

  • Spearmen

    100

    Urban Militia

    Militia

    310

    200

    8

    2

    0

    2

    11

    (2+2+7)


    City Watch

     


    Can Do Schiltrom

    Combat Bonus in Woods

    Goosd Morale

    Bonus fighting Cavalry

  • Berdiche Militia

  • Light

    76

    Urban Militia

    Militia

    220

    150

    8

    6

    0

    3

    7

    (3+4+0)


    City Watch

     


    Can Do Schiltrom

    Combat Bonus in Woods

    Bonus fighting Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Kievan Palace Guard

  • Spearmen

    78

    Urban Professional

    Elite

    550

    405

    15

    4

    0

    4

    19

    (7+5+7)


    Mayor's Palace

    after the Heavy Mail event in the early 13th century (1200-1215)


    Can Do Schiltron

    Bonus Fighting Cavalry

    Combat Bonus in Woods

    Excellent Morale

    Very Good Stamina

  • Halberd Militia

  • Heavy

    77

    Urban Miliotia

    Militia

    290

    150

    8

    5

    0

    4

    11

    (4+7+0)


    Army Barracks

    In Cities after the Full Plate event (late 14th century 1380-1400) in Militia Drill Squares. Also after the New Era event (1300) with a City Watch.


    Bonus Fighting Cavalry

    Effective against Armor

    Can Form a Spear Wall

    Good Morale

Ranged Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Slavic Javelinmen

  • Missle

    61

    Local

    Average

    230

    150

    8

    11

    55

    4

    2

    1

    10

    (2+5+3)


    Garrison Quarters


    Combat Bonus in Woods

    Good Morale

  • Levy Archers

  • Skirmish

    61

    Rural Levy

    Pesant

    80

    55

    1

    1

    80

    40

    1

    1

    0

    (0+0+0)


    Bowyer


    Can Use Flaming Arrows

    Combat Bonus in Woods

    Poor Morale

  • Archer Militia

  • Missle

    61

    Urban Militia

    Peasant Militia

    135

    35

    3

    1

    90

    40

    1

    1

    0

    (0+0+0)


    Town Guard

     


    Good Morale

    Combat Bonus in Woods

  • Chude Militia

  • Skirmish

    76

    Urban Militia

    Militia

    215

    100

    8

    10

    50

    4

    1

    1

    10

    (4+3+3)


    Town Guard


    Combat Bonus in Woods

    Good Morale

  • Archers

  • Missle

  • 61

    Early Professional

    Average

    255

    120

    9

    3

    160

    35

    2

    2

    8

    (2+6+2)


    Practice Range

    Available until the early 13th Century (around 1200-1215)


    Long Range Missles

    Combat Bonus in Woods

    Can Use Flaming Arrows

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Dismounted Junior Druzhina

  • Missile

    62

    Early Professional

    Superior

    335

    180

    11

    5

    200

    30

    3

    2

    14

    (4+7+3)


    Archery Range

     


    Can Use Flaming Arrows

    Combat Bonus in Woods

    Long Range Missiles

    Good Morale

  • Crossbow Militia

  • Skirmish

    61

    Urban Militia

    Peasant Militia

    125

    100

    3

    7

    100

    25

    1

    2

    5

    (2+3+0)


    City Watch

     


    Combat Bonus in Woods

     

  • Luchniki

  • Missle

    76

    Late Professional

    Superior

    615

    100

    9

    4

    190

    30

    1

    1

    10

    (4+3+3)


    Archery Range

    after the Heavy Mail event in the early 13th century (1200-1215)


    Combat Bonus in Woods

    Good Morale

    Can Use Flaming Arrows

    Long Range Missles

  • Cossak Musketeers

  • Skirmish

    75

    Local

    Superior

    565

    190

    11

    24

    130

    12

    3

    1

    6

    (0+6+0)


    Army Barracks

    in Cities with an Army Barracks after the Pike & Shot event of 1530.


    Combat Bonus in Woods

    Good Morale

Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Druzhina Cavalry

  • Heavy

    31

    Early Professional

    Superior

    465

    335

    15

    7

    6

    8

    10

    (4+3+3)


    Drill Square

     


  • Excellent Morale

    Combat Bonus in Woods

    Good Stamina

    Effective Against Armor

  • Boyars

  • Heavy

    31

    Feudal

    Elite

    1035

    600

    17

    9

    11

    8

    15

    (7+3+5)


    Castle

     


    Excellent Morale

    Can Form Wedge

    May Charge Without Orders

    Powerful Charge

    Good Stamina

  • Senior Mounted Militia

  • Heavy

    31

    Urban Militia

    Militia

    325

    170

    8

    2

    0

    9

    11

    (5+1+5)


    • Militia Barracks

       

    • Merchant's
      Guild


    Good Morale

    Powerful Charge

    Can Form Wedge

     

  • Heavy Boyars

  • Heavy

    31

    Feudal

    Elite

    1290

    600

    17

    8

    7

    7

    19

    (11+3+5)


    Citadels

    In Fortresses after the Partial Plate armor event in the early 14th century (1310-1330).


    Excellent Morale

    Very Good Stamina

    Can Form Wedge

Missle Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Pechenegs

  • Missle

    40

    Local

    Average

    520

    150

    8

    4

    70

    45

    3

    5

    4

    (0+1+3)


    Stables

     


    Good Morale

    Can Form a Shhooting Circle

    Good Stamina

    Fast Moving

  • Junior Druzhina

  • Missle

    31

    Early Professional

    Superior

    480

    225

    12

    4

    170

    45

    5

    6

    10

    (4+3+3)


    Cavalry Stables

     


    Excellent Morale

    Long Range Missles

     

  • Polotsk Boyar Druzhina

  • Missle

    31

    Early Professional

    Elite

    380

    225

    16

    12

    60

    6

    8

    6

    16

    (7+4+5)


    Earl's Stables

    after the Heavy Mail event in the early 13th century (1200-1215)


    Excellent Morale

    Can Form Shooting Circle

    Good Stamina

  • Mounted Lucniki

  • Missle

    40

    Late Professional

    Superior

    880

    125

    10

    3

    160

    45

    2

    7

    16

    (4+0+3)


    Archery Range

    In Castles, with an Archery Ranges after the Heavy Mail event of the early 13th century (1200-1215).


    Good Morale

    Can Form Shooting Circle

    Long Range Missles

  • Cossak Gunners

  • Skirmish

    30

    Local

    Superior

    300

    275

    12

    14

    90

    18

    5

    6

    1

    (0+1+0)


    King's Stables

    in Castles after the "Machines that Fly" event in 1492 with a King's Stables


    Combat Bounus in Woods

    Frighten Nearby Enemy Infantry

    Excellent Morale

    Very Good Stamina

    Fast Moving

Artillery

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Ballista

  • Siege/Missile

  • 21

  • 600

    150

    11

    55

    0

    280

    50

    6

    (3+3+0)


    Ballista Range


    Can Use Flaming Missiles

    Can Impale Several Men

    Very Long Range Missles

    Good Morale

    Ineffective against Buildings

    Can't Hide

  • Catapult

  • Siege/Missile

  • 21

  • 500

    150

    11

    55

    30

    300

    30

    6

    (3+3+0)


    Catapult Maker


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Trebuchet

  • Siege/Missile

  • 21

  • 700

    250

    13

    55

    60

    285

    30

    6

    (3+3+0)


    Siege Works

    after the "First Rudder" event in 1180.


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

    Can launch rotting cows

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Bombard

  • Siege/Missile

  • 31

  • 900

    250

    11

    45

    90

    325

    30

    6

    (3+3+0)


    Gunsmith

    Bombard are recruited in European Cities or Castles with a Gunsmith after the "Man-made Inferno!" Event of 1350.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can Fire Grapeshot

  • Grand Bombard

  • Siege/Missile

  • 31

  • 1200

    250

    11

    63

    240

    375

    30

    6

    (3+3+0)


    Cannon Maker

    Grand Bombard are recruited in Cities or Castles with a Cannon Maker after the Death of Ibn al-Shatir in 1375.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

    Can Fire Grapeshot

  • Cannon

  • Siege/Missile

  • 21

    1300

    250

    11

    63

    180

    380

    30

    6

    (3+3+0)


    Cannon Foundry

    after the Gothic Plate Armor Event of the mid 15th century (1450-1460).


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

  • Culverin

  • Siege/Missile

  • 31

    1200

    250

    11

    63

    90

    425

    30

    6

    (3+3+0)


    Cannon Foundry

    after the Gothic Plate Armor Event of the mid 15th century (1450-1460).


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

Naval Units

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Lad' Ya

  • Light

    37

    610

    150

    14

    10

    4

    (0+4+0)


    Port


  • Holk

  • Light

    37

    710

    200

    15

    12

    12

    (0+12+0)


    Shipwright


  • Gun Holk

  • Light

    37

    840

    270

    14

    16

    16

    (0+16+0)


    Dockyard