On this page:
- A. Unit Abilities
- B. Unit Training
- C. Terrain
- D. Soundtrack
A. Unit Abilities
The first appendix is based on the A2 foldout table that accompanies the game, augmented by observations and data found at http://www.geocities.com/vent40k/ . Data has been reproduced here for ease of comparison between similar types of unit. Tribe (civilization) is shown R = Roman, B = Barbarian, E = Egyptian, and All. Health, stamina, speed, attack, defense, range attack, and range have been assigned numbers based on:
- Very low
- Low
- Medium
- High (long)
- Very high (very long)
Do not interpret these numbers as meaning anything other than the higher the number the better. For example, a "4" is not necessarily twice as 'good' as a "2", but "4" is better than "3". The number of people is the maximum number of troops per unit, or in the case of siege engines, the number required to operate the machine.
Unit | Tribe | Health | Stamina | Speed | Attack | Defense | Ranged Attack | Range | People | Special |
---|---|---|---|---|---|---|---|---|---|---|
Infantry | ||||||||||
Auxiliary Infantry | R | 1 | 3 | 3 | 1 | 1 | 30 | Throw Pilum, Construct | ||
Infantry | B | 2 | 3 | 3 | 2 | 1 | 16 | Throwing Axes, Const. | ||
Slaves | E | 1 | 3 | 3 | 1 | 1 | 16 | Building Effect, Const | ||
Archers | ||||||||||
Auxiliary Archers | R | 1 | 3 | 3 | 1 | 2 | 3 | 3 | 30 | Stationary |
Bowmen | B | 2 | 3 | 3 | 2 | 2 | 4 | 3 | 16 | Stationary |
Archers | E | 1 | 3 | 3 | 1 | 2 | 3 | 3 | 16 | Stationary, Pray |
Spearmen | ||||||||||
Spearmen | R | 2 | 3 | 3 | 2 | 2 | 30 | Stationary, Protecting | ||
Pikemen | B | 3 | 3 | 3 | 3 | 2 | 16 | Stationary | ||
Guards | E | 2 | 3 | 3 | 2 | 2 | 16 | Stationary, Pray | ||
Heavy Infantry | ||||||||||
Legionaries | R | 3 | 2 | 2 | 3 | 4 | 30 | Turtle, Throw Pilum | ||
Warriors | B | 4 | 3 | 3 | 4 | 3 | 16 | Throwing Stones | ||
Soldiers | E | 3 | 2 | 2 | 3 | 4 | 16 | Pray | ||
Cavalry | ||||||||||
Equites | R | 4 | 4 | 4 | 4 | 3 | 12 | |||
Nobles | B | 4 | 4 | 4 | 4 | 3 | 12 | |||
Camel Riders | E | 4 | 4 | 4 | 4 | 3 | 12 | |||
Archer Cavalry | ||||||||||
Archer Cavalry | R | 3 | 4 | 4 | 2 | 2 | 3 | 3 | 16 | |
Mounted Bowmen | B | 3 | 4 | 4 | 2 | 2 | 3 | 3 | 16 | |
Camel Archers | E | 3 | 4 | 4 | 2 | 2 | 3 | 3 | 16 | |
Special Infantry | ||||||||||
Gladiators | R | 3 | 3 | 3 | 5 | 3 | 16 | Dragnet | ||
Praetorians | R | 4 | 3 | 2 | 4 | 5 | 16 | |||
Berserkers | B | 5 | 3 | 3 | 4 | 2 | 12 | |||
Special Ranged Units | ||||||||||
Balearic Slingers | R | 3 | 3 | 3 | 2 | 4 | 4 | 3 | 16 | |
Hunters | B | 3 | 3 | 3 | 3 | 3 | 4 | 3 | 16 | Ambush, Frenzy |
Nubian Archers | E | 3 | 3 | 3 | 2 | 3 | 4 | 4 | 16 | Poison |
Special Cavalry | ||||||||||
German Cavalry | B | 4 | 4 | 4 | 5 | 4 | 12 | Impale Charge | ||
Parthian Cavalry | E | 3 | 4 | 4 | 2 | 4 | 4 | 3 | 16 | Moving Shot |
War Chariots | E | 5 | 4 | 4 | 4 | 4 | 8 | |||
Commanders (additional bonuses below) | ||||||||||
Centurion | R | 1 | Extra Energy Regen. | |||||||
Chieftain | B | 1 | Steal Energy Effect | |||||||
Official | E | 1 | Mirage Effect | |||||||
Healers | ||||||||||
Physician | R | 1 | Cure Disease, Heal | |||||||
Druid | B | 1 | Blind Troop, Heal | |||||||
Priest | E | 1 | Mana Aura, Heal | |||||||
Scouts | ||||||||||
Hawk Scout | All | 1 | Send Hawk | |||||||
Wolf Scout | All | 1 | Send Wolf | |||||||
Seige Engines | ||||||||||
Assault Ladder | All | 1 | 3 | 1 | 6 | |||||
Assault Tower | All | 5 | 1 | 5 | 8 | |||||
Ballista | All | 3 | 4 | 1 | 1 | 5 | 4 | 8 | ||
Battering Ram | All | 5 | 2 | 5 | 5 | 7 | ||||
Catapult | All | 3 | 4 | 1 | 1 | 4 | 5 | 7 | Barrage, Flaming Stone |
Commanders gain bonuses based on rank. Bonuses are applied to troops within their area of influence. These are shown below:
Level | Experience | Offensive Bonus | Defensive Bonus | ||||
---|---|---|---|---|---|---|---|
Roman | Barbarian | Egyptian | Roman | Barbarian | Egyptian | ||
0 | 0 | 0% | 10% | 5% | 10% | 0% | 5% |
1 | 200 | 2% | 15% | 8% | 15% | 2% | 8% |
2 | 500 | 5% | 20% | 13% | 20% | 5% | 13% |
3 | 1500 | 7% | 25% | 17% | 25% | 7% | 17% |
4 | 4000 | 10% | 30% | 20% | 30% | 10% | 20% |
Special formations are as follows:
- Protecting: Protection from arrows.
- Stationary: Immobile. Archers gain increased range and damage. Spearmen gain increased damage to enemy, particularly cavalry.
- Turtle: Improved defense, particularly from arrows, but with penalties to speed and attack.
Special abilities are as follows:
- Ambush: Hide in woodland and later assault passing enemy unit.
- Barrage: Attack with multiple small missiles, suited to groups of enemy.
- Blind Troop: Blind enemy temporarily.
- Building Effect: Work faster, but at cost of health.
- Construct: Build or repair siege engines and fortifications.
- Cure Disease: Cures poison and blindness.
- Dragnet: Thrown net over enemy.
- Extra Energy Regeneration: Troops in area of influence regain stamina quicker.
- Flaming Stone: For use against flammable targets.
- Frenzy: Undocumented. Appears to give some sort of combat bonus but can only be used after running.
- Heal: Regenerate lost health.
- Impale Charge: Lanced based charge.
- Mana Aura: As Extra Energy Regeneration, troops in area of influence regain stamina quicker.
- Mirage Effects: Creates illusion of nearby unit, lasting until melee combat starts.
- Moving Shot: Fire bows whilst riding.
- Poison: Dart which ignores armor and causes damage over time.
- Pray: Regain stamina quicker.
- Send Hawk: Aerial scouting.
- Send wolf: Ground/woodland scouting.
- Steal Energy Effect: Drain energy from enemy.
- Throw Pilum: Thrown javelin at range, normally used before engaging in melee.
- Throwing Axes: Thrown axes at range, normally used before engaging in melee.
- Throwing Stones: Thrown stones at range that immobilise enemy temporarily.
All archers will fire flaming arrows at flammable targets by default.
The next table compares total hit points (health):
Unit Type | Roman | Barbarian | Egyptian |
---|---|---|---|
Regular | |||
Infantry | 1000 | 1500 | 1000 |
Archers | 1000 | 1500 | 1000 |
Spearmen | 1500 | 2250 | 1500 |
Heavy Infantry | 2000 | 2900 | 2000 |
Cavalry | 3000 | 3000 | 3000 |
Archer Cavalry | 2000 | 2000 | 2000 |
Special | |||
Gladiators | 2000 | ||
Praetorians | 3000 | ||
Berserkers | 3500 | ||
Balearic Slingers | 2000 | ||
Hunters | 2500 | ||
Nubian Archers | 2000 | ||
German Cavalry | 3000 | ||
Parthian Cavalry | 2500 | ||
War Chariots | 4000 | ||
Other | |||
Commanders | 1000 | 1000 | 1000 |
Healers | 1000 | 1000 | 1000 |
Scouts | 100 | 100 | 100 |
Assault Ladder | 2000 | 2000 | 2000 |
Assault Tower | 5000 | 5000 | 5000 |
Ballista | 4000 | 4000 | 4000 |
Battering Ram | 8000 | 8000 | 8000 |
Catapult | 4000 | 4000 | 4000 |
B. Unit Training
The following table shows the requirements to train different units. It is based on observations and data found at http://www.geocities.com/vent40k/ . Tribe (civilization) is shown R = Roman, B = Barbarian, E = Egyptian, and All:
Unit | Tribe | Time/sec | Population | Honour Points |
---|---|---|---|---|
Infantry | ||||
Auxiliary Infantry | R | 30 | 30 | |
Infantry | B | 32 | 32 | |
Slaves | E | 16 | 16 | |
Archers | ||||
Auxiliary Archers | R | 60 | 30 | |
Bowmen | B | 60 | 32 | |
Archers | E | 32 | 16 | |
Spearmen | ||||
Spearmen | R | 49 | 30 | |
Pikemen | B | 50 | 32 | |
Guards | E | 26 | 16 | |
Heavy Infantry | ||||
Legionaries | R | 75 | 30 | |
Warriors | B | 74 | 32 | |
Soldiers | E | 40 | 16 | |
Cavalry | ||||
Equites | R | 69 | 24 | 1 |
Nobles | B | 69 | 24 | 1 |
Camel Riders | E | 69 | 24 | 1 |
Archer Cavalry | ||||
Archer Cavalry | R | 60 | 32 | 1 |
Mounted Bowmen | B | 60 | 32 | 1 |
Camel Archers | E | 60 | 32 | 1 |
Special Infantry | ||||
Gladiators | R | 90 | 48 | 2 |
Praetorians | R | 90 | 48 | 2 |
Berserkers | B | 90 | 48 | 2 |
Special Ranged Units | ||||
Balearic Slingers | R | 90 | 48 | 2 |
Hunters | B | 90 | 48 | 2 |
Nubian Archers | E | 90 | 48 | 2 |
Special Cavalry | ||||
German Cavalry | B | 90 | 48 | 2 |
Parthian Cavalry | E | 90 | 48 | 2 |
War Chariots | E | 90 | 48 | 2 |
Healers | ||||
Physician | R | 5 | 5 | |
Druid | B | 5 | 5 | |
Priest | E | 5 | 5 | |
Scouts | ||||
Hawk Scout | All | 5 | 5 | |
Wolf Scout | All | 5 | 5 |
C. Terrain
This appendix lists the type of terrain different units can access. The same terrain limitations apply regardless of climate. All unit can use flat terrain or pathways to elevated terrain. No units can walk up the side of ridges without such pathways - only scouts' hawks can fly over them. "Yes" means the unit can enter the terrain, "hide" means it can both enter and actively hide in the terrain, and "no" means the unit cannot enter the terrain. All units that can enter woodland become somewhat hard to spot, but only Hunters can completely disappear in woodland. All units can enter grassland, but only some can attempt to hide in it.
Unit Type | Shallow Water | Grassland | Woodland |
---|---|---|---|
Regular | |||
Infantry | Yes | Hide | Yes |
Archers | Yes | Hide | Yes |
Spearmen | Yes | Hide | No |
Heavy Infantry | No | Hide | Yes |
Cavalry | Yes | Yes | No |
Archer Cavalry | Yes | Yes | No |
Special | |||
Gladiators | Yes | Hide | Yes |
Praetorians | Yes | Hide | Yes |
Berserkers | Yes | Hide | Yes |
Balearic Slingers | Yes | Hide | Yes |
Hunters | Yes | Hide | Hide |
Nubian Archers | Yes | Hide | Yes |
German Cavalry | Yes | Yes | Yes |
Parthian Cavalry | Yes | Yes | No |
War Chariots | Yes | Yes | No |
Other | |||
Commanders | Yes | Yes | Yes |
Healers | Yes | Hide | Yes |
Scouts | Yes | Hide | Yes |
Siege Engines | No** | Yes | No |
** = Game documentation states Assault Ladders can cross shallow water, but they cannot. It also mentions that Assault Towers cannot go up or down slopes, which they can.
D. Soundtrack
It is little known that a soundtrack CD was released to compliment the game. The CD contains 20 tracks composed by Mateo Pascual. Further information can be found at http://www.bysmitty.com/Soundtracks/Praetorians/Praetorians.htm . Thanks to iakovos for finding this. A list of tracks can be found below:
- The Price Of Ambition
- Praetorians Main Theme
- Through Tears To Victory - The Calm
- Through Tears To Victory - The Wait
- Through Tears To Victory - The Run
- Fear And Freedom
- Crassus' Folly
- The North Wind: Loki Awakening
- The North Wind: The Triumph Of The Sun
- Credits Music
- The Lure Of The East - Night
- The Lure Of The East - Dawn
- The Lure Of The East - Glory
- The Sand Will Remember
- Fear
- The Hammer Falls
- Fear The Eagles
- Crassus' Theme
- Freedom
- A New Beginning