MCRBaseUnits

Pikemen
Swordsmen
Cavalry
Archers

Universal unit power:
Formation: delay your initiative action to match with an adjacent ally’s. You move and attack at the same time and must remain adjacent to each other.

Pikemen (Base Unit)
Str: 14
Con: 16
Dex: 10
Int: 10
Wis: 12
Cha: 10
HP: varies
AC: 18 (Chain + Heavy Shield)
Fort/Ref/Will: 14/11/12
To-hit: +5
Damage: 1d8+3 (spear)

Skills:
Bluff: +1
Insight: +7
Perception: +1
Intimidate: +1

Powers:
Shell Stance:
At-Will
-1 move, +4 AC, Resist/2 all damage but missile attacks, those are Resist/5.

Draw Fire:
Mark an enemy within 5 squares and pull it one square. Minor action, Encounter Power.

Press the Attack:
Push target 1 square and enter the square they left. 1[W] damage for each unit in formation. Daily Power.

Swordsmen (Base Unit)
Str: 14
Con: 14
Dex: 12
Int: 10
Wis: 12
Cha: 10
HP: varies
AC: 16 (Chain)
Fort/Ref/Will: 13/12/12
To-hit: +6
Damage: 1d6+3 (sword)

Skills:
Bluff: +7
Insight: +1
Perception: +1
Intimidate: +1

Powers:
Loose Stance:
At-Will Power:
+1 Move, +4 AC vs. Charge & Missile Fire, minor action.

Encounter Power:
Charge:
+4 Move, +2 to hit, +2 to damage. extra +1[W] to Archers.

Daily Power:
Fervor:
For the rest of the encounter, this swordsmen unit gains +1[W] damage, but may only move to the closest enemy unit and attack.

Cavalry (Base Unit)
Str: 14
Con: 14
Dex: 12
Int: 10
Wis: 12
Cha: 14
HP: varies
AC: 18 (Plate)
Fort/Ref/Will: 13/12/13
To-hit: +6
Damage: 1d10+3 (Longspear)

Skills:
Bluff: +1
Insight: +1
Perception: +1
Intimidate: +7

Powers:
Charging Formation:
At-Will Power:
+2 Move, +2 to hit, -2 AC, Minor action.

Encounter Power:
Charge:
+2 Move, +2 to hit, +2 to damage. extra +1[W] if target is not mounted.

Daily Power:
To The Last Man:
Until the end of the unit’s next turn, the Cavalry unit attacks as though at full strength.

Archer (Base Unit)
Str: 10
Con: 12
Dex: 16
Int: 10
Wis: 14
Cha: 10
HP: varies
AC: 15 (Leather)
Fort/Ref/Will: 12/15/14
To-hit: +6
Damage: 1d10+3 (Longbow)

Skills:
Bluff: +1
Insight: +1
Perception: +7
Intimidate: +1

Powers:
At-Will Power:
Volley:
+4 to hit, -1 damage, Minor action.

Encounter Power:
Hail of Arrows:
Area Burst 1, +4 damage to all units in burst.

Daily Power:
Fire Attack:
Zone 3, 1d10 damage to all units who enter the zone or begin their turn in the zone. Treat this area as rough terrain. The zone persists until the end of the encounter.

MCRBaseUnits

Alendar & Volinar FrontalMonk