Description
The only ones allowed to use the falx, a sacred weapon, were the elite troops of experienced soldiers and tarabostes. This was the case of Dacian Elite Falxmen formed from Dacian tribal leaders the Tarabostes, and very experienced soldiers, with tremendous reputation, true heroes of their times. At ease in the hills or open plains these men fear no adversary. They have one of the best weapons in the world: the dreaded falx. This larger version of the sica was used to hack down enemies with its inner curved blade (0.7 to 0.8 m). Its tip was also used as a hook to grab shields and helmets and leave the enemy defenceless. Its slashing force is formidable. It could cut off unprotected limbs entirely. The sharp tip of the sword even pierced metal.
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 40 | ███······· 30% |
| Attack | 17 | █████████· 87% |
| Charge bonus | 24 | ████████·· 81% |
| Defence | 45 | █████████· 87% |
| · armour | 11 | ██████···· 64% |
| · defence skill | 29 | █████████· 91% |
| · shield | 5 | ██████···· 57% |
| Morale | 15 | █████████· 91% |
| Discipline | Normal | |
| Training | Untrained | |
| Recruitment cost | 2,561 dn | ███████··· 72% |
| Upkeep per turn | 890 dn | ████████·· 84% |
| Turns to recruit | 4 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 17 | 14 | Charge bonus | 24 | 36 | Type | thrown · blade | melee · blade | Damage | piercing | slashing |
| Projectile | javelin | — | Range | 50 | — | Ammunition | 2 | — | Properties | Used just before charging into combat | Armour-piercing (counts only half the target's armour) |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 45 | — | Armour | 11 | — | Defence skill | 29 | — | Shield | 5 | — |
Condition and terrain
| Hit points | 1 | Ground: scrub / sand / forest / snow | 0 / -1 / 0 / -1 | Charge distance | 30 | Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / 2.5 s | Extra fatigue in hot climates | 3 | Collision mass per man (1.0 is normal) | 1.28 | Spacing between men: close / loose | 1 × 1.2 m / 2 × 2.4 m |
| Default ranks | 5 |
In battle: Can hide in long grass · Can sap
Who can recruit it
A core roster unit for 5 factions, each able to raise it anywhere they hold the right building:
Buri · Costoboci · Crobyzi · Getae · Tyragetae
Exactly what a settlement must have, route by route (2)
| Building | Also requires | Building | Also requires | ||||
|---|---|---|---|---|---|---|---|
| Direct Rule | Tier 3 Military Industrial Complex · Tier 2 Colony | Homeland | Tier 2 Military Industrial Complex |


