Description
Even Spartan teenagers are a deadly threat in battle. Armed in the style of the Ekdromoi Hoplites, and carrying the knives with which they were to survive during the hard winter spent among the Helots of Messenia, these youngsters have to prove their worth as true Spartiate. In case of an emergency, however, they too will be called upon to face the enemy!
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 40 | ███······· 30% |
| Attack | 15 | ███████··· 72% |
| Charge bonus | 11 | ████······ 38% |
| Defence | 38 | ███████··· 68% |
| · armour | 2 | █········· 13% |
| · defence skill | 31 | ██████████ 95% |
| · shield | 5 | ██████···· 57% |
| Morale | 12 | ██████···· 57% |
| Discipline | Normal | |
| Training | Highly trained | |
| Recruitment cost | 1,789 dn | ████······ 35% |
| Upkeep per turn | 655 dn | █████····· 53% |
| Turns to recruit | 2 |
Weapons
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 15 | 10 | Charge bonus | 11 | 13 | Type | thrown · blade | melee · blade | Damage | piercing | piercing |
| Projectile | javelin | — | Range | 50 | — | Ammunition | 2 | — | Properties | Used just before charging into combat | Light spear (braced against cavalry charges from the front) · +8 attack against cavalry |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 38 | — | Armour | 2 | — | Defence skill | 31 | — | Shield | 5 | — |
Condition and terrain
| Hit points | 1 | Ground: scrub / sand / forest / snow | 0 / 0 / -1 / 0 | Charge distance | 30 | Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / 2.5 s | Extra fatigue in hot climates | 0 | Collision mass per man (1.0 is normal) | 0.95 | Spacing between men: close / loose | 1 × 1.2 m / 2 × 2.4 m |
| Default ranks | 5 |
In battle: Can sap · Very good stamina
Who can recruit it
A core roster unit for one faction, which can raise it anywhere it holds the right building:
Exactly what a settlement must have, route by route (3)
| Building | Also requires | Building | Also requires | Building | Also requires | ||
|---|---|---|---|---|---|---|---|
| Indirect Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Direct Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Homeland | Garrison Building or Tier 1 Military Industrial Complex |


