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City Guard

C'tis EA, C'tis LA, C'tis MA · National · size 3

Used byEarly AgeC'tisLate AgeC'tisMiddle AgeC'tis

verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

Values from game data unless a chip says otherwise.

HP
11
PROT
12
basic 5, head 5, body 14
MOR
9
MR
12
STR
10
ATT
10
DEF
12
PREC
10
ENC
6
Size
3
Move / AP
10 / 8
Gold
? not verified
Resources
10
Recruitment points
? not verified
Upkeep
? not verified
Leadership
50
How these numbers are built

The Dom 6 Inspector shows the numbers below, which add the unit's armour, weapons, shield and age to its base values. The base value comes first, then each change in the Inspector's own words.

  • Protection 12: basic 5, head 5, body 14
  • Defence skill 12: 10 -2 (armor), +4 (shield parry)
  • Encumbrance 6: 4 +2 (armor)
  • Combat speed 8: 10 -2 (armor)

basic is the natural protection; head and body already include it.

Weapons

Weapons carried by City Guard
WeaponDamageAttDefLengthFlags
Spear131003pierce

Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.

Armour, by protected zone

Head
basic
5
Body
Scale Mail Cuirass
14
Arms
Scale Mail Cuirass
14
Legs
Scale Mail Cuirass
14

Armour worn

  • Scale Mail Cuirass · body · prot 10 · def -1 · enc 1
  • Shield · shield · prot 16 · def -1 · parry 4 · enc 1

Description

The City Guard wear light scale mail cuirass and use spears and shields. They are trained to defend cities and are very effective when defending fortresses.

Text: Illwinter Game Design, via Dom6 Inspector

Terms on this page

Generated from the terms used above. This block is what prints.

hit points
How much damage a unit can take before it dies. Damage that gets past its protection comes off hit points, and a unit at zero is dead. Big creatures usually have many more than ordinary soldiers. · Full article · back to text
protection
What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. · Full article · back to text
morale
A unit's nerve. Fear, losses and a fallen commander test it, and a unit that fails can break and flee. Higher morale holds the line longer; blessings, items and good leaders can raise it. · Full article · back to text
magic resistance
A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. · Full article · back to text
strength
Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. · Full article · back to text
attack skill
How well a unit lands blows. The attacker adds a DRN to its attack skill and the target adds one to its defence skill; the blow lands only if the attacker's total is higher. · Full article · back to text
defence skill
How hard a unit is to hit. The defender adds a DRN to its defence skill, and a blow that does not beat that total misses, so a tie goes to the defender. Shields and some abilities add to it. · Full article · back to text
precision
How accurately a unit shoots or throws. Low precision lets missiles drift off the target; high precision keeps them on it. It matters most for archers and for spells that must be aimed. · Full article · back to text
encumbrance
The weight of a unit's armour and gear. Every point tires the unit faster in battle, and a tired unit fights worse. Light troops carry little; heavy armour carries a lot. · Full article · back to text
size
How big the unit is, from small to giant. Size affects how much room a unit takes in battle and how easy it is to hit, and some effects work only on units of certain sizes. · Full article · back to text
map move
How many movement points a unit has on the strategic map each turn. Difficult terrain costs more of them, and an army moves at the speed of its slowest member. · Full article · back to text
action points
Combat speed: how far a unit can move in a round of battle. Fast units reach the enemy, or escape it, before slow ones. · Full article · back to text
gold cost
What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
resource cost
The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. · Full article · back to text
recruitment points
How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. · Full article · back to text
upkeep
The recurring cost of keeping a unit in service. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
leadership
How many troops a commander can lead, counted separately for ordinary, magical and undead troops. A good leader steadies the line; a force without a qualified leader tends to break. · Full article · back to text
Swamp survival
Crosses swamp provinces without the movement penalty other units suffer there. · back to text
Resist poison
Takes less damage from poison by the value shown; a negative value means it takes more. · back to text
Cold blooded
Cold-blooded like the lizardmen of C'tis, who the manual says tire very quickly when fighting in cold provinces. · back to text
Swimming
Can cross rivers without the usual penalty. · back to text

Art: Illwinter Game Design, via Dom6 Inspector

Last updated 2026-10-01 by Data importVerified for 6.37 (current)

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