Roar of Conquest is an overhaul mod for Medieval II which combines Stainless Steel with Broken Crescent, while also introducing new mechanics, extensive unit and faction balancing, and more.

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Detailed description of the Crusader States roster.

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Greetings! Today I will covering the stats and availability of the Crusader States roster in Roar of Conquest, overhaul mod of Medieval II. This article should help those who are curious to have a better understanding of how the Crusader's roster will perform in battle and when certain units will become available in the campaign.

Note: The stats you see here have been updated for Roar of Conquest: The Late Middle Ages VIII. Now onto the details!


The Crusader States

The Crusader States have a strong roster in every department, from heavy cavalry and infantry to great archers and crossbowmen. Not only that, the vast majority of these units have reduced upkeep and excellent morale, making it easy for the Crusaders to maintain large standing armies. All these benefits are important, for in the campaign they are surrounded by hostile Islamic powers, making their position precarious at best. The biggest concern for the Crusaders will be enemy horse archers, which can kite out and pick apart the heavy cavalry and infantry of any unwary player. For reference, the unit sizes I will be listing here are when the game is put on 'ultra unit size', Secondary Melee Attack represents the secondary weapon cavalry units use after completing a charge, and the acronym AP stands for armor-piercing. Deus Vult!

1) General's Bodyguard

ne bodyguard info 3


  • Unit Size: 32
  • Melee Attack: 5
  • Charge: 14
  • Secondary Melee Attack: 10
  • Defense: 20 (Armor 8, Defense Skill 9, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Fortress

The bodyguard unit for your characters and generals in the early campaign. A study unit, but not invincible; be careful with them in battle.

2) Syrian Auxiliaries

syrian auxilliaries info


  • Unit Size: 150
  • Melee Attack: 3 (AP)
  • Charge: 2
  • Defense: 10 (Armor 1, Defense Skill 6, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Mustering Hall, (Motte and Baily)

While these men are hardly professional soldiers, they are good cheap infantry to bulk out your early armies, and can dish out decent damage as long as their morale holds.

3) Spear Militia

spear militia info


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 1
  • Defense: 8 (Armor 1, Defense Skill 1, Shield 6)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Town Watch, (Town), or Garrison Quarters, (Wooden Castle)

Cheap spear infantry, good for bolstering early-game armies or maintaining order in settlements.

4) Levy Archers

peasant archers info


  • Unit Size: 150
  • Missile Attack: 2
  • Melee Attack: 1
  • Charge: 1
  • Defense: 4 (Armor 1, Defense Skill 3, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Bowyer, (Wooden Castle)

Cheap archers, useful for volume of fire on lightly armored targets but little else.

5) Hospitaller Sergeants

templar sergeant info


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 3
  • Defense: 14 (Armor 4, Defense Skill 3, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Tough spearmen with strong morale, these men will hold the line against any enemy to Christendom with great fervor.

6) Mounted Sergeants

Mounted Sergeants info


  • Unit Size: 60
  • Melee Attack: 6
  • Charge: 10
  • Secondary Melee Attack: 6
  • Defense: 14 (Armor 6, Defense Skill 3, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Stables, (Wooden Castle)

A useful light cavalry, good for charging enemy archers or running down routing units.

7) Crossbow Militia

crossbow militia info


  • Unit Size: 150
  • Missile Attack: 7 (AP)
  • Melee Attack: 2
  • Charge: 1
  • Defense: 7 (Armor 2, Defense Skill 5, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

Cheap and cheerful, these men are useful for whittling down heavily armored enemies at range.

8) Hospitaller Sergeants

frankish swordsmen info


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 5
  • Defense: 13 (Armor 6, Defense Skill 7, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

These warriors are skilled medium infantry, good for dealing with enemy cavalry or infantry.

9) Edessan Guard

edessan guard info


  • Unit Size: 150
  • Melee Attack: 9 (AP)
  • Charge: 5
  • Defense: 18 (Armor 8, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Militia Barracks, (Large City)

These men are a strong heavy infantry, great for holding the battle line while dealing out substantial damage in melee.

10) Foot Knights of St. John

dismounted knights of jerusalem


  • Unit Size: 150
  • Melee Attack: 10 (AP)
  • Charge: 4
  • Defense: 20 (Armor 11, Defense Skill 5, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City

A strong infantry unit great for smashing through enemy infantry lines in the early campaign.

11) Knights of St. John

knights of jerusalem info


  • Unit Size: 80
  • Melee Attack: 10
  • Charge: 12
  • Secondary Melee Attack: 11
  • Defense: 20 (Armor 11, Defense Skill 5, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City

Serving as powerful shock cavalry, these men are deadly both on the charge with their lances and in prolonged melee with their swords.

12) Foot Outremer Knights

templar squires info


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 4
  • Defense: 18 (Armor 8, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A tough heavy infantry, excellent for dealing with most enemy infantry forces.

13) Turkopole Archers

turkopole archers info


  • Unit Size: 150
  • Missile Attack: 3
  • Melee Attack: 3
  • Charge: 2
  • Defense: 12 (Armor 3, Defense Skill 7, Shield 2)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

These men provide a desperately needed counter to horse archers, able to shoot them with their bows or strike them down in melee with their spears.

14) Turkopoles

turkopoles info


  • Unit Size: 60
  • Missile Attack: 4
  • Melee Attack: 4
  • Charge: 4
  • Defense: 8 (Armor 3, Defense Skill 3, Shield 2)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Knight's Stables, (Castle)

A useful light horse archer, good for keeping other horse archers at bay.

15) Noble Spearmen

noble spearmen info


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 4
  • Defense: 17 (Armor 7, Defense Skill 3, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These men are excellent at holding the line against any enemy, providing a stalwart force for the Crusaders to rely upon in battle.

16) Templar Axemen

templar axemen info


  • Unit Size: 150
  • Melee Attack: 19 (AP)
  • Charge: 7
  • Defense: 17 (Armor 9, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These deadly warriors serve as deadly shock infantry, and will fight long after most men would flee in battle.

17) Hired Crossbowmen

templar crossbowmen info


  • Unit Size: 150
  • Missile Attack: 10 (AP)
  • Melee Attack: 5
  • Charge: 3
  • Defense: 17 (Armor 5, Defense Skill 5, Shield 7)
  • Attributes: Place Stakes, Free Upkeep
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men are a strong hybrid unit, capable of serving as excellent crossbowmen or medium infantry depending on the needs of their general.

18) Outremer Knights

templar confrere knights info


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 12
  • Secondary Melee Attack: 10
  • Defense: 18 (Armor 8, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Baron's Stables, (Fortress)

A strong shock cavalry in their own right, these men are a welcome addition to the Crusader's mounted forces to charge down their many enemies.

19) Knight's Templar

Knights templar info


  • Unit Size: 60
  • Melee Attack: 9
  • Charge: 14
  • Secondary Melee Attack: 13
  • Defense: 20 (Armor 11, Defense Skill 4, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Castle

These zealous warriors will fight to the last man regardless of how the odds are stacked against them.

20) Foot Knight's Templar

dismounted knights templar info


  • Unit Size: 120
  • Melee Attack: 12
  • Charge: 4
  • Defense: 20 (Armor 7, Defense Skill 8, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Fortress

These zealous warriors will fight to the last man regardless of how the odds are stacked against them.

21) Canons of the Holy Sepulcher

Canons of the holy sepulcher inf


  • Unit Size: 150
  • Melee Attack: 24 (AP)
  • Charge: 7
  • Defense: 19 (Armor 10, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Holy Sepulcher, (Jerusalem)
  • Later Requirements: Cathedral, (Large City) and Full Plate Event, (year 1380-1400)

Elite shock infantry that will fight to the bitter end.

22) Templar Longbowmen

templar longbowmen info


  • Unit Size: 150
  • Missile Attack: 7 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 14 (Armor 6, Defense Skill 6, Shield 2)
  • Attributes: Place Stakes, Free Upkeep
  • Availability: Coat of Plates Event, (year 1240-1260)
  • Building Requirement: Archery Range, (Fortress)

These men provide the Crusaders with excellent long-range firepower against their enemies, which plays a crucial role in eliminating enemy horse archers.

23) Late General's Bodyguard

ne bodyguard late info 1


  • Unit Size: 32
  • Melee Attack: 5
  • Charge: 15
  • Secondary Melee Attack: 10
  • Defense: 32 (Armor 21, Defense Skill 9, Shield 2)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Citadel

An upgraded version of the General's Bodyguard unit, these men are much more difficult to kill, making your general less vulnerable in battle.

24) Halberd Militia

halberd militia info


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 5
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: Free Upkeep
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Drill Square, (Large City)

A capable unit, able to stand up to heavy infantry and heavy cavalry in equal measure.

25) Schiopettieri Handgunners

Schiopettieri Handgunners info


  • Unit Size: 150
  • Missile Attack: 14 (AP)
  • Melee Attack: 4
  • Charge: 3
  • Defense: 13 (Armor 8, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Militia Barracks, (Large City)

A short-range gunpowder unit, these men are great for holding defensive positions, firing volleys of shot before holding their own in melee as heavy infantry.

26) Pike Militia

pike militia info


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 3
  • Defense: 7 (Armor 3, Defense Skill 4, Shield 0)
  • Attributes: Free Upkeep, Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Militia Barracks, (Large City)

A good defensive unit, great for holding choke points against any enemy.

27) Arbalest Militia

arbalest militia info


  • Unit Size: 150
  • Missile Attack: 11 (AP)
  • Melee Attack: 4
  • Charge: 3
  • Defense: 12 (Armor 7, Defense Skill 5, Shield 0)
  • Attributes: Free upkeep
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: City Watch, (City)

A very cost-effective unit for dealing with armored enemies at range.

28) Templar Guard

Templar Guard info


  • Unit Size: 150
  • Melee Attack: 22 (AP)
  • Charge: 8
  • Defense: 21 (Armor 13, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Armory, (Citadel)

These men serve as powerful shock infantry, capable of taking enormous damage with their strong armor and dealing it out with their polearms.

29) Knights of the Grand Cross

constable of jerusalem info


  • Unit Size: 80
  • Melee Attack: 12
  • Charge: 14
  • Secondary Melee Attack: 14
  • Defense: 28 (Armor 18, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: King's Stables, (Citadel)

Elite heavy cavalry, these men will trample all enemies who dare to invade the Holy Lands.

30) Italian Arquebusiers

arquebusiers info


  • Unit Size: 150
  • Missile Attack: 20 (AP)
  • Melee Attack: 5
  • Charge: 3
  • Defense: 11 (Armor 7, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed, (year 1420-1440)
  • Building Requirement: Militia Barracks, (Large City)

The first long-range gunpowder infantry available to the Crusaders, capable of devastating morale-shocking volleys of lead.

31) Pikemen

Pikemen info


  • Unit Size: 200
  • Melee Attack: 5
  • Charge: 4
  • Defense: 13 (Armor 7, Defense Skill 6, Shield 0)
  • Attributes: Spear Wall
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Militia Barracks, (Large City)

An excellent unit in defense, especially against cavalry.

32) Templar Halberdiers

templar halberdiers info


  • Unit Size: 150
  • Melee Attack: 15 (AP)
  • Charge: 6
  • Defense: 19 (Armor 11, Defense Skill 8, Shield 0)
  • Attributes: Spear Wall
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Armory, (Citadel)

These men are skilled at slaying all manner of foes, whether they be infantry or cavalry.

33) Musketeers

Musketeers info


  • Unit Size: 150
  • Missile Attack: 36 (AP)
  • Melee Attack: 6
  • Charge: 3
  • Defense: 10 (Armor 2, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Royal Armory, (Huge City)

A devastating upgrade from Arquebusiers, this unit's volley can tear apart any enemy foolish enough to get in range.


So there you have it, the entire roster for the Crusader States! If you like what you see, feel free to download the mod here: ROC: LMA VIII Now, go forth and conquer!

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