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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 VI. 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 11


  • Unit Size: 150
  • Melee Attack: 1
  • Charge: 2
  • Defense: 8 (Armor 0, Defense Skill 1, Shield 7)
  • 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) Crossbow Militia

crossbow militia 5


  • Unit Size: 120
  • Missile Attack: 7 (AP)
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0 (Armor 0, Defense Skill 0, 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.

5) Frankish Swordsmen

frankish swordsmen info


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 3
  • Defense: 15 (Armor 5, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

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

6) Edessan Guard

edessan guard info


  • Unit Size: 150
  • Melee Attack: 9 (AP)
  • Charge: 5
  • Defense: 18 (Armor 6, Defense Skill 9, 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.

7) Foot Knights of St. John

dismounted knights of jerusalem


  • Unit Size: 120
  • Melee Attack: 10
  • Charge: 4
  • Defense: 20 (Armor 7, Defense Skill 8, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: City

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

8) Knights of St. John

knights of jerusalem info


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 12
  • Secondary Melee Attack: 9 (AP)
  • Defense: 19 (Armor 9, Defense Skill 6, 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 maces.

9) Spearmen

spearmen 6


  • Unit Size: 150
  • Melee Attack: 2
  • Charge: 2
  • Defense: 8 (Armor 0, Defense Skill 1, Shield 7)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Garrison Quarters, (Wooden Castle)

Cheap early-game spear unit with slightly better morale than most early-game militia.

10) Levy Archers

levy archers 11


  • Unit Size: 120
  • Missile Attack: 1
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0 (Armor 0, Defense Skill 0, 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.

11) Hospitaller Sergeants

templar sergeant info


  • Unit Size: 150
  • 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.

12) Mounted Sergeants

mounted sergeants 4


  • Unit Size: 60
  • Melee Attack: 3
  • Charge: 8
  • Secondary Melee Attack: 6
  • Defense: 10 (Armor 2, 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.

13) Light Men at Arms

light MAA 10


  • Unit Size: 150
  • Melee Attack: 4
  • Charge: 3
  • Defense: 16 (Armor 4, Defense Skill 7, Shield 5)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A sturdy infantry unit, especially useful for clearing out enemy spearmen and archers.

14) 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.

15) Turkopole Archers

turkopole archers info


  • Unit Size: 120
  • Missile Attack: 3
  • Melee Attack: 4
  • 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.

16) Turkopoles

turkopoles info


  • Unit Size: 60
  • Missile Attack: 4
  • Melee Attack: 4
  • Charge: 4
  • Defense: 6 (Armor 2, Defense Skill 2, 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.

17) Noble Spearmen

noble spearmen info


  • Unit Size: 200
  • Melee Attack: 4
  • Charge: 4
  • Defense: 17 (Armor 6, Defense Skill 4, 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.

18) Templar Axemen

templar axemen info


  • Unit Size: 150
  • Melee Attack: 18 (AP)
  • Charge: 7
  • Secondary Melee Attack: 7 (AP)
  • Defense: 19 (Armor 7, Defense Skill 9, Shield 3)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Barracks, (Fortress)

These deadly warriors can fight in melee wielding their axes with both hands, or switch to axe-and-shield to defend themselves against missile fire.

19) Templar Crossbowmen

templar crossbowmen 1


  • Unit Size: 120
  • Missile Attack: 10 (AP)
  • Melee Attack: 5
  • Charge: 3
  • Defense: 15 (Armor 7, Defense Skill 8, Shield 0)
  • Attributes: None
  • 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.

20) Outremer Knights

templar confrere knights info


  • Unit Size: 80
  • 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.

21) 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.

22) St. Lazarus Knights

st lazarus knights 1


  • Unit Size: 60
  • Melee Attack: 10
  • Charge: 14
  • Secondary Melee Attack: 10 (AP)
  • Defense: 20 (Armor 10, Defense Skill 6, Shield 4)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Castle

These highly disciplined knights are a welcome addition to Jerusalem's forces.

23) 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.

24) Dismounted St. Lazarus Knights

dis st lazarus knights


  • Unit Size: 120
  • Melee Attack: 19 (AP)
  • Charge: 6
  • Defense: 17 (Armor 9, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Fortress

Yet another powerful shock infantry for the Crusader States, these men will carve a path of bloody ruin in defense of the Holy Lands against the enemies of Christendom.

25) Canons of the Holy Sepulcher

templar zweihander


  • Unit Size: 150
  • Melee Attack: 24 (AP)
  • Charge: 7
  • Defense: 19 (Armor 9, Defense Skill 10, Shield 0)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Holy Sepulcher, (Jerusalem)

Elite shock infantry that will fight to the bitter end, these men can only be recruited from the Holy Sepulcher building available exclusively in Jerusalem.

26) Constable of Jerusalem

constable of jerusalem info


  • Unit Size: 120 (Not a typo)
  • Melee Attack: 12
  • Charge: 14
  • Secondary Melee Attack: 13
  • Defense: 21 (Armor 11, Defense Skill 6, Shield 4)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Militia Barracks, (Large City of Jerusalem)

This unit has the honor of being one the most expensive units in the game to recruit and maintain. However, given their excellent stats and the fact they are double the unit size of most other cavalry units, it is easy to forget their expense as they rise down the enemies of Jerusalem with thunderous abandon. They can only be recruited from the city of Jerusalem.

27) Templar Longbowmen

french foot archers 2


  • Unit Size: 150
  • Missile Attack: 7 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 12 (Armor 6, Defense Skill 6, Shield 0)
  • Attributes: Place Stakes
  • 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.

28) 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.

29) Halberd Militia

halberd militia 2


  • Unit Size: 150
  • Melee Attack: 8 (AP)
  • Charge: 5
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: Free upkeep, Spear Wall
  • 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.

30) Templar Halberdiers

templar halberdiers info


  • Unit Size: 150
  • Melee Attack: 14 (AP)
  • Charge: 6
  • Defense: 17 (Armor 11, Defense Skill 6, Shield 0)
  • Attributes: Spear Wall
  • Availability: Full Plate Event, (year 1380-1400)
  • Building Requirement: Barracks, (Fortress)

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

31) 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.

32) Pike Militia

pike militia 9


  • Unit Size: 250
  • Melee Attack: 4
  • Charge: 3
  • Defense: 4 (Armor 0, 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.

33) Arbalest Militia

arbalest militia 2


  • Unit Size: 150
  • Missile Attack: 10 (AP)
  • Melee Attack: 2
  • Charge: 2
  • Defense: 7 (Armor 4, Defense Skill 3, 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.

34) Arquebusiers

arquebusiers 3


  • Unit Size: 150
  • Missile Attack: 14 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11 (Armor 7, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

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

35) Demi Lancers

demi lancers 5


  • Unit Size: 80
  • Melee Attack: 5
  • Charge: 16
  • Secondary Melee Attack: 10
  • Defense: 15 (Armor 11, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Earl's Stables, (Citadel)

A fast cavalry with strong offensive output.

36) Late Arquebusiers

late arquebusiers 3


  • Unit Size: 150
  • Missile Attack: 18 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Army Barracks, (Huge City)

A better range version of Arquebusiers.


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 VI Now, go forth and conquer!

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