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Detailed description of the Holy Roman Empire roster.

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Greetings! Today I will covering the stats and availability of the Imperial 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 Empire'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 Holy Roman Empire

The Empire is blessed with good options in every part of their roster, making them one of the most well-rounded factions in the mod. As the campaign moves forward, they continue to unlock strong units, making them one of the most interesting factions to play as for a long campaign. As far as battle strategies are concerned, a balanced approach incorporating all elements of your army is the best call to make; while certain factions will do better than you in certain areas, (say cavalry when fighting France), your balanced roster will allow you to exploit your enemies weaknesses. 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. For the rebirth of Charlemagne's legacy, on to war!

1) General's Bodyguard

ne bodyguard info 7


  • 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) Spear Militia

spear militia 8


  • 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 Mustering Hall, (Motte and Baily)

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

3) Spearmen

spearmen 4


  • 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.

4) Levy Archers

levy archers 7


  • 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.

5) Mounted Sergeants

mounted sergeants 2


  • 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.

6) Urban Spear Militia

spear militia 8


  • Unit Size: 200
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10 (Armor 2, Defense Skill 1, Shield 7)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: City Watch, (City)

A slightly improved version of Spear Militia, this unit fills the same role in battle and campaign.

7) Crossbow Militia

crossbow militia 2


  • 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.

8) Sergeant Spearmen

spearmen sergeants 4


  • Unit Size: 150
  • Melee Attack: 3
  • Charge: 3
  • Defense: 14 (Armor 4, Defense Skill 3, Shield 7)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Drill Square, (Castle)

A sturdy and reliable unit to serve as a front line, especially in the early game.

9) Light Men at Arms

light men 1


  • 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.

10) Archers

archers 3


  • Unit Size: 120
  • Missile Attack: 3
  • Melee Attack: 2
  • Charge: 2
  • Defense: 10 (Armor 2, Defense Skill 6, Shield 2)
  • Attributes: None
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

A sturdy, professional archer to help bulk out your ranged forces until your other ranged units become more readily available.

11) Peasant Crossbowmen

peasant crossbowmen 1


  • Unit Size: 120
  • Missile Attack: 6 (AP)
  • Melee Attack: 1
  • Charge: 1
  • Defense: 0 (Armor 0, Defense Skill 0, Shield 0)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Practice Range, (Castle)

Cheap but potentially effective crossbowmen, decent at damaging early-game armored enemies.

12) Pavise Crossbowmen

pavise crossbowmen


  • Unit Size: 120
  • Missile Attack: 11 (AP)
  • Melee Attack: 2
  • Charge: 2
  • Defense: 13 (Armor 4, Defense Skill 2, Shield 7)
  • Attributes: Place Stakes
  • Availability: Campaign start
  • Building Requirement: Archery Range, (Fortress)

These men are a study crossbow unit, good for enduring enemy missile fire and returning it with their armor-piercing bolts.

13) Feudal Foot Knights

feudal foot knights 4


  • Unit Size: 120
  • Melee Attack: 8
  • Charge: 4
  • Defense: 20 (Armor 6, Defense Skill 9, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Fortress

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

14) Feudal Knights

feudal knights 7


  • Unit Size: 60
  • Melee Attack: 6
  • Charge: 12
  • Secondary Melee Attack: 8
  • Defense: 17 (Armor 8, Defense Skill 4, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Castle

A strong heavy cavalry, excellent at charging down any foe on the battlefield.

15) Merchant Cavalry

feudal knights 4


  • Unit Size: 60
  • Melee Attack: 5
  • Charge: 6
  • Defense: 12 (Armor 6, Defense Skill 1, Shield 5)
  • Attributes: Free upkeep
  • Availability: Campaign start
  • Building Requirement: Merchant's Guild, (City)

A guild-specific unit, useful for chasing down enemy archers or routing units.

16) Late General's Bodyguard

ne late bodyguard info


  • 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.

17) Halberd Militia

halberd militia 5


  • 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.

18) Hand Gunners

hand gunners 4


  • Unit Size: 150
  • Missile Attack: 11 (AP)
  • Melee Attack: 4
  • Charge: 3
  • Defense: 19 (Armor 7, Defense Skill 5, Shield 7)
  • 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.

19) Forlorn Hope

verlorene haufe 1


  • Unit Size: 150
  • Melee Attack: 17 (AP)
  • Charge: 5
  • Defense: 13 (Armor 9, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Mayor's Palace, (Huge City)

A unit made up of desperate men, this unit provides a cheap shock infantry to the Imperial army, capable on the charge but not as effective in prolonged melee as other Imperial units.

20) Zwei Hander

zwei hander 1


  • Unit Size: 150
  • Melee Attack: 16 (AP)
  • Charge: 7
  • Defense: 16 (Armor 8, Defense Skill 8, Shield 0)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Barracks, (Fortress)

The backbone of the Imperial army, these men act as a strong shock infantry, capable of taking on various enemies with their massive two-handed blades.

21) Foot Men at Arms

foot men at arms 2


  • Unit Size: 150
  • Melee Attack: 7
  • Charge: 4
  • Defense: 21 (Armor 11, Defense Skill 7, Shield 3)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Armory, (Citadel)

A strong heavy infantry, good for holding the line against the enemy.

22) Men at Arms

ital MAA 3


  • Unit Size: 60
  • Melee Attack: 4
  • Charge: 14
  • Secondary Melee Attack: 9
  • Defense: 20 (Armor 13, Defense Skill 4, Shield 3)
  • Attributes: None
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Earl's Stables, (Citadel)

A decent heavy cavalry, good for bolstering your mounted forces.

23) Mounted Crossbowmen

mounted crossbowmen 2


  • Unit Size: 80
  • Missile Attack: 7 (AP)
  • Melee Attack: 5
  • Charge: 6
  • Defense: 5 (Armor 4, Defense Skill 1, Shield 0)
  • Attributes: Cantabrian Circle
  • Availability: New Era Event, (year 1300)
  • Building Requirement: Marksman's Range, (Citadel)

Fast cavalry skilled at penetrating armor, this unit is invaluable in taking out slower enemy shock cavalry.

24) Imperial Foot Knights

imperial foot knights 1


  • Unit Size: 120
  • Melee Attack: 9 (AP)
  • Charge: 3
  • Defense: 22 (Armor 12, Defense Skill 7, Shield 3)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Citadel

An elite heavy infantry, this unit becomes more readily available later on in the campaign, replacing the Feudal Foot Knight after the Full Plate Event, (year 1380-1400).

25) Imperial Knights

imperial knights 1


  • Unit Size: 60
  • Melee Attack: 7
  • Charge: 14
  • Secondary Melee Attack: 9 (AP)
  • Defense: 22 (Armor 15, Defense Skill 4, Shield 3)
  • Attributes: Free upkeep
  • Availability: Half Plate Event, (year 1310-1330)
  • Building Requirement: Fortress

An elite shock cavalry, this unit becomes more readily available later on in the campaign, replacing the Feudal Knights after the Full Plate Event, (year 1380-1400).

26) Arbalest Militia

arbalest militia 1


  • 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.

27) Pike Militia

pike militia 6


  • 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.

28) Gothic Foot Knights

gothic foot knights 1


  • Unit Size: 120
  • Melee Attack: 22 (AP)
  • Charge: 7
  • Defense: 25 (Armor 17, Defense Skill 8, Shield 0)
  • Attributes: Free upkeep
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Fortress

One of the most elite units of shock infantry in the mod, these men can withstand enormous punishment while causing havoc with their two-handed blades.

29) Gothic Knights

gothic knights 1


  • Unit Size: 80
  • Melee Attack: 9
  • Charge: 16
  • Secondary Melee Attack: 10 (AP)
  • Defense: 30 (Armor 24, Defense Skill 6, Shield 0)
  • Attributes: Free upkeep
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Fortress

One of the most elite shock cavalry units in the game, these men are difficult to kill and are devastating both on the charge and in melee combat.

30) Gendarmes

gendarmes1 3


  • Unit Size: 80
  • Melee Attack: 7
  • Charge: 16
  • Secondary Melee Attack: 12
  • Defense: 28 (Armor 22, Defense Skill 6, Shield 0)
  • Attributes: None
  • Availability: Gothic Armor Event, (year 1450-1460)
  • Building Requirement: Army Barracks, (Huge City)

Fantastic heavy shock cavalry, these men are well worth the expense and wait to recruit.

31) Arquebusiers

late arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 14 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 11 (Armor 7, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: Matchlock Developed Event, (1420-1440)
  • Building Requirement: Army Barracks, (Huge City)

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

32) Landsknecht

landsknecht info


  • Unit Size: 250
  • Melee Attack: 7
  • Charge: 4
  • Defense: 11 (Armor 4, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Army Barracks, (Huge City)

Highly trained and disciplined, these men will hold the line against any enemy they come up against.

33) Doppelsoldner

doppelsoldner 1


  • Unit Size: 150
  • Melee Attack: 22 (AP)
  • Charge: 7
  • Defense: 17 (Armor 8, Defense Skill 9, Shield 0)
  • Attributes: None
  • Availability: First Watch Event, (year 1510)
  • Building Requirement: Mayor's Palace, (Huge City)

Highly trained and disciplined soldiers, these men replace the Forlorn Hope when they become available.

34) Early Reiters

early reiters


  • Unit Size: 60
  • Missile Attack: 8 (AP)
  • Melee Attack: 10
  • Charge: 4
  • Defense: 29 (Armor 25, Defense Skill 4, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: King's Stables, (Citadel)

A heavy gunpowder cavalry unit unique to the Empire, what these men lack in speed they more than make up for in survivability.

35) Late Arquebusiers

late arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 18 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 9 (Armor 4, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

An upgraded version of Arquebusiers, with the same role in battle.

36) Late Landsknecht

late landsknecht info


  • Unit Size: 250
  • Melee Attack: 8
  • Charge: 4
  • Defense: 18 (Armor 10, Defense Skill 8, Shield 0)
  • Attributes: Spear Wall
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Royal Armory, (Huge City)

A sturdier upgrade of the Landsknecht, sharing the same role as the previous version.

37) Musketeers

late arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 32 (AP)
  • Melee Attack: 4
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • 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.

38) Mounted Arquebusiers

mounted arquebusiers 2


  • Unit Size: 80
  • Missile Attack: 14 (AP)
  • Melee Attack: 5
  • Charge: 6
  • Defense: 4 (Armor 2, Defense Skill 2, Shield 0)
  • Attributes: None
  • Availability: Pike and Shot Event, (year 1530)
  • Building Requirement: Army Barracks, (Huge City)

A fast skirmish cavalry, capable of devastating volleys against elite enemy units.

39) Demi Lancers

demi lancers 4


  • 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.

40) Pistoliers

pistoliers 2


  • Unit Size: 80
  • Missile Attack: 10
  • Melee Attack: 10
  • Charge: 5
  • Defense: 15 (Armor 11, Defense Skill 4, 0 Shield)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: King's Stables, (Citadel)

A versatile cavalry unit, capable of harassing the enemy at range or charging into melee combat at will.

41) Halberdiers

halberdiers 3


  • Unit Size: 150
  • Melee Attack: 11 (AP)
  • Charge: 6
  • Defense: 18 (Armor 11, Defense Skill 7, Shield 0)
  • Attributes: Spear Wall
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Armory, (Citadel)

An excellent heavy infantry capable of killing enemy infantry or cavalry at will.

42) Late Musketeers

late arquebusiers 2


  • Unit Size: 150
  • Missile Attack: 36 (AP)
  • Melee Attack: 3
  • Charge: 2
  • Defense: 5 (Armor 0, Defense Skill 5, Shield 0)
  • Attributes: None
  • Availability: Advanced Matchlock Event, (year 1550-1560)
  • Building Requirement: Army Barracks, (Huge City)

These long-range gunpower infantry will ensure any advancing enemy will suffer multiple volleys of shot before being able to close into melee combat.


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

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