Warfare in Unbound Legends may operate on a scale far beyond the skirmishes of individual adventurers. Here, the chaos of the battlefield is distilled into the clash of regimented forces, where discipline and strategy outweigh individual prowess. In these large-scale encounters, soldiers are not tracked individually but are organized into a single Unit. These Units possess collective statistics and capabilities, functioning as a single entity. By commanding these Units, players can wage wars, lay siege to fortresses, and defend their communities against overwhelming odds.
Generally Warfare is organized in conjunction with a Military community (see Cities and Communities), but it is not always needed. Your Narrator may provide guidelines for building, organizing, or rallying an army without the backing of a community.
Every Unit is defined by four base statistics, or "Stats". These represent the Unit's collective physical and mental capabilities on the battlefield. While these mirror the primary attributes used by player characters, they are simplified to reflect the average capability of a group rather than a heroic individual.
Body: Represents the Unit's collective strength and endurance. It determines the ability to deal physical damage and resist harm.
Mobility: Represents the Unit's movement speed and ability to avoid damage.
Mental: Represents command discipline and tactical ability. It decides the maximum Unit size and Action Points.
Spirit: Represents the Unit's accuracy for ranged attacking and resistance to magical effects.
The following stats are derived from the 4 main stats and help to determine the capabilities of each Unit.
Action Points operate in a similar manner to player characters. A Unit determines its Action Point total by taking 3 and adding its Mental stat and Experience Rating. Finally, add the result of a die roll to this total. The size of this die changes based on the Unit's level; it is a d4 at level 1, increases to 2d4 at level 5, and becomes 3d4 at level 10.
Roster is a measure of a Unit's fighting force. Every ten soldiers in a Unit count as one Roster, rounding up for any remainders. When a Unit takes damage, it reduces its Roster by the same amount.
Full Complement is the maximum number of soldiers a Unit can maintain in its Roster. Full Complement is equal to 10 plus the Unit's Mental stat and its Experience Rating.
Movement determines how far a Unit can advance across the battlefield during a standard move action. A Unit's Movement is equal to 2 plus its Mobility stat, modified by Formation features or Armor the Unit is equipped with.
Passive Armor represents how difficult it is to successfully strike the Unit with a standard attack. When attacking a Unit, the opposing Unit must roll over the Passive Armor in order to hit the opposing Unit. Passive Armor is calculated by taking the armor value of the Unit's equipment and adding the Unit's Mobility stat.
A Unit is only as effective as the gear they carry. Units may be outfitted with various armors and weapons, each granting specific tactical advantages. The choices made here define how a Unit operates, balancing protection against mobility and raw power against precision.
Armor
The armor a Unit wears determines its survivability but often comes at the cost of speed and endurance. All Units are capable of wearing light and medium armor, while the heavy plate requires a military framework with the Armorsmith cornerstone to manufacture and maintain.
Unarmored Units without armor rely entirely on speed. Being unarmored provides a value of 10 to the Unit's Passive Armor. However, the lack of encumbrance allows the Unit to move with greater urgency, increasing their Movement by 1 and reducing the Action Point cost of movement by 1.
Light Armor covers leathers and padded jacks that offer protection without hindering limbs. Light armor provides a value of 12 to the Unit's Passive Armor and reduces the Action Point cost of movement by 1.
Medium Armor such as chain and scale armor, offer significant protection but begin to restrict agile movements. Medium armor provides a value of 14 to the Unit's Passive Armor and grants 1 point of Armored Defense. However, a Unit wearing this gear can only apply a maximum of 2 points from their Mobility stat to their Passive Armor.
Heavy Armor such as full plate, offers the pinnacle of protection, turning soldiers into walking tanks. Heavy armor provides a value of 16 to the Unit's Passive Armor and grants 2 points of Armored Defense. This weight comes at a price; the Unit gains no benefit from their Mobility stat to their Passive Armor, and the Action Point cost of movement is increased by 1.
Weapons
Unlike individual combat, weapons in large-scale warfare do not typically change the damage dice rolled. Instead, they offer specific tactical bonuses that alter how the Unit engages with the enemy. Ranged weapons have a standard range of 5 spaces unless noted otherwise.
Simple Unit Weapons
Blades, such as swords and scimitars, are versatile and precise, granting the Unit a +1 bonus to its Attack Rolls.
Swinging weapon are axes and hammers that are designed to crush defenses. Units equipped with these ignore 1 point of the target's Armored Defense.
Impaling weapons, like spears and rapiers, find the weak points in armor. These weapons allow the Unit to deal 1 extra point of damage on a successful hit.
Thrown weapons, most often javelins, allow for skirmishing tactics. Using these weapons reduces the cost of an attack by 1 Action Point.
Advanced Unit Weapons
These specialized armaments require a military framework with the Weaponsmith cornerstone.
Pole weapons, pikes, halberds, and others, create a wall of steel. Units using these gain +1 to their Passive Armor against melee attacks.
Bows allow for engagement at a distance, increasing the Unit's range by 1 space.
Crossbows deliver high impact, doubling the damage dice rolled and grant a +1 bonus to Attack Rolls, but the Unit does not add its Body stat to the damage.
Firearms, black powder weapons that are devastating against armor, double the damage dice rolled and ignore 1 point of Armored Defense, but the Unit does not add its Body stat to the damage.
Spells are unique to spellcasting Units. These attacks have varied effects based on the specific magic employed.
Mounts
While the Cavalry formation is specialized in mounted warfare, they are not the only ones capable of riding. Any Unit, from archers to infantry, can be outfitted with mounts to increase their speed and durability. To field these beasts, a community must possess the Stable cornerstone, or the Exotic Stables for rare and monstrous creatures.
A community cannot maintain a chaotic menagerie of different species effectively. Therefore, when outfitting an army, the community will select a single type of mount from the available tables. This choice represents the region's breeding specialization and dictates the only mount type available to that army. An individual soldier or a commander might have their own unique mount, but this will not change the Unit's statistics.
Riding into battle changes the fundamental nature of a Unit. When a Unit is mounted, it ignores its natural Movement and the Action Point cost for movement; instead, it uses the speed and cost provided by the mount. Furthermore, the physical bulk of the beasts bolsters the Unit's survivability, adding a Roster Bonus to the Unit.
Mounts are a luxury of war, and no army can field them for every soldier. The number of beasts available is determined by the community's Livestock. A community generates 20 Livestock for every level of the Military community. Each species of mount has a specific Livestock Cost listed in the table; rarer or more resource-intensive beasts have a higher cost, significantly reducing the number available compared to common beasts.
A mounted Unit is limited by the number of steeds available, not the number of soldiers. You cannot squeeze more soldiers into a Unit than you have mounts to carry them. For example, if you have enough horses for 20 soldiers (2 Roster), the base Roster of that Unit is 2. However, the Roster Bonus provided by the mounts is then added to this to determine the Unit's total Roster.
Massive beasts, such as Elephants, are an exception. A single beast is large enough to carry an entire Roster, or 10 soldiers.
Just as an adventurer chooses a class to define their role in a party, a unit assumes a Formation to define its role in an army. The Formation determines a unit's fighting style, its specialized techniques, and how it interacts with the chaos of the battlefield. While equipment provides the tools of war, the Formation provides the discipline and training to use them effectively.
Infantry
The backbone of any standing army, Infantry are versatile, resilient, and dependable. They excel at holding the line through sheer numbers and adaptability, capable of shifting tactics mid-battle to press an advantage or shore up a crumbling defense.
Damage: Infantry deal 1d6 damage per attack.
Conscription. All are welcome in the infantry, and sometimes it is required. The max Unit size is permanently increased by 1.
Refresh. The infantry has extra men in reserve who can help out when troops get tired. At the start of every round of battle, the infantry gains 1 Action Point.
Formation Advance. When moving in formation, the infantry gain extra defense when they advance on the enemy. When ending a Move action next to an enemy Unit, the infantry gains +1 to their passive defense.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Efficient Attacks. At level 5, become more adept with attacks. Reduce the cost of attacks by 1 Action Point per attack.
Tactical Shift. Once per round, the Unit may move 1 space for 1 Action Point.
Peasants Fury. After a successful attack, the Unit may immediately spend 1 Action Point to deal damage equal to their Body, ignoring any Armored Defense.
Unyielding. The Unit gains 1 Armorws Defense and once per battle, the Unit may instantly gain 5 Action Points.
Spearmen
Specialists in reach and reaction, Spearmen control the space around them with deadly precision. They are particularly effective at halting enemy charges and striking before the enemy can close the distance.
Damage: Spearmen deal 1d8 damage per attack.
Tip of the Spear. Spearmen are able to leverage their weapons against their enemies with precision. Their damage is increased by 1.
Swift Response. As a reaction to taking damage, the spearmen may immediately spend 1 Action Point to move 1 space.
Efficient Attacks. At level 3, become more adept with attacks. Reduce the cost of attacks by 1 Action Point per attack.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Weapon Volley. Spearmen are able to use their weapons even at range. You may make a Ranged attack up to 3 spaces away, but the next attack action cost 1 more Action Point to make.
Vanguard Charge. Once per round, when taking the Attack action immediately following a Move action, the Unit gains Advantage on the Attack Roll.
Gain Momentum. When successfully defeating an enemy Unit, the Unit immediately recovers 3 Action Points.
Shield Breaker. Once per battle, the Spearmen Unit may make an Attack that ignores all of the target Unit's Armored Defense and lowers the defense of the enemy Unit by 1.
Scout
Moving unseen through the chaos, Scouts are the eyes and ears of the army. They excel at ambush tactics, striking from the shadows to disrupt enemy lines before fading back into obscurity.
Damage: Scouts deal 1d4 damage per attack.
Swift Retreat. When the Unit successfully makes an Attack, it may immediately move 2 spaces for only 1 Action Point.
Stealth. Unit may spend 4 Action Points to make a Stealth Action (d20 + Spirit Attribute + Experience Rating) to gain the Hidden state. Unit can search for Hidden Units by rolling a d20 + Spirit Attribute.
Opportunist. When attacking a Unit that is not adjacent to any allied Units, the scouts deal +2 extra damage.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Ambush. When the Unit successfully leaves the Hidden status by making an Attack, it may immediately spend 2 Action Points to make a second, immediate Attack against the same target.
Fade Away. When an attack roll against the Scout Unit fails, the Unit gains Advantage on its next Stealth roll.
Uncanny Reflexes. The Unit gains +1 passive defense against the first Attack made against it each round.
Surgical Strike. Once per battle, the Unit may automatically succeed on its Stealth roll. The next attack ignores all target Unit's Armored Defense and deals +2 damage.
 Scouts cannot equip heavy armor.
Cavalry
Thunderous and fast, Cavalry units dominate the field through shock tactics and superior mobility. They are the hammer of the army, capable of flanking maneuvers and devastating charges that break enemy lines.
Cavalry can use Formation features when mounted, and are able to move on a mount for 1 less Action Point.
Damage: Cavalry deals 1d6 damage per attack.
Shock Trooper. If the Unit makes a move action before an attack, the Unit gains advantage on the attack roll.
Mobile Defense. After completing a Move action, the Unit gains +1 passive armor until the start of its next turn.
Swift Retreat. When the Unit successfully makes an Attack, it may immediately move 2 spaces for only 1 Action Point.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Efficient Attacks. At level 5, become more adept with attacks. Reduce the cost of attacks by 1 Action Point per attack.
Flanking Maneuvers. When the Cavalry Unit is actively flanking an enemy Unit alongside an allied Unit, both the Cavalry unit and the allied unit deal +1 damage to that enemy Unit.
Brutal Impact. When the Unit takes the Attack action immediately following a Move action, the Unit deals an extra +2 damage.
Whirlwind Charge. Once per battle, the Unit may use the Attack action against two adjacent enemy Units, resolving the roll and damage against each target individually.
Phalanx
A wall of iron and discipline designed to be unbreakable. By locking shields and moving as a single entity, the Phalanx controls the flow of battle, punishing enemies who attempt to break their formation.
Damage: Phalanx deal 1d6 damage per attack.
Immovable Stance. At the beginning of the round, the phalanx may gain 1 to Armored Defenseby reducing their movement to 0 for the round.
Shield Wall. When adjacent to an allied Unit, both the phalanx and the adjacent Units gain 1 to passive defense.
Phalanx Thrust. Once per round, when taking the Attack action, the Phalanx may choose to use set their damage to 1d8 instead of 1d6.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Efficient Attacks. At level 5, become more adept with attacks. Reduce the cost of attacks by 1 Action Point per attack.
Area Control. All enemy Units beginning their Move Action adjacent to the Phalanx Unit must spend 1 extra Action Point for that move.
Disciplined. When the Unit takes damage, it immediately recovers 2 Action Points.
Unbreakable. Once per battle, the Unit may choose to gain +2 Armored Defense until the start of its next turn, and the Unit cannot be reduced below 1 roster by any single Attack action during this Round.
Requires Military Framework with Armorsmith Cornerstone
Dragoon
Masters of ranged warfare, Dragoons rain death upon the enemy from a distance. Whether using bows, crossbows, or black powder, they soften enemy ranks and control the battlefield without ever engaging in melee.
Requires Military Framework with Weaponsmith Cornerstone. Dragoon cannot equip heavy armor.
Damage: Dragoon deal 1d6 damage per attack.
First Volley. The first time an dragoon hits a Unit in the round, that Unit's passive defense is lowered by 1 for the next attack they take in that round.
Deadly Aim. When rolling for damage, roll the die twice and take the higher of the results.
Overdraw. The dragoon Unit can double the range of their attack by making the attack at disadvantage.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Improved Range. The Unit's base range for ranged attacks is increased by 1 space.
Crippling Shots. Once per round, after making an Attack, the target Unit loses 1 space from its total movement distance this round.
Quick Riposte. When an enemy Unit successfully hits the dragoon Unit in melee, the Archer Unit deals 2 damage to that Unit.
Deadly Accuracy. If the Unit makes a successful Attack, it can spend 3 Action Points to gain advantage on its next Attack roll.
Warcaster
Wielding the destructive power of magic, Warcasters turn the tide of battle with arcane artillery and supernatural defenses. They are few in number but terrifying in impact.
Damage: Warcasters deal 1d6 damage per attack.
Siege casting. The warcaster gains the ability to cast siege spells. Access to 1st circle spells.
Magic Defense. For 5 Action Points, the warcaster can create a magical barrier that gives an enemy disadvantage on the next attack.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Channeled Magic. The warcaster's magic becomes more powerful and they deal 1d8 damage per attack.
Requires a community with an Arcane, Religious, or Primal Framework. Warcasters cannot equip heavy armor.
Engineer
Technicians of destruction, Engineers focus on siege warfare and mechanical ingenuity. They are essential for breaching fortifications, deploying defensive structures, and operating heavy siege engines.
Requires Military Framework with Siege Engineering Cornerstone.
Engineer: Engineers deal 1d4 damage per attack.
Deploy. The engineer is able to setup and deploy unique battlefield machines.
Fortification. The engineer gains access to the static structures.
Sapper Training. The Unit deals double damage to static structures and siege machines without making an attack roll and can deploy traps.
Unit Improvements. At 4th, 7th, and 9th level, increase one Attribute of your choice by 1. You can’t increase an Attribute above 4 using this feature.
Rapid Deployment. The cost of deploying is reduced by 1 Action Point.
Field Bombs. The Unit gains a range of 3 on their attacks, but does not add their Body attribute when attacking at range.
Reinforced Design. When deploying, static structures have 5 more Durability and fortifications provide +3 to passive armor.
Demolition Expert. Once per battle, engineers may deploy for 3 less Action Points to a minimum of 1 Action Point. Siege weapons now deal extra damage equal to the Engineers Mental attribute when used by an engineering Unit.
Siege Engines
Siege Weapon
Deployment: 8 Action Points
Damage: 1d12 damage, 5 Action Points
Range: 10 spaces, cannot attack at target under 5 spaces
Movement: 0
Siege Weapons deal full damage to fortifications and static structures.
Durability = 5 + Mental Attribute + Experience Rating
Armor = Experience Rating
Siege Tower
Deployment: 9 Action Points
Damage: 0
Range: 1
Movement: 2, 4 Action Points
Siege Weapons provide Full Cover for up to 3 Units and bypass Fortification walls.
Durability = 10 + Experience Rating
Armor = Mental Attribute + Experience Rating
Barricade
Deployment: 5 Action Points
Damage: 0
Range: 0
Movement: 0 (static)
Barricades provide a Fortification that give +2 passive armor to Units in the same space.
Durability = 7 + Mental Attribute
Armor = Experience Rating
Field Trap
Deployment: 4 Action Points
Damage: Unit damage
Range: 0 (same as trap location)
Movement: 0 (static)
The next enemy Unit that enters the same space as the trap takes damage.
Durability = 5
Armor = none
Pickets
Deployment: 3 Action Points
Damage: 0
Range: 0
Movement: 0 (static)
Pickets are metal or wooden spikes that cost 1 extra Movement to move through.
Durability = 1 + Mental Attribute
Armor = none
A Unit without leadership is a mob; a Unit with a Commander forges together an army. Commanders are not merely officers; they are heroes, veterans, or tactical geniuses whose very presence inspires those around them to feats of glory.
Command Capacity True leadership is rare. An army begins with the capacity to commission one Commander. They gain the ability to field one additional Commander for every 3 levels of the Military Community.
Commanders are defined by two ranks: Captain and Warlord. Every commander begins at the rank of Captain, granting the Unit the Captain Feature immediately upon assignment. The rank of Warlord represents a leader who has forged a deep, battle-tested bond with their troops. A Unit gains the benefits of the Warlord Feature only when the Unit reaches 5th Level. An army may only have 1 Warlord at a time. A Military community at level 10 allows an army to field 2 Warlords.
Player & Unique Commanders
While standard commanders follow the archetypes listed below, unique heroes can shape the battlefield in their own image. When a Player Character takes the field to lead a Unit, they act as the Commander. They select one of the archetypes below to determine their Captain feature, but upon reaching the Warlord rank, they do not use the standard ability. Instead, they imbue the Unit with their abilities, granting the Unit one of their Class Features. Similarly, famous named NPCs encountered in the world often possess unique Warlord features distinct from the standard archetypes, reflecting their specific legendary status.
The Banneret
Carrying the colors of the realm, the Banneret is a symbol of hope and unity. They ensure that morale remains high even in the face of overwhelming odds, keeping soldiers fighting long after others would have fled.
Rallying Call. The Unit gains +1 to its Full Complement, and gains +1 Roster.
Inspiring Rally. When the Unit is successfully targeted by an Attack, all adjacent allied Units immediately recover 1 Action Point.
The General
A master strategist focused on crushing the enemy with overwhelming force. The General sees the battlefield as a game board, directing their unit to exploit weaknesses and shatter enemy lines.
Advanced Tactics. The Unit deals 1 extra damage on attacks.
Triumphant Assault. When the Unit successfully reduces an enemy Unit's size to 0, they immediately recover 3 Action Points.
The Knight
A paragon of valor who leads from the front, the Knight inspires courage through deeds of steel. Their presence hardens the resolve of their soldiers, turning them into an anvil against which the enemy breaks.
Imposing Presence. The Unit gains +1 to its passive defense.
Knight's Duty. When an allied Unit adjacent to the Knight's Unit takes damage, the Knight's Unit can spend 1 Action Point to provide them +1 to their Passive Armor until the start of the next round.
The Marksman
Cold, calculating, and precise, the Marksman specializes in picking off high-value targets. They direct their unit's fire with surgical accuracy, disrupting enemy chains of command.
Marked Target. Unit gains +1 to its Attack roll against enemy Units that have taken damage this round.
Focused Attack. When the assigned Unit successfully hits an enemy Unit, that enemy Unit immediately loses 1 Action Point.
The Quartermaster
Battles are won by logistics. The Quartermaster ensures the unit is well-supplied, rested, and ready to push themselves further than the enemy expects.
Equipped for Battle. The Unit can retain 1 Action Point from the last round to carry over to the new round of combat.
Logistical Surplus . The Unit can retain 2 Action Points from the last round instead of 1.
The Ranger
A scout who moves swiftly through any terrain, the Ranger ensures their unit is always one step ahead. They excel at rapid maneuvers and punishing enemies who leave themselves exposed.
Fleet Foot. The Unit gains 1 movement.
Surprise Advance. When the Unit ends its Move Action adjacent to an enemy Unit, that enemy Unit takes 1 damage.
The Strategist
A master of calculated risks and precise maneuvers. The Strategist understands that flexibility is the key to victory, allowing their forces to adapt faster than the enemy can react.
Tactical Foresight. Once per round, the assigned Unit may reduce the Action Point cost of one action by 1 (minimum 1 Action Point).
Dividing Flank. When making an attack, the Unit may spend an extra 3 Action Points to divide the Unit into two forces and flank the target, each Unit making an attack. Choose which new Unit has the Commander assigned to it.
When diplomacy fails, the armies march. Unlike the frantic pace of individual combat, warfare is a slow, grinding machine where positioning and morale play a far greater role than raw skill.
Actions of War
All Units utilize their pool of Action Points to navigate the battlefield and engage the enemy.
March: The standard movement of an army. By spending 3 Action Points, the Unit moves up to its full Movement.
Re-position: Sometimes a Unit needs to make a minor adjustment rather than a full march. A Unit can spend 1 Action Point to move a single space.
Double Time: When speed is paramount, a Unit can be pushed to the limit. A Unit can move double its Movement, but this exertion costs Double the Action Points.
Attack: The Unit engages an enemy within range. This action costs 5 Action Points. Unless modified by a specific weapon or ability, the standard range for a ranged attack is 5 spaces.
Battlefield Mechanics
Flanking: An enemy surrounded is an enemy defeated. If two allied Units are positioned on opposite sides of an enemy Unit with at least one empty space between the allies, they are considered to be Flanking. Units in this position gain a +1 bonus to all damage rolls against the trapped enemy.
Static Structures Walls do not bleed. Buildings, fortifications, and other static structures are built to resist the chaos of war. As such, they take only half damage from standard Unit attacks.
Numerical Superiority: In large-scale combat, numbers often decide the victor. A small squad cannot hope to stand toe-to-toe with a full regiment without suffering severe consequences. When two Units engage, you must compare their current Roster counts. If a Unit's Roster is less than half of the enemy Unit's Roster, they find themselves hopelessly outmatched. In this state, the smaller Unit deals only half damage to the larger force, struggling to make a dent in the enemy lines. Furthermore, the larger Unit gains Advantage on all attack rolls made against the smaller Unit, easily overwhelming their defenses through sheer mass.
Disbanding: If a Unit is reduced to 0 Roster, it is effectively destroyed as a fighting force. The Unit disbands immediately and is removed from the battlefield.
Logistics
Time on the battlefield is not measured in seconds, but in hours. A single round of combat represents approximately six hours of grueling exertion. Consequently, a day of battle is divided into only two rounds. This cycle dictates the rhythm of the army, controlling when troops can be rallied, healed, or retired.
The End of the Day
When the second round concludes, night falls and the fighting effectively ceases. During this respite, damage is assessed and the army prepares for the next dawn.
Recovery: Under the cover of darkness, medics are allowed to sweep the field to find survivors among the fallen. They can recover one-quarter of the soldiers from any Unit that was disbanded that day, based on its roster count at the start of the round it was destroyed.
Voluntary Disband: At the end of a day, a Unit may be retired to move the soldiers to reserves.
To determine the exact number of survivors in a Unit that has taken damage, take the Unit's current Roster, subtract 1, and multiply the result by 10. Then, roll a d10 and add the result to the total.
The Start of the Day
As the sun rises, the army reorganizes. Before the first round of the new day begins, reserves may be called upon to strengthen the army.
Reinforcements: War is a game of attrition, but also of renewal. At the start of the day, soldiers may taken from their reserves (including those recovered by medics or voluntarily disbanded the night before) to reinforce damaged Units up to their Full Complement.
Formation: If enough reserves are available, they may be formed into entirely new Units.
Re-equip: A Unit can swap equipped weapons or armor.