Casualties are a natural part of combat.  There is always risk of losing Units or even just parts of Units every time you engage in a fight.

If you lose "PAX" (personnel) from within a Unit, you have the option to replace them, in order to bring them back up to full-fighting strength (and functional strength.)

Unit LevelWeeks for ReplacementsCost
101
202
303
414
515
616
727
828
929
10310

Weeks for Replacements: This is how long it takes the replacement forces to arrive - it's hard to find veterans willing to join into a new Unit and make them cohesive with the larger group once more.

The count-down timer starts the week AFTER you pay for the replacements.  You may opt to pay for replacements the moment you determine that you have lost PAX.

Example:

Bashy the Stabber engages in combat against some Trolls during Week 1, Month 5.  One of his Units, - the Hammer Orcs loses 2 PAX.  They are a level 5 Unit.

Bashy decides he really needs these Orcs at full-strength as soon as possible.  At the end of the same turn in which the combat occurred - he decides to pay for the replacements.  During Week 2, Month 5 - this Unit is still without its replacements.  At the beginning of Week 3, Month 5 - the replacements arrive and are integrated into the Unit.



What is the penalty for being at less than full-strength?

Combat: The # by which each stat (Offense, Defense, and Strength) is reduced to the # remaining of PAX [normally 10.]
Morale: -4 per Casualty.
Non-Combat: For each missing PAX: -3 to checks and rolls.