My philosophy is done enough to start ASAP. I know people are busy, expecting anyone to read anything that would eat up 5 minutes is too much these days lolz (snif). Here even a newbie GM can just cut and paste things and start right away. So here is a piece of the chapter in Professions. So basically key units of Mass Combat will be represented and various types of Agents (social focused professions like Courtiers, Bureaucrats, Charismatics/Politicians, Thiefs and Scoundrells).
I had some breakthroughs particularly keeping the format pretty nice and being to index everything. I keep trying to have in mind that people would just need to cut and past with little alteration. If they bother to read the Notes they will understand why the skill levels are of this way so that they can change it according to their own needs and expectations.
More importantly I guess is that It focuses on some Medieval Demographics in stats. You will see a lot of 10s and working with the assumptions that 1:100 has at least 10 in ST, DX, and HT. If you adhere to those demographics then Manpower is in short supply and valuable. At the same time you will notice a bunch of other things about population demographics that paint and interesting scenery for the setting... for me at least.
The template does not fill up all the points. I kept a 60pt budget for skills and 35 to 60 for advantages. People have TALENTS and are gifted in a narrow field. Players can splurge their remaining points that make the character heroic or round out the character.
Mass Combat Notes is for Advanced Players and GMs. basically they want to zoom in and out in the Scale they are playing. There will be a map for this purpose and demonstrations. I cannot emphasize the importance of Demos. Demos make what looks complicated simple.
40 / 100 points
Heavy Infantry is the term for warriors that fight in an organized close formation. Because of their manner of fighting, they often rely on medium to large shields.
This heavy Infantryman below, begins play with a shield and skilled in either shield wall. They all have shield of 14. Their primary weapon skill is 14, and secondary weapon at 12, and ranged weapon at 12.
Heavy infantry is typically armed with Spears as their primary weapon. Axes/Maces were common in much more ancient eras, Swords in more later eras.
Long Spears, Heavy Spears, and Pole-Arms were used by Pikemen and Halberders respectively. They are a kind of heavy infantry, with the former using slung shields to allow them to wield the spear two handed, while the other relies on heavier armor. Typically these variants rely on Teamwork Perk instead of Shieldwall.
Typically Heavy infantry is a blocking force or a slow moving, coordinated, and determined attacking force. Their range weapon is to add shock and disrupt their main engagement for the day.
Attributes : ST 10 ; DX 10 ; IQ 10 ; HT 10 
Secondary Characteristics : Damage 1d-2/1d; BL20lbs.; HP10 ; Will 10 ; Per 10 ; FP 10 ; SPD 5.00 ; Move 5 .
Social Background : Primary Language (example: Greek) Speak/ Comprehend (Native, Fluent) ; Greek Read/Write (None) ; Innumerate .
Advantages : Wealth: Above Average (x1.5) ; Warrior Talent 2 levels (Hiking, Tactics, Survival, Soldier, Savoir-Faire: Warrior, Running) ; Combat Reflex ; Patron (Duty, Hazardous Freq-12) .
Disadvantages [-50]: • -50 points choosen from among Callous [-5]; Code of Honor (Soldier) [-10]; Obsession (self-control-12; long term goal) [-10]; Intollerance (against one people or class) [-5]; Secret (worth being exiled or shunned) [-10]; Greed (self-control-12) [-15]; Bloodlust (self-control-12) [-10]; Social Stigma (Minority) [-5]; Disicpline of Faith (Ritualism) [-5]; Odious Personal Habits [-5]; Nightmares (self-control-12) [-5]; Flashbacks, Mild (3/3d6 on any stressful event) [-5]; Phantom Voices, Annoying (3/3d6 on any stressful event) [-5]; Post Combat Shakes (self-control-12) [-5]; Selfish (self-control-12) [-5].
Primary Skills : • Choose between Shield Wall Perk, Weapon Bond Perk, or Team Work Perk; • Choose a Primary Weapon: Spear (A) DX+4 -14, Axe/Mace (A) DX+4 -14, Shortsword (A) DX+4 -14, Polearms (A) DX+4 -14, or Broadsword (A) DX+4 -14; Shield (E) DX+4 -14; Hiking (A) HT+1 -16;
Secondary Skills : • Choose a Secondary Weapon: Spear (A) DX+2 -12, Axe/Mace (A) DX+2 -12, Shortsword (A) DX+2 -14 (or Broadsword-2), Polearms (A) DX+2 -12, Knife (E) DX+3 -13, or Broadsword (A) DX+2 -12 (or Shortsword-2); • Choose a between Throwing Axe/Mace (E) DX+2 -12, or Throwing Spear (E) DX+2 -12; Soldier (A) IQ -12; Wrestling (A) DX -10; Survival (Forest) (A) Per -12; Tactics (H) IQ-2 -10; Savoir-Faire (Warrior) (E) IQ -12; Running (A) HT-1 -11.
Background Skills : Area Knowledge (Homeland) (E) IQ -10; Farming (A) IQ+2 -12.
[body] Regular Clothes $240; 2lbs
[head 3-4; face 5] Light Plate Pot Helm,(DR4) $210; 2.7lbs
[neck 17-18] None
[torso 9-10; groin 11] Light Scale Front (DR3F; -1 vs cr) $160; 8lbs
[r. arm 6-7 ; l. arm 12] None
[hands 15] None
[r. leg 8; l. leg 13-14] None
[feet 16] Shoes (DR2*) $40; 2lbs
[Shield] Large Shield $64; 10lbs
[Primary Weapon] Fine Balanced Spear $280; 4lbs
[Ranged Weapon] x2 Javelin $60; 4lbs
[Secondary Weapon] Long Knife $120; 1.5lbs
Pouch (holds ceramic water bottle 1L 3lbs; $3) $13; 3lbs
Light Cloak $20, 2lbs
Total Cost: $1,207
Total Weight: 39.2lbs
It takes a level of professionalism to train heavy infantry. Often they are made up the smallest land holding station (Freemen, Citizens, Sergeants, ) the weaker the civiliztion's logistics the more they self equip wealthier each soldier has to be, while the more organized the civilization they become more uniform, professional, and provide the basic war-making necessities.
The Background Skills of Heavy Infantry reflects their status, a land owning farmer who delegates the labor to tenant farmers who are either serfs or slaves.
In GURPS Mass Combat, this defaults as Poor Average Heavy Infantry.