Chapter six: Armies and Warfare
War is a matter of vital importance to the state; a matter of life or death,
the road either to survival or to ruin. Appraise it in terms of the five fundamental
factors: doctrine, politics, terrain, weather, and the commander.
Doctrine is to be understood as the organization of the army, the gradations
of rank among the officers, the regulations of supply routes, and the provision
of military materials to the army. Politics are those things that cause the
people to be in harmony with their ruler so that they will follow him in disregard
of their lives and without fear of any danger. Terrain means distances, and
refers to whether the ground is traversed with ease or difficulty and to whether
it is open or constricted, and influences your chances of life or death. Weather
signifies night and day, cold and heat, fine days and rain, and change of seasons.
The commander stands for the general's qualities of wisdom, sincerity, benevolence,
courage, and strictness.
These five fundamental factors are familiar to every general. Those who master
them win; those who do not are defeated. - The Art of War
Political realms often resort to warfare to settle their differences. Military
forces and fortifications are crucial assets of any domain. A domain that is
unable to field sufficient defense becomes an easy target for opportunists.
On the other hand, a domain that supports an army beyond its means will quickly
deplete its treasury. Thus, a working knowledge of warfare and the management
of military assets is essential for any successful regent.
The BIRTHRIGHT mass combat system is a role-playing aid. It is designed to be
easy to learn and focuses on opportunities for character actions and story advancement.
It is not designed to necessarily provide the level of complexity appropriate
for a complete war-gaming system. Players seeking a fully functional war game
are encouraged to consider using any of the many excellent published war-gaming
systems.
The BIRTHRIGHT mass combat system are two levels of resolution: strategic movement
and tactical combat. The strategic rules provide mechanics to represent military
intelligence, and the movement of armies on a weekly basis. The tactical rules
are used to resolve specific conflicts between opposing armies located in the
same strategic area.
Military units
Any individual with sufficient means can field an army. In the BIRTHRIGHT battle
system, armies consist of one or more units. Each unit represents a fighting
company and has statistics that represent the relative effectiveness and costs
of the unit in mass warfare. All domain-level military actions, strategic movement,
and tactical battle are resolved at the unit level.
Unit statistics
The overall attributes of a military unit is represented by a set of statistics
similar to ability scores, attack bonuses, and hit points used to represent
the combat statistics of characters. Unit statistics are abstractions that represent
the effectiveness and expenses of the unit's soldiers, including their skill,
their equipment, their training in military formations, their morale, the number
of soldiers in the unit and other factors relevant to warfare. These ratings
do not necessarily correspond with the attack bonuses or armor class of the
individual soldiers in the unit but are a reflection of the unit as a whole.
Offensive statistics
: This statistics measures the overall offensive effectiveness of the unit
in hand-to-hand battle.
Rating | Example |
+ 0 | Poorly armed peasants |
+ 2 | Soldiers with standard training, but little specialized training in military formations |
+ 4 | Well-trained warriors trained in military formations for hand-to-hand combat |
+6 | Seasoned veterans with substantial training |
Missile: This rating represents the overall offensive effectiveness of
the unit in ranged battle. Not all units have missile capability. Units with
an adjusted missile rating of +0 or below may not make missile attacks.
Rating | Example |
- | No ranged weaponry |
+ 1 | Simple missile weapons and limited training |
+ 2 | Skilled archers that lack unit training |
+ 4 | Highly trained battlefield archers |
+ 6 | Artillery weapons |
Defensive statistics
Defense: This statistics represents the overall offensive effectiveness
of the unit's defensive training and equipment.
Rating | Example |
10 | Unarmored unit with little or no training |
12 | Light armor & formation training |
14 | Medium armor & formation training |
16 | Heavy armor & formation training |
Hits: this rating measures the amount of punishment a unit can take before
surrendering, disbanding, or being destroyed.
Rating | Example |
1 | Small or poorly trained unit |
2 | Standard unit of seasoned troops |
3 | A unit of veteran soldiers |
4 | A unit of exceptionally tough veteran soldiers |
Morale: This rating represents the training, loyalty, equipment quality,
and command structure of a unit. It also represents the relative sea-worthiness
of a naval vessel.
Rating | Example |
+0 | Poorly trained mercenary soldiers or drafted levies |
+2 | Poorly trained or mercenaries soldiers |
+4 | Standard unit of seasoned soldiers |
+ 6 | Unit of veteran soldiers |
Movement
These ratings measure the effective mobility of a military unit. Army units
have one movement rating that is used at both the strategic and tactical levels.
Naval vessels have two movement ratings, a Move rating that measures the unit's
relative movement in tactical battle, and a Sail rating that measures its speed
in strategic movement.
Move:
At the tactical level, the move rating of an army unit determines the number
of areas that can be moved on the battle map per tactical battle round. At the
strategic level, the movement rating for an army unit is used to determine the
number of provinces that can be crossed per war move (one week).
Rating | Example |
1 | Unit of standard foot soldiers |
2 | Unit of lightly equipped, trained foot, or heavy armored cavalry |
3 | Unit of lightly armored cavalry |
A ship's Move rating measures its speed and maneuverability in battle; naval
vessels must step their masts or reef their sails to prevent sail damage and
reduce the risk of fire in battle. Oars are used to provide the maneuverability
and short bursts of speed that are vital in ship-to-ship combat.
Sail: A naval unit's sail rating measures the number of maritime areas
that the vessel can move per week. Although long sleek ship without oars may
be difficult to use in combat, they may be capable of traverse far greater distances
over the long haul.
Non-combat statistics
Muster cost: This rating measures the cost in gold bars (GB) required to hire,
outfit, and train a military unit status. The muster cost of a unit is also
used to determine its seasonal maintenance expense.
Rating | Example |
0 | Poorly equipped untrained militia |
2 | Standard unit of professional foot soldiers |
4 | Standard unit of professional cavalry |
Cargo: This rating represents the effectiveness of the ship as a merchant
vessel. Each cargo unit represents enough space to store 1 GB worth of bulk
trade goods. This rating is used to determine the vessels necessary to support
naval trade routes.
Bunks: This rating represents the maximum number of units that a vessel
can transport. This maximum rating assumes that all bunks are rotated every
eight hours (hot-bunking) and that all deck space is utilized. Food and equipment
for the unit also take 1 GB of normal cargo space per unit. Mounted units require
an additional 2 GB (3 GB total) of cargo space for their mounts, livery, and
fodder.
Combat basics
A unit's combat statistics determine how well it performs in mass warfare. This
section summarizes combat basics. These basic concepts are expanded in the section
on Tactical warfare.
Attack roll
When a unit makes an attack, you roll a d20 and add the unit's attack bonus.
If the result equals the target's defense or better, you hit and deal damage.
Units have two basis attack bonuses. A unit's melee rating is used in hand-to-hand
combat A unit's missile rating is used in ranged combat. Many modifiers may
affect the attack roll, including bonuses provided by charging, terrain bonus/penalties,
and special bonuses/penalties against certain types of units. A natural 20 always
hits, and a natural 1 always misses, as per standard combat.
Critical hits: All units have a threat range of 19-20 and a x2 critical multiplier.
Thus, when you make a unit attack roll and hit with a natural 19-20, you have
scored a threat. To find out if it's a critical hit, you immediately make a
critical roll - roll another attack roll with all the same modifiers as the
attack roll you just made. If the critical roll also results in a hit against
the target's defense, your original attack is a critical and inflicts double
damage. Standard d20 mechanics for multiple multipliers apply; thus a critical
(x2) hit made by pikemen against a charge (x2) inflicts x3 damage.
Damage
When a unit successfully attacks another unit, damage is inflicted. A unit that
accumulates a number of hits of damage equal to their maximum hit rating is
destroyed.
If a unit takes damage in tactical combat, it must make a morale save against
DC 10 or be routed (see the section on Tactical warfare for details). A unit
that takes two hits in a single critical attack only makes one morale save.
Subdual damage: Fatigue, weather, and exhaustion can inflict temporary
unit damage. Likewise, military units may attack to capture rather than slay
their enemies. This temporary damage is considered to be subdual damage. Engaged
military units can inflict subdual damage by taking a -4 penalty to their melee
attack. When a unit's subdual damage equals its current remaining hits, it is
staggered. It doesn't matter whether the subdual damage equals or exceeds the
unit's current hits because the subdual damage has gone up or because the unit's
current hits have gone down.
Staggered: A staggered unit moves at half-speed and is as likely to surrender
to an opposing army as it is to fight. Staggered units must make an opposed
morale save in every round in which it is engaged in battle. If the staggered
unit fails the check, it surrenders and is taken off the field of battle.
Healing damage: Unit damage is recovered by resting the unit in garrison.
An army unit is considered to be in garrison if it rests in its home province
for one month. Naval units can garrison in any friendly shipyard. Units cannot
heal if hostile forces are present. For every month that a unit rests in garrison
it recovers one hit. Subdual damage heals at the rate of one hit per week of
rest in garrison.
Variant: Reduced combat effectiveness
A unit receives a cumulative -2 penalty to its melee, missile, and morale ratings
for each hit of normal or subdual damage taken.
Morale and saving throws
Generally, when a unit is subject to unusual conditions such as combat, magical
attack, inclement weather, or exhaustion, the unit gets a saving throw to avoid
or reduce the effect. At the unit level, there is only one type of saving throw,
the morale save. The morale save represents the affects that discipline, experience,
equipment, and a strong command structure can have in dangerous military situations.
A morale save is a d20 + the unit's morale rating. A scion commander may modify
the morale saves of their units by spending regency to provide a one-for-one
bonus. This represents the increased morale, diligence to duty, and deprivations
that loyal soldiers are willing to undergo due to loyalty to (or fear of) their
commanding officer. A regent acting as commanding officer may spend RP to provide
a bonus on a one-to-one basis for any morale save of a unit under their command.
Routed units
A unit that has been placed on the defensive by a particularly effective attack
is routed. Every time a unit takes damage in tactical combat, it must make a
morale save (DC 10) or become routed. Routed units suffer a -4 penalty to all
attack rolls in tactical combat. Furthermore, routed units must always attempt
to retreat from hostile forces (if possible) and flee the field of battle. See
Tactical warfare for details.
Routed units may attempt to recover morale every tactical round. Units with
exceptional leaders and high base morale can quickly recover. Units with low
morale are likely to retreat to their reserves and remain their throughout the
battle. Units can only be routed in tactical combat. Long-term morale penalties
are represented at the strategic level as subdual damage.
Army units
Unit statistics are determined by several factors: their level of training and
experience, the quality of the unit's weapons, armor, and equipment, and the
unit's cultural or racial background.
Basic unit type
All units must select one of the following basic unit types to represent their
basic weapon and formation training:
Archer (Achr): Archers include bowmen, crossbowmen, slingers, javelin
men, and other units whose principle training is in coordinated missile attack.
Archer units are carefully trained to focus their fire as directed by officers
on vital points in advancing lines or to evenly distribute fire throughout the
enemy ranks.
Archers are generally equipped with light armor and a simple melee weapon in
addition to their missile weapon. Archer units are most effective if they are
mobile enough to flank and evade slower, more heavily armed units.
Base unit ratings: +0 melee, +2 missile, 2 hits, move 1, +2 morale, +0.5
GB muster cost.
Special: Archer units gain a +2 bonus to missile attacks against mounted
units.
Artillerist (Art): Artillerist units consist of soldiers trained in the
use of heavy missile devices and in the construction and use of siege equipment.
Artillerists are commonly armed with arbalests, ballista, light catapults, and
other slow, cumbersome, but powerful missile artillery weapons. Artillery soldiers
are specialists in the use of artillery weapons; they generally wear little
armor and are relatively unskilled in hand-to-hand combat. Artillerists are
most useful when the can be protected from direct engagement with the enemy
by other units, terrain, or prepared fortifications.
Artillerists carry includes tools and soldiers trained in tunneling (sapping)
and the construction of heavy siege equipment, including catapults, mangonels,
covered rams, scaling ladders, and siege towers. A unit of artillerist provides
significant advantages to an army attempting to take a fortification by siege
or storm. When attacking with their missile rating, artillerist units have increased
range and can ignore any defensive bonus their target would normally receive
from fortification or defensive terrain.
Base unit ratings: -2 melee, +4 missile, 2 hits, move 1, +2 morale save,
+3 GB muster cost.
Special: Artillerist have a two area missile range in tactical combat
and ignore any terrain/fortifications AC bonuses to their target. Artillerists
provide a +4 to Warcraft checks made to allow foot units to enter fortified
areas under siege/storm.
Cavalry (Cav): Cavalry units include any unit primarily composed of swift
animals (Speed 40+) and their riders. Calvary units can charge their opponents
to inflict heavy initial damage. A well-timed cavalry charge can smash almost
any defense. When charging, cavalry units receive a +2 bonus to their melee
attack.
Light cavalrymen wear medium armor and generally fight with spear, crossbow
or shortbow, and sword. Heavy cavalry units wear heavy armor and generally fight
with a lance, or with a medium martial weapon and shield.
Base unit ratings: +2 melee, +0 missile, 2 hits, move 3, +2 morale save, +2.5
GB muster cost.
Special: Cavalry units gain a +2 attack bonus when charging. A charge
is allowed only in the initial round of engagement and only if the cavalry unit
has at least one move unused.
Infantry (Inf): Infantry units consist of well-trained, well-equipped
foot soldiers. They attack in formation to maximize their offensive potential
and defensive capability. Infantry formations are particularly effective in
hand-to-hand battle against ill-trained troops or troops poorly equipped for
close quarters battle. Infantry units are generally equipped with medium or
heavy armor and are armed with martial weapons.
Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save,
+0.5 GB muster cost.
Special: Infantry units gain a +2 melee attack bonus against irregulars
and pikes.
Irregular (Irr): Irregulars include volunteers, conscripts, skirmishers,
barbarians, marauders, and other soldiers that, regardless of individual skill,
lack the cohesive unit training and discipline associated with a regular military
unit.
Base unit ratings: +2 melee, +0 missile, 2 hits, move 1, +0 morale save,
+0.5 GB muster cost.
Special: Irregular units can be drafted/conscripted. Such units have
a training rating of Green unless otherwise noted.
Pikemen (Pike): Pikemen consist of highly trained footman who are equipped with long weapons (such as pikes or spears) and trained to operate in dense formations. Front rank pikemen wield large martial weapons with reach (such as long spears) and a simple weapon (often a short sword) for close range battle. Pikemen often wear light or medium armor.
Base unit ratings: +2 melee, no missile, 2 hits, move 1, +2 morale save,
+0.5 GB muster cost.
Special: Hits inflicted by Pike units do damage during the "charge"
phase of tactical battle during the first round of an engagement. This attack
inflicts double damage against charging units. Pike units gain a +2 attack bonus
against mounted units.
Unit armor
The quality of armor and training in its use is a major factor in the mobility
and survivability of a unit. Armor provides a defensive bonus, at the cost of
mobility and the freedom to effectively wield missile weapons. A unit whose
modified missile rating (due to armor) is below +0 loses the ability to make
a ranged attack. All units must have one of the following armor ratings:
None: The unit is not provided with armor. Unit modifier: defense 10,
muster cost +0 GB.
Light (Lt): The unit is equipped with light armor, such as leather armor.
Unit modifier: defense 12, +0.5 GB muster cost.
Medium (Md): The unit is equipped with medium armor, such as chain mail.
Unit modifier: defense 14, -2 missile, -1 move, +0.5 GB muster cost.
Heavy (Hv): The unit is equipped with heavy armor, such as half-plate.
Unit modifier: defense 16, -4 missile, -2 move, +1.5 GB muster cost. Special:
Heavy cavalry units gain an additional +2 attack bonus when charging.
Unit experience
A primary factor in the cost and effectiveness of a unit is the quality of the
officers and the training of the its soldiers. All units have one of the following
experience ratings:
Green (-): The unit has little or no military training. Unit modifier:
+0 morale.
Standard: The unit has standard basic training. Most specialized units
are mustered at the standard level. Unit modifier: +2 melee, +2 missile (if
any), +1 move, +2 morale, +1 GB muster cost.
Veteran (+): The unit has advanced training or extensive combat experience.
Unit modifier: +4 melee, +4 missile (if any), +1 hit, +2 move, +4 morale, +2
GB muster cost.
Special training
Some military units are provided with specialized or advanced training in one
or more areas. Green units may not take advanced training. Veteran units may
have a single area of special training. Elite units may have two areas of special
training.
Advanced training (Melee+, Missile+, Def+, Mrl+): Units with advanced
training gain a +2 bonus to melee, missile, defense, or morale ratings due to
their special training or equipment. Unit modifier: +2 to selected rating, +1
GB muster cost.
Berserk: Berserk units fight with total abandon and disregard for themselves
and others. Only Rjurik, Vos, and goblinoid units regularly train Berserks.
Unit modifier: +2 melee, -2 defense, +2 morale, +1 GB muster cost.
Special: +2 attack bonus to melee when charging (mounted or afoot).
Magical support: The soldiers have been trained to coordinate their activities
with the aid of battle magic, and the unit contains a battle spell wagon with
necessary ritual components. This special does not include the costs of arranging
for a spellcaster to man the spell wagon. Unit modifier: +1 GB muster cost.
Special: An appropriate trained spell caster can cast battle magic to support
the unit (see Battle Magic).
Marine: Marine units are seasoned in ship-to-ship combat. Only unmounted,
human units may take marine training. Unit modifier: +1 GB muster cost. Special:
+2 to melee and defense at sea, move freely through swamp terrain.
Scout: Units with scout training are trained in quickly traverse hostile
territory and returning with military intelligence. Scouts are well-versed in
stealth and wilderness lore, thus they are often able to move rapidly, even
through difficult terrain. Scouts identify hostile units in adjacent provinces
(refer to the section on Strategic Movement for details).
Scout units are relatively small and thus have reduced melee and hits ratings.
Scout unit combat training focuses on the use of missile weapons, stealth, and
mobility. Unit modifier: -2 melee, +2 missile, -1 hit, +1 move, +1 GB muster
cost. Special: Foot units in light or no armor may move freely through any terrain.
Shield formation: Units with shield formation training employ large shields
and are trained to use overhead shield walls to blunt the impact of offensive
missile. Unit modifier: +1 GB muster cost. Special: Units gain a +4 bonus to
defense against missile fire. Foot units only.
Toughness: Members of the unit are trained rigorously to increase their
endurance and morale. Unit modifier: +1 hit, +2 morale, +1 GB muster cost.
Units by cultural/race
In addition to their basic unit type, a military unit may have one or more cultural
modifiers.
Anuirean (An): Anuirean military forces are highly disciplined
and form the standard from which the military units of other nations are judged.
Anuirean forces generally fight in tight formations and have excellent leadership.
Anuirean units consist almost exclusively of well-trained, heavily armored soldiers.
The Anuireans are famed primarily for the might of its cavalry, the skill of
its officers, and the awesome size of its armies.
Common Anuirean units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Archers | Lt Achr | + 2 | + 4 | 12 | 2 | 2 | + 4 | 2 GB | +2 missile vs. Cav. |
Calvary, Md | . MdCav | + 4 | --- | 14 | 2 | 3 | + 4 | 4 GB | +2 charge |
Engineers | Art | + 0 | + 6 | 10 | 2 | 1 | + 4 | 4 GB | Ignore def. terrain, two area missile range |
Infantry | MdInf | + 4 | --- | 14 | 3 | 1 | + 4 | 2 GB | +2 melee vs. Irr & Pike |
Infantry Elite | HvInf | +6 | --- | 16 | 3 | 1 | + 6 | 4 GB | +2 melee vs. Irr & Pike |
Irregulars | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 2 GB | |
Marines | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 3 GB | Marine |
Knights | HvCav | +6 | --- | 16 | 3 | 3 | + 6 | 6 GB | +4 charge |
Levies | Irr | +2 | --- | 10 | 2 | 1 | + 0 | Draft | See special rules for conscripts |
Pikemen | MdPike | _4 | --- | 14 | 2 | 1 | + 4 | 2 GB | +2 vs. mounted; double damage vs. charge. |
Scouts | Irr | + 2 | + 4 | 12 | 1 | 3 | + 4 | 3 GB | Scout |
Brecht (Br): The Brecht culture has a high regard for individual
fighting prowess. Its hot-tempered warriors have little interest in training
or fighting in formation. Once a Brecht unit is engaged, the melee often devolves
into hundreds of individual duals. Characteristically, heavy armor is scorned
by most Brecht warriors in favor of higher personal mobility. Brecht do not
field Pikemen.
Common Brecht units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Archers | LtAchr | + 2 | + 4 | 12 | 2 | 2 | + 4 | 2 GB | +2 missile vs. Cav. |
Artillerists | Art | + 0 | + 6 | 10 | 2 | 1 | + 4 | 4 GB | Ignore def. terrain, two area missile range |
Cavalry | LtCav | + 4 | +2 | 12 | 2 | 4 | + 4 | 4 GB | +2 charge |
Infantry | LtInf | + 4 | --- | 12 | 2 | 2 | + 4 | 2 GB | +2 melee vs. Irr, Pike |
Infantry, Elite | MdInf | +6 | --- | 14 | 3 | 2 | + 6 | 4 GB | +2 melee vs. Irr, Pike |
Irregulars | Irr | + 4 | +2 | 10 | 2 | 2 | + 4 | 2 GB | |
Levies | Irr | +2 | +2 | 10 | 2 | 1 | + 0 | Draft | See special rules for conscripts |
Marines | LtInf | +6 | +2 | 12 | 3 | 3 | + 6 | 4 GB | Marine, +2 melee vs. Irr, Pike; +2 def. vs. missile |
Scouts | Irr | +2 | +4 | 12 | 1 | 3 | + 4 | 3 GB | Scout |
Dwarf (Dw): Dwarven units are always well-trained and well
equipped. Their highly organized formations are nearly impossible to penetrate.
The slow but inexorable dwarven units are prized as mercenaries. Cerilian dwarves
do not field Cavalry and cannot take Marine training.
Special: All dwarven units take advanced training in defense. Dwarven units move through mountain terrain freely. +2 to morale saves involving magical attacks.
Common Dwarven units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Crossbowmen | MdArch | +4 | + 2 | 16 | 3 | 2 | +6 | 4 GB | Def+, +2 missile vs. Cav., +2 morale vs. magic |
Guards | HvInf | +6 | --- | 18 | 3 | 1 | +6 | 6 GB | Def+, +2 melee vs. Irr & Pike; +4 def. vs. missile, +2 morale vs. magic |
Homeguard | MdIrr | +4 | --- | 16 | 2 | 1 | +4 | Draft | Def+, See special rules for conscripts, +2 moral vs. magic |
Elf (Elf): Elves are superior archers, and their cavalry are
the swiftest and most dangerous in all Cerilia. Elves serve non-elven leaders
in only the most unusual circumstances and are never available as mercenaries.
All elven must take Scout special training. Due to their long life spans, most
elven units consist of veteran warriors. Elves do not field units of levies,
pikemen, or artillerists. Elven units do not normally use heavy armor.
Special: All elven units take scout training. Elven units have no limit on the
number of special training options that they may take.
Common elven units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Archers | LtAchr+ | + 2 | + 6 | 12 | 2 | 4 | + 6 | 4 GB | Scout, +2 missile vs. Cav. |
Cavalry | LtCav+ | +4 | +6 | 14 | 2 | 4 | +6 | 8 GB | Scout, Melee+, Missile+, Def.+, +4 charge |
Knights | MdCav+ | + 4 | + 4 | 16 | 3 | 3 | + 4 | 10 GB | Scout, Toughness, Melee+, Missile+, & Def.+, +4 charge |
Homeguard | LtIrr | +2 | + 4 | 12 | 1 | 3 | + 2 | Draft | Scout, See special rules for conscripts |
Gnoll (Gn): Bands of fierce, but ill-equipped, gnolls are
always ready to fight for gold and loot. Due to their fierceness, Gnoll units
are usually veteran units. Gnolls prefer use light armor. Characteristically,
gnoll units muster quickly, demand the right to pillage, and have relatively
low morale; thus they are treated as mercenaries. Gnoll units may only be Irregulars
or Infantry.
Special: +2 morale in home terrain. All gnoll units are mercenaries.
Goblin (Go): Although goblin units are usually undisciplined
and poorly equipped, they compensate with sheer numbers and bloodlust. Goblin
cavalry forces are generally mounted on wolves or other dangerous beasts.
Tribal goblin units are often available as mercenaries (or feared as marauders)
in any area bordering goblin lands. Characteristically, tribal goblin units
muster quickly, demand the right to pillage, and have relatively low morale;
thus they are treated as mercenaries. Due to their lack of organized training,
such units are often Green troops. It should be noted, however, that goblin
realms often have disciplined and skilled armies that rival those of any human
nation.
Goblins are fierce and warlike; thus, drafted goblin levies are irregulars.
Goblins do not field artillerist or pikemen.
Special: Tribal goblin units are mercenaries. Tribal goblins do not pay any
increased muster/maintenance cost for being mercenaries.
Common goblin units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Archers | LtArcher- | + 0 | + 2 | 10 | 2 | 1 | + 0 | 1 GB | Merc., +2 missile vs. Cav. |
Guards | MdIrr | +4 | --- | 14 | 3 | 1 | + 0 | 3 GB | Merc., Toughness |
Infantry | LtInf- | +2 | --- | 12 | 2 | 1 | + 0 | 1 GB | Merc., +2 melee vs. Cmnr, Irr, Pike; +2 def. vs. missile |
Skirmishers | LtIrr- | +2 | --- | 12 | 2 | 1 | -2 | Draft | Merc., See special rules for conscripts |
Wolfriders | LtCav | + 4 | + 2 | 12 | 2 | 4 | +2 | 4 GB | Merc., +2 charge |
Khinasi (Kh): The lightly armored, swift cavalry strikes
of the Khinasi are widely respected throughout Cerilia. Due to the heat of the
native terrain, Khinasi military units wear little or no armor, depending on
speed, instead depending on mobility to defend them from reprisal following
a strike. The Khinasi do not field pikemen.
Common Khinasi units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Archers | Achr | +2 | +4 | 10 | 2 | 2 | +4 | 2 GB | +2 missile vs. Cav. |
Artillerists | Art | + 0 | + 6 | 10 | 2 | 1 | +4 | 4 GB | Ignore def. terrain, two area missile range |
Cavalry, Lt | . LtCav | + 4 | + 2 | 12 | 2 | 4 | +4 | 4 GB | +2 charge |
Cavalry, Md. | MdCav | + 4 |
--- | 14 | 2 | 3 | +4 | 4 GB | +2 charge |
Levies | Irr | --- | +2 | 10 | 2 | 1 | +0 | Draft | See special rules for conscripts |
Marines | LtInf+ | + 6 | + 2 | 12 | 3 | 3 | +6 | 4 GB | Marine, +2 melee vs. Irr & Pike; +2 def. vs. missile |
Skirmishers | Irr | +4 | +2 | 10 | 2 | 2 | + 2 | 2 GB | |
Spearman | LtInf | + 4 | --- | 12 | 2 | 2 | +4 | 3 GB | Shield+, +2 melee vs. Cmnr, Irr, Pike; +4 def. vs. missile |
Orog (Or): Both fierce and well-disciplined, Orogs are fearsome
opponents. Orogs only field heavily armored, veteran units. Orog cavalry are
generally mounted on giant lizards.
Special: Orogs units always take toughness training.
Rjurik (Rj): Rjurik forces are undisciplined but eager
to do battle. Bands of unschooled Rjurik tribesmen can form infantry and cavalry
forces comparable to any in Cerilia. In their homelands, Rjurik forces are particularly
fierce, for the support of the druids provides them with nature, itself, as
an ally. The Rjurik cannot field pikemen, artillerists, or heavily armored cavalry.
Rjurik commoners are largely skilled woodsmen; thus, drafted Rjurik levies not
Green, instead they are considered to be Standard units.
Common Rjurik units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Archers | LtArchr | + 2 | + 4 | 12 | 2 | 2 | + 4 | 2 GB | +2 missile vs. Cav. |
Battle Ragers | HvInf+ | + 8 | --- | 12 | 3 | 2 | + 8 | 4 GB | Berserk, +2 charge, +2 melee vs. Irr & Pike |
Cavalry | MdCav | + 4 | --- | 14 | 2 | 4 | +4 | 4 GB | +2 charge |
Housecarls | MdInf+ | + 6 | --- | 14 | 3 | 2 | +6 | 3 GB | +2 melee vs. Irr & Pike |
Infantry | LtInf | + 4 | --- | 12 | 2 | 2 | + 4 | 2 GB | +2 melee vs. Irr & Pike |
Raiders | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 3 GB | Marine |
Levies | Irr | + 4 | + 2 | 10 | 2 | 2 | + 2 | Draft | See special rules for conscripts |
Scouts | LtIrr | + 2 | +4 | 12 | 1 | 3 | + 2 | 3 GB | Scout |
Tribesmen | LtIrr | + 4 | + 2 | 12 | 2 | 2 | + 2 | 2 GB |
Vos (Vo): In the wastes, every man must be a warrior. Vos
warriors are highly skilled, ruthless, and seemingly without fear on the battlefield.
Armored in heavy hide and fur and wielding spears, swords, and other massive
weapons, the unorganized Vos hordes are easily able to match units of professional
soldiers. The primary weakness of the Vos is their lack of organization, their
superstitious beliefs, and their tendency to fight among themselves. The Vos
cannot field Artillerist units. Vos males are all warriors; thus drafted Vos
levies are not Green, instead they are considered to be Standard units.
Special: All Vos units take toughness training.
Common Vos units
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Berserkers | MdIrr+ | + 8 | --- | 12 | 4 | 2 | + 6 | 6 GB | Tough, Berserk, +2 charge |
Footmen | MdInf | + 4 | --- | 14 | 3 | 1 | + 4 | 3 GB | Tough, +2 melee vs. Irr & Pike |
Horsemen | MdCav | + 4 | --- | 14 | 3 | 3 | + 4 | 5 GB | Tough, +2 charge |
Raiders | MdIrr | + 4 | --- | 14 | 3 | 1 | + 2 | 3 GB | Tough |
Scouts | LtIrr | +2 | +4 | 12 | 2 | 2 | + 2 | 4 GB | Tough, Scout |
Tribesmen | LtIrr | + 4 | +2 | 12 | 3 | 2 | + 2 | Draft | Tough, Must be drafted |
Varsk Riders | HvCav+ | + 6 | --- | 16 | 4 | 3 | +6 | 7 GB | Tough, +4 charge |
common foes
Unit | Type | Melee | Missile | Def | Hits | Mv | Mrl | Cost | Specials |
Gnoll Marauders | LtIrr+ | + 6 | + 4 | 12 | 3 | 3 | + 2 | 5 GB | Merc |
Orog Lizardriders | HvCav+ | + 6 | --- | 16 | 4 | 3 | + 6 | 7 GB | Tough |
Ogre Legion | Special | +12 | --- | 16 | 4 | 2 | +4 | 8 GB | |
Troll Legion | Special | + 10 | --- | 16 | 3 | 1 | _4 | 6 GB | Heals all damage each war move |
Undead Legion | Special | + 8 | --- | - 22 | 3 | 1 | (+ 6) | --- | Fearless (cannot be routed), immune to subdual damage, mustered/maintained by realm spell |
Improving units
Once a unit has been mustered, it can advance in ability only through training.
Training standing units may be the only way to produce veteran units with muster
requirements that exceed a regent's power in a province. Adding a special training
improvement requires a character action from a character qualified to train
the unit. Increasing experience (from Green to Standard, for example) requires
battlefield experience or training similar to that required for special training.
A unit undergoing training must be garrisoned in a friendly province for an
entire month under the command of its trainer. Units training in garrison are
considered active for the purpose of determining maintenance costs. Units are
trained by making a successful Lead check and then by paying the necessary difference
in muster cost. The DC for the Lead check is 10 + the difference the muster
cost of the units + five times the difference between the number of friendly
law holdings and unit's new muster cost in GB. The training check is a skill
check, not a domain action. Regency points cannot be spent on this check.
For example, a regent wishes to provide special marine training (+1 GB muster
cost) to a unit of Anuirean Elite Infantry (muster cost 4 GB) in a province
in which they hold a level 4 law holding. It would require a law (5) holding
to allow a normal muster marine elite infantry (5 GB). One of the regent's lieutenants
is an experienced fighter with several ranks of Profession (Sailor). The trainer
must make a Lead check against a DC of 16 (10 + 1 GB + 5 [5 x 1 holding level])
to successfully train the unit.
If successful the difference between the unit's current muster cost and new
muster cost must be paid immediately. There are no penalties for failure, save
for the expended character action and the increased unit maintenance cost. Training
checks can be retried without penalty in following months.
Behind the curtain: How many individuals are in
an army unit?
An army unit consists of enough individuals to make a reasonable fighting force
in mass combat. The actions of particularly strong individuals or small groups
are not represented as a unit; instead they are represented as an adjustment
to the unit with which they travel, using a Hero's card (refer to the section
on tactical warfare). If it is necessary, for role-playing reasons, to determine
the number of individuals in a unit then the following guidelines can be useful.
A military unit has an encounter level (EL) of roughly 14 + half of the unit's
muster cost. For example, a unit of standard infantry (muster cost 2 GB) is
approximately EL 15. If we assume that the soldiers in the unit are a 1st-level
warriors (CR 1), then we can determine that it requires 128 soldiers CR 1 soldiers
to create a standard EL 15 unit. Thus, there are approximately 128 soldiers
in a standard unit.
Elite units often consist largely of veteran troops and a core contingent of
specialized warriors. These forces work together in order attack to maximize
the damage to the enemy. Only a small fraction of the individuals in a unit
of Anuirean Knights, for example, are actually knights. The majority of the
unit consists of light cavalry, retainers, and other support troops that accompany
the knight. Likewise, an Ogre unit will generally contain a sizable contingent
of goblin support troops. As a rule of thumb, the specialized troops should
make no more than 50% (base EL - 2) of the overall unit strength. A unit of
Varsk riders (EL 18) might consist of both mounted varsk riders (CR 5) and mounted
support personal (CR 2). This unit might contain approximately 50 mounted varsk
riders (EL 16) and 100 support personal (EL 16) for a total encounter level
of 18.
Naval units
Naval units consist of a single vessel and its crew. Most regions have three
common ships: a light trader, a light warship, and a heavy warship. Warships
generally act as merchantmen during peacetime.
Caravel: The caravel is a two-masted, square-rigged light warship, with raised
fore and stern castles armed with light catapults capable of firing shot and
pitch.
Coaster: The standard Anuirean light trader, this is a
fast single-masted trading and fishing ship rigged fore and aft with triangular
lateen sails. Coasters serve as scouts and couriers in wartime. Coasters are
fitted with arbalests that are primarily useful for sniping enemy sailors and
officers.
Cog: This two-masted, square-rigged heavy warship resembles
a caravel but has a broader beam. It is slow, but seaworthy. The cog has raised
fore and stern castles armed with light catapults capable of firing shot and
pitch. The cog has a waterline-mounted ram, but this weapon is difficult to
use due to the cog's lack of maneuverability.
Dhoura: The dhoura is the standard Khinasi light warship
and merchantman. It resembles a dhow, but is triple-masted and has a raised
afterdeck. The afterdeck houses a light catapult.
Dhow: The dhow is a single-masted lateen-rigged light trader.
The dhow is the common Khinasi boat for fishing and light trade. Dhows serve
as scouts and couriers in wartime and are fitted with arbalests that are primarily
useful for sniping enemy sailors and officers.
Drakkar: The open drakkar is the favored warship of the
Vos. It is heavy version of the longship and features banks of mighty oars.
This warship has a single mast with a square-rigged sail, but sails poorly as
it is primarily designed for rowing speed in battle.
Galleon: Galleons are great three-masted warships with
forecastles and sterncastles three or four decks high. Galleons are difficult
to damage using weapons of war, but their rigid construction and high center
of gravity makes them far less sea worthy than many smaller ships. Galleons
are armed with a massive ram and heavy catapults capable of firing shot or pitch.
Keelboat: Keelboats are small (50 - 70ft) flat-bottomed,
single-masted boats primarily designed for use on rivers and other shallow areas.
They are used primarily as small fishing or trading vessels. Due to their shallow
draft, keelboats can move safely along rivers by both day and night, but they
are not highly sea-worth and rarely leave sight of land.
Knarr: The knarr is a heavy version of the Rjurik longship.
In addition to its ram, the knarr is mounted with arbalests and shot ballista.
Longship: For more than a thousand years, fishing villages
have feared the raiders of the Rjurik longships. These clinker-built open boats
are designed to be reasonably effective sailing vessels without sacrificing
the ship's maneuverability when rowing in battle. Longships have only a single
deck, and do not use a rudder; they are piloted by the use of an oversized oar
on each side of the boat's stern. Longships use their waterline mounted rams
and quick darting speed to exceptional effect in naval battle.
Roundship: The Brecht roundships are the most sea-worthy
vessels in Cerilia. Roundships are broad-beamed cargo vessels with three masts
and square rigging. Although primarily designed for trade, they are effective
heavy warships. They have several decks and forecastles armed with heavy catapults
capable of firing shot or pitch. However, roundships have poor maneuverability
and cannot use a ram effectively. Instead, they often carry a fully complement
of marines capable of repelling all but the most resolute boarding parties.
Zebec: This heavy Khinasi warship looks like a dhoura but
is longer, slimmer, and faster. Zebecs are designed for a single purpose - war.
The zebec has very little cargo space, but is maneuverable and carries heavy
catapults fore and aft as well and a devastating ram at the prow.
Mustering military units
Military units are generally acquired by mustering units. Normal units have
a muster cost that measures the cost (in gold bars) necessary to draft recruits,
equip the soldiers, train the soldiers to act as a unit, and prepare the unit
for war.
A regent must have access to military resources to muster a unit and can muster
an army unit in a province only if one of the following mustering conditions
are met: (1) the regent controls a law holding in the province equal to or greater
than the GB cost of mustering the unit; or, (2) the regent controls a temple
or guild holdings in the province equal to or greater than 2 + the muster cost
of the unit + levels of opposing law holdings in the province.
The total number of army units mustered in any one province per season may not
exceed the province level. Thus, domain initiative may play an important role
in determining which regents may muster troops in a given province during any
given season. Furthermore, a regent may negotiate the support of other holdings
in the province in order to increase their effective holding level for the purpose
of meeting the minimum muster requirement. Such negotiation generally requires
a successful diplomacy action.
Normal army units have a muster time of during which the unit is trained and
outfitted. The muster time for a normal unit is one month. Mustered army units
become available in first war move of the month following the muster action.
While mustering, a unit cannot move. If a unit is attacked while mustering,
it begins the fight staggered (with subdual damage equal to its maximum normal
hits).
Only coastal provinces with a shipyard (a domain asset) can construct a warship.
Naval units are built using the Build domain action. The maximum size of a ship
that can be built is limited by the size of the province's shipyard. Naval units
cannot be build without shipyards. Refer to Chapter Five for details on Shipyards
and construction times using the Build domain action. While being built, naval
units are immune from naval attack, but can be destroyed by any hostile force
occupying the province.
Fielding a standing army or naval fleet is a privilege that landed regents jealously
guard. Although a non-landed regent may have the resources to field an army,
the province regent may see doing so as a prelude to insurrection. A wise regent
will gain the permission of the province ruler before attempting to muster military
units.
Variant: Building musters
Under the building musters variant rule, the mustering time of a military unit
is determined by the unit's cost. A province has a fixed capacity for hiring,
equipping, and training soldiers. The total cost of a group of units to be mustered
in a province represents the total amount of resources necessary to train and
equip the troops.
Under this variant, mustering an army proceeds at the monthly rate of 1 GB per
law holding level (or guild/temple holding level - 2) constructing the muster.
Likewise, mustering a naval unit proceeds at the monthly rate of 1 GB per guild
holding level (or law/temple holding level -2) constructing the muster.
For example, in a regent decides that he needs muster two units of Knights (6
GB muster cost, each). He uses a law (3) in a province (4/1) to muster the troops,
and thus can only build 3 GB worth of muster per month. One unit of Knights
is mustered after two months, and the second unit is mustered after a total
of four months.
Maintaining military units
Once a unit has finished mustering, it requires regular support for payroll,
food, lodging, replacement equipment, fodder, and the other numerous costs associated
with maintaining a standing army. Each military unit has military maintenance
costs that measured in gold bars per month. This cost covers all normal military
expenses, including those related to unit movement.
The cost required to maintain an army depends on its location. The soldiers
of each unit are most easily supported in the province in which they are normally
garrisoned. A unit's initial home province is the province in which it was mustered.
If it remains in any friendly province for two seasons, then the new province
becomes its home province. A garrisoned army unit incurs maintenance expenses
equal to its initial muster cost each year. A garrisoned naval unit incurs expenses
equal to its muster cost every four years. To simplify bookkeeping, unit expenses
are tracked seasonally.
A unit is considered to be active if it leaves its home province or if its home
province contains potentially hostile forces. Active units incur double the
maintenance expenses of units garrisoned in their home province. Table 6-3 presents
unit maintenance as a fraction of unit muster cost.
Military maintenance cost
Unit | Year | Season |
Army unit, active | x 2 | x 1/2 |
Army unit, in garrison | x 1 | x 1/4 |
Naval unit, active | x 1/4 | x 1/12 |
Naval unit, in port | x 1/8 | x 1/24 |
Common maintenance costs per season
Unit | Active Cost | Garrison Cost |
Army units with 2 GB muster cost: | ||
Archers, Infantry, Irregulars, Pikeman | 1 GB | 1/2 GB |
Army units with 3 GB muster cost: | ||
Marines, Scouts | 1 1/2 GB | 3/4 GB |
Army units with 4 GB muster cost: | ||
Calvary, Engineers, Elite Infantry | 2 GB | 1 GB |
Army units with 6 GB muster cost: | 3 GB | 1 1/2 GB |
Knights |
Failing to maintain units
Military expenses are paid at the end of each season (when taxes are collected).
Any normal army unit that is not maintained takes two subdual hits (half damage
on a successful morale save against DC 15). The commanding regent may spend
regency points to modify this morale save. This damage cannot be healed until
the unit maintenance debt is paid in full.
Mercenary units
There are dozens of military companies that owe allegiance not to a landed regent,
but to gold, glory, and steel. Some of the most successful of companies consist
of permanent units. However, most such companies are effectively disbanded between
conflicts. The captain retains only a cadre of officers and professionals until
a new war contract can be obtained. Then, after obtaining a war contract, they
recruit, train, and build their forces anew.
Great mercenary captains may have highly trained and widely renowned forces
serving beneath them. These captains can demand extravagant salaries for their
services. Mercenary musters can be of any unit type (Anuirean Knights, Vos Varsk
riders, Khinasi Light Calvary, etc.). However, mercenaries companies (and the
units of some non-human races, such as goblins) differ from standard units in
several important respects.
Mercenary companies often accept soldiers that would not be deemed suitable
for the standing army of a realm. These men may include bandits, convicts from
forced labor camps, and many other undesirables. Sometimes mercenaries, whose
war contracts call for the furnishing of a certain number of armed men, have
little choice but to impress some reluctant fellows, so that their obligatory
quotas are met. More than one fellow has sworn an oath of allegiance with a
sword to his throat. Of course, the majority joins their captains voluntarily.
In most mercenary companies there are no uniforms or issuance of standard equipment.
Mercenary recruiters, with their higher payroll, can afford to hire veteran
soldiers that own (and know how to use) their own weapons. Unlike eager lads
just in from the farm, these experienced (if not always loyal) soldiers are
immediately ready to make war.
Mercenary units have two primary advantages over normal units: (1) Mercenary
units muster rapidly. They are available for battle immediately and may move
and fight during the month in which they are mustered. (2) Mercenary units have
no muster requirements and can be mustered (if available) by any character in
any friendly province. Although a regent cannot muster a unit of mercenaries
in a hostile province, any regent can muster mercenary units in any province
in which they are not considered immediately hostile. The type of mercenary
units available must be determined by the DM; it would be unlikely, for example,
to find a unit of mercenary Vos varskriders in southern Anuire.
Mercenary units have several drawbacks. Mercenary units desert immediately if
not paid. The maintenance cost for mercenary units must be paid each season.
Mercenary units that are not maintained will immediately desert.
Mercenary units expect the right to loot and pillage following a successful
battle in enemy territory. The morale of a mercenary unit increases by +2 in
any season in which they are allowed to pillage a province. Denying mercenary
units this privilege after a successful battle abroad can be difficult even
for experienced mercenary captains. If a mercenary unit is denied the right
to pillage a hostile province, the unit must make an immediate morale save against
a DC 10. If this check fails, the unit disbands.
Mercenaries may also desert under unfavorable circumstances, such as participating
in a loosing battle. A mercenary unit on the loosing side of a tactical battle
will disband unless it makes a morale save against a DC 10 + number of friendly
units destroyed in the battle.
When a mercenary unit deserts or disbands under unfavorable circumstances (lack
of prompt maintenance payment, denial of right of pillage, etc.) then the unit
becomes self-controlled. A self-controlled unit may turn to brigandage (pillaging
nearby provinces), make itself available for hire to opposing forces, or otherwise
act without the consent of its previous regent.
Unit modifiers: -2 morale penalty, double muster/maintenance cost.
Specials: Often disbands under unfavorable circumstances (as listed above).
Drafting conscripts
Peasants and other common-folk may answer their liege's call to arms as part
of their feudal duty or in defiance to a common enemy. Only a province ruler
can call a draft. Such a call to arms may affect province loyalty.
Units listed with the special ability draft represent units made up of the common-folk
of a region. When a draft is called, a province produces (at no cost to the
regent) a number of regionally conscript units equal to the province level.
Thus, a draft in an Anuirean province (4/1) produces 4 units of levies.
Although there is no normal muster or maintenance cost for drafted units, drafting
common-folk can have a significant impact on a realm's economy. Since militia
units or levies are composed of people who have other jobs, raising militia
applies a -1 penalty to the province's level for most purposes. The province
can still be ruled (using its true value) and the maximum level of holdings
within the province are not decreased, but the province is treated as being
effectively on level lower for most other purposes. This penalty to effective
province level cannot be removed until after all drafted units are disbanded
or destroyed. If all drafted units are disbanded in their home province, the
province level returns to normal in one month. This recovery takes an additional
month per drafted unit that was destroyed or disbanded outside of the province.
Variant: Tribal units
Province level provides a rough measure of the number of civilized individuals
in a region. Many provinces, however, have entire peoples or cultures that pay
heed to no lord. These tribes are often nomadic and almost always highly mobile
and able to defend themselves well. Such native populaces can be represented
as military units. These tribal units include human barbarians (most common
among the Rjurik and Vos), as well as war-bands of scavenging gnolls, tribes
of hunter-gather goblins, and other "free" peoples of Cerilia.
Hunting, herding, or scavenging provides the maintenance costs for self-controlled
tribal units. A province can support tribal maintenance costs equal to the maximum
source potential of the province. For example, a province (1/4) could provide
virtual support of 4 GB per season. Tribal units are always considered to be
active for the purpose of determining maintenance cost. If a province contains
more native tribes than it can support, the members of the some tribes will
starve (use normal penalties for unpaid maintenance).
If the province has excess capacity to support tribal units, then the tribal
units may multiply. A province can produce units a virtual "muster"
of units each year equal to the average excess capacity for tribal support.
For example, if a province (1/4) has one unit of horse nomads (as cavalry with
muster cost 4, and a yearly maintenance cost of 2) has an excess capacity of
2 GB per year. Over a period of two years, the province could provide enough
resources to generate a second unit of horse nomads.
Note that tribal units represent significant gatherings of nomadic peoples into
large bands. Smaller bands of such peoples are even more numerous, but are not
significant at the unit level.
Variant: Renowned units
Every realm with a standing army has at most one unit that is considered to
consist of the finest warriors that the realm has to offer. Young warriors vie
for the right to join this unit and the best officers of the realm vie for the
honor of being in its command. Such units are known as "renowned units"
and each bears a special name (such as the Iron Guard of Ghoere).
A realm's renowned unit is considered to be in its "home province"
in every province of its nation. Thus, unless the unit engages in battle, it
is considered to be in garrison (and subject to a reduced maintenance costs)
anywhere within its realm. Although a realm may have multiple named units, it
may only have one unit that gains this bonus.
Fortifications
Provinces and law, guild, or temple holdings have goods, buildings and personnel
that are critical to the power base that they represent. Without protection,
these critical assets are vulnerable to occupation or destruction by military
forces. Fortifications make a province or holding more difficult to attack.
Fortifications are built using the fortify domain action. There are two types
of fortifications: fortified holdings and province fortifications.
A fortified holding makes one holding resistant to destruction. Fortified holdings
might be defensible monasteries or cathedrals, walled warehouses, or hidden
bandit strongholds. A fortified holding remains under a regent's control even
if hostile forces occupy the province in which it lies. Normal (unfortified)
holdings may be razed when an attacker chooses to occupy a province, but fortified
holdings remain until taken by siege or storm. Fortified holdings are rated
by level, just like holdings. The level of a fortified holding cannot exceed
the level of the holding it protects. The fortification only protects holding
levels equal to its rating, any holding level which exceed the fortification
are subject to destruction. Fortifications have a maintenance cost equal to
a holding of the same level. Thus, a fully fortified holding has double the
maintenance cost of a normal (unfortified) holding.
A province fortification represents a castle and a system of walled towns, armories,
and other military buildings can provide some level of protection throughout
the entire province. The overall strength of a province fortification is represented
by its level. A province fortification can be built up to level 10, regardless
of the level of the province. A province fortification has a maintenance cost
equal to a province of the same level. Thus a fully fortified province has double
the maintenance cost of an unfortified province.
Hostile forces cannot move through a fortified province without neutralizing
the province fortifications (see Strategic movement). Province fortifications
can protect a number of law, temple, and guild holding levels equal to the level
of the province fortification; the province ruler decides which holdings they
wish to protect. Province fortifications are dependent upon a castle that acts
as the province stronghold; if the castle is taken then all benefits of the
province fortification are lost.
Highways and bridges
Even in fairly prosperous provinces, most roads are simple single-lane dirt
trails. While these roads are sufficient to allow the transport of farmer's
goods to the local market, more carefully constructed paved highways, realm-sponsored
inns, and permanent military encampments are required to support major overland
trade routes or to facilitate the expeditious movement of military units. Likewise
bridges must be built over major rivers in order to allow trade routes or quick
military travel between provinces. Military/trade highways and bridges are domain
assets that are constructed using the Build domain action. The construction
of a highways costs double the province's terrain movement cost (see Table 6-4)
in gold bars. Once complete, a highway has a yearly maintenance cost of half
this amount (i.e. equal to the province's terrain movement cost). If the maintenance
cost is not paid each spring, then the road falls into disrepair and ceases
to provide movement or trade benefits.
Alliances
Among the most important assets that a domain can possess are strong alliances
forged with other regents whose interests are similar to those of the domain.
Alliances are generally forged using the domain action diplomacy or over the
course of other character actions. There are five possible levels of military
alliance between realms. Note that states of military alliance are distinct
from the realm's diplomatic attitudes. Two realms may be hostile towards each
other, but be forced into non-aggression by a tradition, conquest, or common
interest. Likewise, two realms that are friendly towards each other may find
themselves at war due to conflicting military alliances or other factors.
At war: Realms are officially at war whenever either side makes a public proclamation
to that effect. Declaring war requires the use of the domain action decree.
Realms that are officially at war may agree to certain terms of warfare that
may limit the field of battle, the role of peasants and other non-combatants,
and the periodic exchange of prisoners. Negotiating terms of war requires a
diplomacy action (usually during the domain action in which war is decreed).
You may move military units into a realm with which you are at war using a free
move troops domain actions. Moving troops into a realm with which you are at
war is a free action. Traveling with an army on the move is a character action.
No alliance: This represents the default state of affairs between most realms.
The realms generally respect each other's borders. Although border raiding may
occur, a state of war does not officially exist between the realms. The orders,
checks, counter-checks and political finagling that must be satisfied to have
a military force move into a neutral realm takes a standard move troops domain
action. The regent may or may not travel with the troops, at his discretion.
Non-aggression pact: This level of alliance represents an official, documented
declaration of non-aggression between two realm. Generally, military forces
of each realm are legally prohibited from crossing into the other's realms under
penalty of an instant state of war. Only the most chaotic of forces will follow
any order to violate this pact. The orders, checks, counter-checks and political
finagling that must be satisfied to have a military force move into a neutral
realm takes a standard move troops domain action. The regent may or may not
travel with the troops, at his discretion.
Military alliance: This represents an official, documented declaration state
of alliance between two realms. Declaring a military alliance requires a successful
standard diplomacy action followed by a decree action. Military forces from
allied realms may move (as a free action) or garrison in either realm in the
same manner than they can in the realm of their regent. A military alliance
does not necessarily guarantee coordination in the military actions of the realms,
but it is often the case that two allied realms will aid each other when either
is threatened.
Full vassalage: This represents an official relatively permanent state of alliance
between two realms. Declaring vassalage requires the same diplomacy and decree
actions required for a military alliance along with a public investiture to
seal the oath of fealty. The vassal liege is expected to defend the borders
of the vassal realm as if it were his own. In return, the vassal subject is
expected to provide military support by loaning troops to the vassal lord as
requested and to pay possible tribute (in the form of gold bars and regency
points) to support the liege and his military actions.
Strategic warfare
If I am able to determine the enemy's dispositions while, at the same time,
I conceal my own, then I can concentrate my forces and his must be divided.
And if I concentrate while he divides, I can use my entire strength to attack
a fraction of his. Therefore, I will be numerically superior.
The enemy must not know where I intend to give battle. For if he does not know
where I intend to give battle, he must prepare in a great many places. Numerical
weakness comes from having to guard against possible attacks; numerical strength
from forcing the enemy to make these preparations against us. - The Art of War
At the strategic level, warfare is broken up in to war moves each lasting approximately
one week. During each war move, every regent gets to move troops. After troops
have been moved, battles are resolved in areas that have opposing forces. Like
character combat, warfare is cyclical - everybody acts in turn in a regular
cycle. In domain-level play, war moves are resolved one month (four war moves)
at a time, before any domain actions for the month are resolved. Each war move
consists of the following phases:
1. Military intelligence: The DM determines which military units are
visible to each regent.
2. Strategic movement: Each regent moves his or her troops, in domain
initiative order.
3. Strategic adjustment: Hostile regents vie for the opportunity to respond
to strategic movement.
4. Battle resolution: After all movement is completed, battles are resolved
in all provinces containing opposing forces.
5. Repeat: A new war move begins (repeat, starting from step 1) until
all four war moves for the month are resolved.
Military intelligence
Sound military intelligence is absolutely crucial to a military campaign. A
regent is almost always aware of the location of his own units, but is not necessarily
aware of the current location of opposing forces. A regent attempting to determine
the location of enemy troops (the viewing regent) must rely on information retrieved
through his agents, or the agents of his trusted allies - other sources are
likely to be out of date, misleading, or possibly even planted as part of an
active campaign of deception and counter-intelligence.
An army unit is considered to be visible to the viewing regent if the province
in which the hostile unit is located satisfies one of the following conditions:
1. The province is claimed by the viewing regent (via investiture or occupation).
2. The viewing regent has a military unit in the province.
3. The viewing regent has a unit of scouts in an adjacent province.
If an army unit becomes visible when entering a province, the viewing regent
is aware from which province the unit entered. Furthermore, the regent is aware
of which adjacent province a visible unit moves into should it move out of visibility.
The viewing regent is aware of the general type (footmen, horsemen, humans,
goblins, etc.) of any visible unit. A unit of scouts provides the exact unit
type (Anuirean Elite Infantry, Mercenary Goblin Calvary, etc.) and the normal
unit statistics for all units in its current province.
The disposition of units in provinces for which the viewing regent lacks visibility
is far more difficult to obtain. Military intelligence is obtainable by spies
(via the espionage domain action), magic (via the scry realm spell), diplomacy,
or the actions of player characters (via character actions).
A naval unit is visible to if the viewing regent only if the viewing regent
has a naval unit in the same maritime area.
Strategic movement
The regents' regular domain initiatives determine the order in which they act
during the war move. A regent's domain initiative is used for every war move
of the entire season (12 war moves). The war move is an abstract period of time
appropriate to the scale of the strategic situation. A war move corresponds
to approximately one week and the distances moved during each week are measured
in provinces (on land) or maritime areas (at sea). Terrain, the existence of
roads or highways, the unit type, and the weather affect the number of movement
points required to advance through a province. Each unit has a move statistic
measured in movement points per war turn. A unit spends it movement points during
the war move to advance through provinces.
Terrain
An army unit's movement rate assumes that the unit is scouting for ambushes,
foraging for supplies, carrying tools and military equipment necessary for a
unit on the march, and building temporary fortifications for encampment each
night. When traveling along major highways in friendly provinces, the unit can
travel more lightly and spends less time foraging, thus increasing the number
of provinces it can traverse. Conversely, difficult terrain may decrease the
number of provinces that an army can traverse per week.
The number of movement points required to advance through a province are listed
by terrain type in Table 6-5. These movement rates include all normal overhead,
including time spent scouting, foraging for supplies, and building temporary
fortifications for encampment each night.
Travel is quickest on major highways in friendly provinces. Paved military/trade
highways are engineered to allow for the quick passage of military forces and
laden wagons. Highways are domain assets constructed using the build domain
action. Such highways have fortified inns or semi-permanent camps, regular supply
depots, and other amenities that allow friendly units to travel at an increased
rate. Hostile units do not receive any advantage in a province that has highways
as taking the minor fortifications that protect the resources of the highway
by force is more time consuming than traveling on less well-defended roads.
Movement point costs by terrain
Terrain | Trackless | Road | Highway |
Plains, Steppe, Scrub | 1 | 1 | 0.5 |
Forest | 2 | 1 | 0.5 |
Jungle/Dense forest | 4 | 2 | 0.5 |
Swamp | 3 | 2 | 0.5 |
Hills | 2 | 2 | 1 |
Mountains | - | 4 | 2 |
Sandy desert | 3 | 2 | 0.5 |
Tundra | 3 | 2 | 0.5 |
Major river crossing see below | see below | + 1 MP | + 0 MP |
Most provinces do not have highways, but almost all civilized provinces have
systems of minor roadways, most of which are simple single-land dirt tracks
wide enough for a wagon or carriage. All provinces of level 3 or higher are
assumed to have normal roads. Provinces of level 2 are considered trackless
for purposes of military movement; the few paths that may exist in the province
provide no major benefit to an advancing army.
Some units (such as scouts) have the ability to pass freely through some terrains.
A unit that can pass freely through a trackless terrain may use the movement
point costs as if the province had roads.
Any river that is significant enough to be drawn on the atlas map is considered
a major river. Depending on the level of roads within the province, there may
be a movement cost associated with passing between any two provinces that have
a major river separating them. If either province lacks roads, then no standing
ford or bridge exists between the provinces. In this case the army must spend
an entire war move constructing rafts, building bridges, and/or floating its
wagons across the river. The movement cost to cross a river without a bridge
or ford is equal to each units' full movement rating + 1; thus it always takes
at least one full war move to cross a wild river. If both provinces have normal
roads then the cost to cross a river is 1 MP. This crossing makes uses of existing
fords, minor bridges, ferries, and other existing means of crossing the river
used by normal travelers. There is no additional cost to cross a river spanned
by a military/trade bridge constructed using the build domain action.
Naval terrain
The movement point cost of a naval travel is indicated on the maritime map.
Most naval vessels are a deep draft, and thus can traverse only the largest
rivers. Light ships may move down a major river traveling from one province
directly to an adjacent province on the same river. River movements down river
cost 1 MP per adjacent province traveled. Travel upriver costs 2 MP per adjacent
province traveled. Keelboats can traverse minor rivers and lakes.
Weather
Weather conditions have a significant effect upon the movement of large bodies
of armed troops. Prior to each war move, the Dungeon Master can determine the
primary weather conditions that dominate the week using Table 3-19: Random Weather,
in the Dungeon Master's Guide. Weather conditions effect strategic movement
as follows:
Normal weather (01-70): Unit movement is unmodified in normal temperatures.
Abnormal weather (71-80): Abnormally harsh weather is cause for caution. Units
cannot perform a forced march during abnormal weather. Units that expend more
than half of their movement points receive subdual hit. This penalty is doubled
in cold (winter) temperatures. Naval units: Movement rates are at 3/4 normal
speed at sea. In cold weather, naval units must make a morale save against DC
5 or receive a hit.
Inclement weather (81-90): Fog and muddy roads caused by rain, sleet, and deep
snow make travel difficult and slow. Units that travel in inclement weather
must make a morale save against DC 5 (DC 10 in cold weather) or receive a subdual
hit. Normal roads become next to useless in inclement weather - units traveling
through provinces that do not have paved highways must move using the movement
point cost appropriate for trackless terrain. Travel is difficult and visibility
- units are only visible to the viewing regent if A) they are in a province
claimed by the viewing regent and the regent has a military unit in the province,
or B) a unit of scouts is in the province with the hostile units. Naval units:
Hostile naval units are always invisible in inclement weather. Movement rates
are halved at sea. In cold weather, naval units must make a morale save against
DC 10 or receive a hit.
Storm (91-99): Military travel is impossible. All ungarisioned units must make
a morale save against a DC 10 (DC 15 in cold weather) or receive one hit of
subdual damage. Hostile units are not visible. Naval units: Hostile naval units
are always invisible during stormy weather. Units in coastal areas may put into
port immediately. Naval units not in port must make a morale save against a
DC 10 (DC 15 during winter) receive a hit. Naval units that do not put into
port are forced move their full movement rate in a randomly determined direction.
If the unit moves into a coastal province, it must make a morale save against
a DC 10 (DC 15 during winter) or run aground and be destroyed.
Powerful storm (100): Travel is impossible. All ungarisioned units receive one
hit. Hostile units are not visible. Naval units: Hostile naval units are always
invisible during stormy weather. Naval units take an automatic hit and must
make a morale save against a DC 10 (15 during winter) or founder and be destroyed.
Naval units move twice their full movement rate in a randomly determined direction.
If they move into a coastal province, they must make a morale save against a
DC 15 (DC 20 during winter) or run aground and be destroyed.
Forced march
In a normal day's march, an army unit spends approximately four hours on the
move. It takes approximately two daylight hours for an army to wake, break camp,
and prepare for the march. After the four hour mark, it takes approximately
two hours for soldiers to make camp, construct temporary fortifications, and
scout the area. The remaining four hours of daylight are generally spent foraging
for food and firewood, in drill, or at ease.
In extremis, a military commander can order their troops to advance for 8 hours
a day. A unit that performs a forced march doubles its movement rate for the
war move. This is a grueling pace for military unit in full battle dress. Each
unit must also make a morale save against a DC 10 or receive one subdual hit.
Units receive a +2 circumstance bonus to this morale save in peace-time due
to the aid in provisioning and lodging received from local citizens.
Placing units in garrison
Any unit that remains its home province and that does not move or fight for
all four war moves is considered to be in garrison. Units must be in garrison
in order to train (see improving units), heal damage (see combat basics).
Sailing deep ocean areas
The sailing movement rating of naval units assumes that the vessel hugs the
coast and puts into port during night-time hours. Deep ocean-going vessels can
sail at double this rate when at deep sea, but traveling far from land adds
the risk of being far from port in dangerous conditions.
Encountering hostile forces or fortifications
A visible unit cannot move through a province that contains hostile units without
engaging them in battle. If a unit enters a province and finds that it contains
hostile units, it may either stay and fight or (if its movement rating allows)
retreat back to the province from which it came.
Similarly, an army cannot easily pass through a fortified province. In order
to pass through a fortified province, the province's fortifications must be
neutralized or conquered. A province's fortifications can be neutralized by
putting them under siege. It requires one unit per fortification level to neutralize
a province's fortifications. For each season of continuous siege, a province's
fortification level is permanently reduced one level. An attacker can also choose
to attempt to take a province's castle by storm. Details on taking a fortification
by storm are presented in the section on tactical warfare.
Strategic adjustment
Once all regents have moved their units for the war move, opposing regents may
vie for a strategic advantage. All regents (or their designated lieutenant generals)
make an opposed Warcraft check. In reverse order (i.e. from the lowest check
total to the highest), each regent may complete his or her strategic movement
by making a final adjustment. Each regent may move any units that have movement
points unspent, subject to the following conditions:
1. A regent may not move troops into a province that contains hostile units
belonging to a regent with a higher Warcraft check total.
2. A regent may not move troops away from a province that contains hostile units
belonging to a regent with a higher Warcraft check total.
Battle resolution
Battles take place when either of two hostile forces occupying a province wishes
to engage the other. Battles resulting from a war move are resolved, one at
a time, at the end of the same war move. Such conflicts can be resolved in any
order desired. Battles can be resolved in several ways: DM fiat, role-playing,
quick resolution battle, or tactical battle using war cards.
Tactical battle: The recommended system for resolving tactical battle
is the use of War Cards, as described in the next section.
DM Fiat: If the DM has good reason to judge a winning side and the losses
taken by each side, he may do so. However, this should generally be done only
for minor battles, battles consisting entirely of NPC forces, or for the purposes
of plot advancement.
Role-playing: Although challenging, a dedicated DM could conceivably
run a sequence of combats to help determine the outcome of a major battle. In
practice, this system works best when combined with the tactical battle rules
to help determine the combat in which the players take part.
Quick battle resolution: Although tactical war card battle provides an
excellent storytelling mechanic, it is sometimes necessary to determine a rough
outcome of a battle more simply. The quick battle resolution system provides
a mechanic towards this end.
During each quick tactical round, determine the average attack and defense of
each army. During the first round only, each unit may use their charge, melee,
or missile rating for determining the average attack bonus of the army. During
the subsequent rounds, all units must use their melee rating for determining
the average attack bonus of the army. Tactical modifiers due to terrain, weather,
visibility, and fortifications (refer to the section on tactical warfare) can
be applied to these averages to increase the fidelity of the quick resolution
at the cost of slowing down the calculation.
After calculating these averages, each army calculates the damage inflicted
to the enemy. The number of hits inflicted to the enemy is calculated using
the following formula: Total hits inflicted = 0.05 x (11 + average attack bonus
for the attacking army - average defense of target army) x the total number
of units in the attacking army.
Each side calculates the number of total number of hits that they inflict to
the other side. All fractions should be dropped and the minimum damage inflicted
is always 1 hit. Each side distributes the damage to their armies and removes
any units which are destroyed (0 hits remaining). New average attack and defenses
bonuses are then calculated for each army, and this process repeats until one
army is destroyed or until either army chooses to withdraw. A withdrawing army
may retreat into any adjacent friendly province that contains no hostile forces.
If no such province exists, the army may not retreat. Retreating units are subject
to standard movement restrictions, if they do not have sufficient movement remaining
to retreat, then they must perform a forced march or be left behind.
The Aftermath
After battle, armies will often wish to remain in the embattled province to
enjoy the fruits of victory. A defenseless province can be occupied and then
pillaged or invested. A province is defenseless only if its province fortifications
are neutralized and if there are no defending forces attempting to battle the
occupying forces in the province.
Occupation: In order to occupy a province, units must spend four war moves stationary
and unopposed in the province. If a unit moves, or is involved in any battle,
it may not occupy or pillage the province.
An occupied province is considered to be under martial law and generated no
regency and reduced income for its regent. Furthermore, holdings within the
province may be destroyed by the occupying forces. Refer to the Occupy Province
domain action in Chapter Five for specific details.
Pillaging: Pillaging a province produces immediate loot, but permanently reduces
the province level by one. Each pillaging unit gathers 1 GB for the pillaging
regent up to a maximum equal to the seasonal taxation for the province (at severe
taxation). An occupied province can be pillaged once per month until its level
falls to zero.
A province's holdings can be pillaged to generate 1 GB per holding level destroyed.
Each pillaging unit may automatically destroy one level of an unfortified temple,
law, or guild holding each month. Source holdings cannot be pillaged.
Investiture: An occupied province can be invested only if all province fortifications
have been destroyed. Investiture of a province usually requires an official
ceremony of investiture performed by a recognized head of church. Refer to investiture
in Chapter Five: Ruling a domain.
Tactical warfare
In tumult and uproar, the battle seems chaotic, but there must be no disorder
in one's own troops. The battlefield may seem in confusion and chaos, but one's
array must be in good order. One who is skilled at making the enemy move does
so by creating a situation, according to which the enemy will act. He entices
the enemy with something he is certain to want. He keeps the enemy on the move
by holding out bait and then attacks him with picked troops. - The Art of War
Tactical warfare is resolved using a battle area divided into three lines (from
the perspective of each player, these lines are the friendly line, neutral ground,
and the enemy line) and two reserves (the friendly reserve and the enemy reserve).
Each line consists of five areas (spaces where War Cards representing units
are laid): right flank, right center, center, left center, and left flank. Thus,
the tactical battlefield is divided into 15 areas and two reserves. The friendly
and enemy reserves are considered to be adjacent to all areas on the friendly
and enemy lines, respectively. Any number of units can be placed in the reserves,
but each side may only place one military unit per area. An area can contain
at most two units, one from each army; this indicates that the units are engaged
in combat.
Battlefield setup
The first step in playing out a tactical battle is to determine the initial
battle conditions. The following battlefield factors must be determined before
battle can commence: 1) Terrain, 2) Weather, 3) Visibility, 4) Fortifications,
and 5) Initial unit placement.
Tactical effects of terrain
One of the most important factors in warfare is the nature of the terrain. A
unit of knights is a force to be feared in the open plains, but is relatively
weak if engaged in a bog. In general, armies tend to meet on open battlefields.
All provinces, no matter how wild, have large open sites that are suitable for
war. However, each province also has a major terrain type (plains, mountains,
swamp, forest, etc) and optional minor terrain types (determined by the DM)
in which either general may attempt to force the battle. Both generals must
select a terrain. If both sides agree, then the battle takes place in that terrain.
Otherwise, the generals of each army must attempt to manipulate the other into
meeting on their terms.
The generals of the opposing armies may make an opposed Warcraft check to determine
which general is better able to force the site of the battle. A general fighting
in his home realm receives a +4 bonus on this check. A general that is attempting
to force the battle to an open terrain receives a +2 bonus to his Warcraft check.
A general that is attempting to force the battle into a minor terrain of the
province receives a -4 penalty to their Warcraft check. In the case of a tie,
the armies meet in the open.
The terrain type of the battlefield affects all units in every area of the field.
Units (such as Scouts) that have the special ability to "move freely"
are not affected by terrain movement penalties, but are subject to terrain combat
penalties. Potential battlefield terrains include:
Open: This terrain represents plains, scrub, or any other terrain in which movement
is relatively free and unrestricted. The open terrain is considered the default
battlefield and provides no adjustments to tactical combat. Movement: No effect.
Combat: No effect.
Forest: This terrain can be used for any area forested enough to interfere with
visibility and mobility. Movement: Mounted units have a maximum movement of
1. Combat: No units can make charge attacks. All missile attacks suffer a -4
penalty to their attack rolls.
Jungle: This terrain can be used for any area with dense, constricting undergrowth.
Movement: All units have a maximum movement of 1. Combat: No units can charge
or make missile attacks.
Swamp: This terrain can be used for any battlefield with exceptionally poor
or dangerous footings, such as a bog, tundra, an ice field, or a sandy desert.
Movement: All units have a maximum movement of 1. Combat: No units can charge.
Mounted units suffer a -2 penalty to their Defense and Melee attacks.
Hills: This terrain can be used to represent any battlefield with areas that
provide advantages to the first unit to occupy the area. Movement: No effect.
Combat: Units moving into an area occupied by hostile forces cannot charge.
The preexisting units are may charge the engaging unit normally. A unit stationed
in an area has a +2 to defense and all attack rolls during the first round of
the engagement against a unit moving into the area. These bonuses do not apply
against Dwarven units.
Mountain/Cliff: This terrain can be used to represent a battlefield with highly
defensible passes that are difficult to attack. Movement: Mounted units have
a maximum movement of 1. Combat: No units can charge. Missile fire from adjacent
areas is impossible. The unit first stationed in an area has a +2 to defense
and all attack rolls against a unit that engages them in the area. These bonuses
do not apply against Dwarven units.
Deep water: This terrain represents a naval battlefield in which movement is
unrestricted. Deep water is considered the default terrain for naval battles
and provides no adjustments to tactical combat. Movement: No effect. Combat:
No effect.
Shallow water: This terrain represents coastline, rivers, shoals, or any other
area that might restrict the movement of large naval units. Movement: No effect.
Combat: Units cannot charge. Heavy naval units suffer a -2 penalty to defense
and all attack rolls.
Tactical effects of weather
Inclement weather can have a major impact upon an armed conflict. The battlefield
is affected by the weather conditions prevailing during the strategic war move.
Normal: This weather condition represents relatively clement conditions. The
normal weather is considered the default and provides no adjustments to tactical
combat. Movement: No effect. Combat: No effect.
Abnormal weather: This represents conditions that are unusually harsh to the
affected armies. Generally, abnormal weather only has an effect on a unit in
its homeland during winter (cold) or summer (heat). For example, abnormal weather
in Rubik's fall would have little effect on the Rjurik, who are well equipped
for their seasons. However, an Anuirean unit might be affected adversely by
abnormal weather in the Rjurik fall. Combat: Affected units have a -2 penalty
to all attacks.
Inclement weather: This represents conditions of precipitation or wind that
hinder movement and reduce visibility. Movement: Movement ratings are reduced
by 50% (to a minimum of 1). Combat: All units have a -4 penalty to missile combat
ratings. Units affected by abnormal weather in the climate also receive an additional
-2 penalty to all attacks.
Storm: This represents conditions of strong wind or precipitation that hinder
movement and reduce visibility. Movement: Movement ratings are reduced to one.
Combat: Units suffer a -2 penalty to melee attacks and cannot charge or use
missile weapons.
Major storm: Combat is impossible.
Tactical effects of visibility
The cover of darkness, fog, or other conditions that affect visibility may turn
the outcome of a tactical encounter. Most battles take place in conditions of
full visibility. If the players desire different visibility conditions then
the players must make an opposed Warcraft check to determine which player best
controls the timing of the battle.
Full: This visibility condition represents normal daytime visibility. Full visibility
is considered the default and provides no adjustments to tactical combat. Movement:
No effect. Combat: No effect.
Limited: This visibility condition represents limited visibility due to darkness,
heavy fog, or other impediments to vision. Movement: No effect. Combat: Units
may not use missile attacks against units in adjacent areas. Units receive a
-1 penalty to all attacks. Units composed of races with special sense may overcome
the penalty. For example, dwarves, elves, and goblins, do not suffer visibility
penalties at night.
Tactical effects of fortifications
Unlike terrain, weather, and visibility, some features may apply to only a portion
of the battlefield. For example, an armed camp, a city wall, or a cliff-top
castle may provide significant bonuses to some areas of the tactical map, but
do no necessary apply to all areas of the map.
If a province has a fortification, the owner of the fortification may use it
during the battle if they are attacked. If they declare the attack, they may
not use their fortification. If neither side wishes to attack, both armies remain
in the field, but the hostile side cannot advance though the province unless
they neutralize the fortification.
If a fortification is in use, then the tactical effects of fortifications apply
to the entire friendly line of the army that possess the fortification. The
remainder of the battlefield may be subject to other terrain conditions, depending
on where the fortification was built. Full fortifications can only be built
in open terrain - thus any battle in which a full fortification is used always
takes place in open terrain. Limited fortifications can be built in any terrain,
but the terrain modifier does not apply in the fortified areas.
Limited fortification: A limited fortification represent a temporary
or partial fortification, such as those at an entrenched armed camp or the walls
of a village. All armies are assumed to construct reasonably fortified positions
at the end of each day's march - such minor fortifications are equivalent on
both sides, provide no tactical benefit, and are not considered to be limited
fortifications. In order to build a fortification significant enough to qualify
for a limited fortification bonus, an army must occupy the province for four
war moves. Movement: No effect. Combat: Units cannot charge in fortified areas.
All friendly units receive a +1 to all defense ratings (this does not apply
vs. artillerists). Friendly units in the fortification receive a +4 bonus to
morale saves. This defense bonus does not apply against Artillerists units.
Full fortification: A full fortification represents a permanent structure
constructed with the build domain action and maintained through a seasonal maintenance
fee. Castles, major walled cities, and fortified holdings provide full fortification
benefit. Full fortifications can only be constructed in open terrain and all
battlefields that involve full fortifications must use the open terrain modifier.
Movement: Hostile mounted units cannot enter the area. Any attacking
foot unit attempting to enter a fortified area (even from another fortified
area) is immediately subject to an attack by the fortification defenses; this
free attack is a missile attack with a bonus equal to the fortification level.
After resolving this attack, the foot unit may attempt to enter the area.
In order to enter the fortified area, the attacking commander must make an opposed
Warcraft check against the commander of the defenses. The offense receives a
bonus equal to the melee score of the attacking unit. The attacker receives
an additional +4 bonus if they have a unit of Artillerists traveling with their
army (to supply siege ladders/towers, covered rams, etc). The defense receives
a bonus to this check equal to the double the fortification level, plus the
melee rating of the defending unit present in the area (if any). If the check
fails, the foot unit fails to enter the fortification; they remain in their
previous area and their movement ends. Routed units recover immediately if they
enter a friendly fortified area.
Combat: No unit can charge in the area. All friendly units add the fortification's
rating to their defense (this does not apply vs. artillerists). Friendly units
always make morale saves.
Special: A commander defending a fortification receives the fortification
level as a bonus to Warcraft checks to determine tactical initiative and initial
unit placement.
A hostile unit that is unopposed in a fortified area during the attack phase
may "take the fortification" as its attack. That area is no longer
considered fortified. The defender is not forced to withdraw from the field
of battle (even if they have no units on the field) until all fortified areas
have been taken.
Initial unit placement
The order of unit placement is determined by an opposed Warcraft check, with
the winner setting up their forces last. Each side places their units in any
of the areas in their friendly line or reserve. Thus, at most five units from
either side (one per area in their friendly line) are initially on the battlefield.
After the initial units of both sides are placed, the battle is ready to commence.
The battle
After the battlefield is setup, the battle begins. Like character combat, tactical
combat is cyclical. Each side acts in turn in round. Each tactical round consists
of the following phases:
Sequence of tactical battle
A. Movement phase
1. Tactical initiative is determined
2. First side moves all unengaged units
3. Second side moves all unengaged units
4. Battle magic declared
5. Routed units attempt to recover morale
6. Units attempt to evade or retreat
7. Surrender or withdrawal
B. Attack Phase
1. Resolve stationary missile attacks
2. Resolve charge attacks
3. Resolve melee attacks
4. Resolve moving missile attacks
Movement Phase
Initiative: Unlike character combat, tactical initiative is not guaranteed
to be in the same order each round. Every tactical round the generals of each
army must make an opposed Warcraft check (Profession (Sailor) at sea). The winner
of the check decides which player moves first.
Unit movement: A war card is a counter representing a military unit on the battlefield.
A unit can be moved a number of areas equal to its movement in one round. For
example, a unit of archers (move 2) could march from the friendly center to
the enemy center in one round. All units can move forward, backward, or sideways
(but not diagonally) a number of areas equal to its move rating.
A unit may pass through areas that contain unengaged friendly units. If a unit
enters an area with a hostile unit, the units become engaged. Engaged units
are locked in battle and neither side can move from the area until one side
evades, retreats, or is destroyed.
Reserves: Moving from any area in the friendly line into the friendly
reserve counts as moving one area and ends the unit's movement for the turn.
Likewise, moving from the friendly reserve into any area in the friendly line
counts as moving one area and ends the unit's movement for the turn (note, however,
that if the unit has a move greater than one, it may still use that movement
to charge, withdraw from a slower unit, or any perform any other action which
requires unspent movement). Units may never move into the enemy reserve.
Routed units: Unengaged, routed units must attempt to return to its reserve
by the shortest path and as quickly as possible. Routed units never attempt
to engage an enemy and thus may not enter areas containing an enemy unit.
Battle magic declared: Any units containing a spellcasters capable of
battle magic (see Magic on the battlefield, below) declares any special bonuses/penalties
for the tactical round.
Recover from route: All units that are currently routed may attempt to recover
their discipline. Routed units can rally with a successful morale save against
DC 15. Routed units receive a +2 circumstance bonus to this check in their reserve.
Retreat: Instead of attacking, an engaged unit may attempt to disengage
from combat and retreat. A unit that retreats is immediately subject to an attack
of opportunity (melee or missile) from the hostile unit. A unit that retreats
is not allowed to make any attacks in the attack phase of the war round.
Retreating does not allow a unit to exceed its normal movement for the war turn;
thus, units that have already moved their maximum move cannot retreat. Retreating
units may only move through empty areas; they cannot pass through areas containing
friendly units nor can they engage hostile units. Retreating units may not move
towards the enemy's side of the field or from the direction from which the enemy
attacked.
Evasive retreat: In the first round of an engagement (before either side has
made a melee attack) a eligible units may make an evasive retreat. The hostile
unit does not get an attack of opportunity against an evasive retreat. To be
eligible for an evasive retreat, a unit must have a higher move rating than
its opponent. Evading unit may retreat only one area. Evading units, like all
retreating units, are not eligible to make an attack in the attack phase.
Routed units: Routed units must always attempt to retreat unless they
have no area in which to make a legal retreat move.
Surrender or withdrawal: Either player may surrender his army (terms are negotiable)
or attempt to withdrawal from the field. An army with no units on the battlefield
must immediately withdraw. The DM can also call a halt to the battle if there
is a clear stalemate (both sides refuse to move, one side is capable of evading
the other indefinitely, etc.). See Ending the Battle, below.
Attack Phase
After all units have been moved, each engagement and missile volley is resolved
in order. The steps of this phase are resolved in order, so a charging cavalry
may route or destroy an infantry unit before the infantry takes its melee attack,
and so on. Attacks within each step are simultaneous, so two units charging
each other can kill each other in the same step. Each unit can attack only once
during the entire attack phase sequence. See the subsection on Combat basics
in the Military units section for description on how to resolve attacks, damage,
and determine route condition. Routed units suffer a -4 penalty to all attack
rolls.
Stationary Missile Attack: A unit with missile capability that did not begin
the round engaged and did not move during the current round qualifies for stationary
missile fire. The unit may use its missile rating to attack any unit(s) in an
adjacent (non-diagonal) area. The unit may also use its missile rating to attack
a hostile unit during the first round of an engagement (effectively giving the
missile unit a "last missile attack" before they draw their weapons
and engage in melee battle). If missile fire is directed against an area in
which forces are engaged then two attacks must be resolved; one against each
unit (friendly and enemy alike), but at a -2 penalty to each.
Charge Attack: Any unit that begins the round unengaged and ends the round engaged
and with at least one area worth of movement left may use its charge/ram bonus
to its melee attack. Thus, a unit that moves its full movement rate across the
battlefield to engage an opponent cannot also make a charge. It is possible
(likely, in fact) that two units of knights (move 2) that begin a battle across
the battle board from each other will both move to the center of the board in
order to charge each other. Routed units may not charge. Pike units attack damage
during this phase for the first round of any engagement only. This attack inflicts
double damage against charging units.
Melee Attack: All engaged units can make a melee attack unless they have
already acted in this attack phase.
Moving Missile Attack: Units with missile capability that have moved,
but that (1) not currently engaged, and (2) have at least one area of movement
unused, may make a missile attack against units in adjacent areas. If missile
fire is directed against an area in which forces are engaged then both units
(friendly and enemy alike) must resolve an attack against the incoming missile
fire.
Ending the battle
A battle ends when one army is destroyed, surrenders, or withdraws from the
battlefield entirely. Only units in the reserve may withdraw from the battlefield;
units on the battlefield must attempt to return to the reserve in order to join
the withdrawal. A commander is forced to withdraw if all his units on the battlefield
are currently in the reserve; in effect, he's lost the field. Terms of surrender
are negotiable; units may be taken prisoner, stripped of weapons and returned
to their homelands, traded for captured friendly units or gold, or put to the
sword. Arranging for a trade or random of capture units generally requires a
Diplomacy domain action.
When an army withdraws, they are allowed to make an immediate move to any adjacent
friendly province in which no hostile troops are present. If no such province
exists, then the army is forced to surrender. The army must pay the standard
cost for this movement, thus, if units in the army have already expended their
full movement they may have to make a forced march or be unable to withdrawal.
Any units that lack the movement points necessary to leave the province must
surrender instead.
Naval battle
Naval tactical battles are conducted with the same general tactical rules as
land-based battles. The principle difference is that each naval unit may carry
with it a contingent of soldiers. The "bunks" rating of a vessel determines
the maximum number of army units that a vessel may transport. These army units
can make additional attacks to represent boarding actions.
Once two naval vessels are engaged in the same tactical area, army units on
the vessel may attempt to board the enemy vessel. After the first round of engagement,
all units aboard both vessels are considered to be engaged with all hostile
units. Each attacking unit may choose any enemy unit as its target; if the defending
vessel has no military unit then the boarding unit may attack the vessel itself.
Generally, boarding units attack to subdue opposing naval vessels. A staggered
warship with an army unit aboard surrenders and is taken prize. With an army
unit aboard to keep the sailors prisoners, a captured vessel can be sailed to
a friendly port, crewed with friendly forces, and added to the victor's navy.
A ship is recrewed by healing the vessel to maximum of damage, using the standard
rules for healing unit damage. Alternatively, a warship can be sold for profit
on the open market (generally for 30-80% of its muster cost).
Characters on the battlefield
Heroes unit
The overall efforts of a group of heroes, monsters, and other powerful individuals
on the battlefield can have significant effect on the course of battle. The
general of an army, along with his or her companions, retainers, or bodyguards
may form a Heroes unit. Likewise, a powerful monster or group of monsters can
act as a Heroes unit. The effectiveness of a Heroes unit lies primarily the
exceptional battle skill of the heroic companions and its high mobility that
allows the heroes to be present at critical points in the battle lines each
war round.
Unlike normal army units, a Heroes unit does not engage in combat directly,
instead, the hero's unit joins a normal military unit and provides bonuses to
that unit for the tactical war round. A Heroes unit moves using the same rules
as normal military units, but it must end its movement on a friendly unit. The
friendly unit receives bonuses to its normal combat ratings to represent the
aid of the heroes during battle.
Hero unit bonuses
EL | Attack | Defense | Morale |
6 | +0 | +0 | +2 |
8 | +2 | +0 | +2 |
10 | +2 | +1 | +2 |
12 | +2 | +1 | +4 |
14 | +4 | +1 | +4 |
16 | +4 | +2 | +4 |
18 | +4 | +2 | +6 |
20 | +6 | +2 | +6 |
In order to be effective, a Heroes unit must be small, mobile, and skilled.
A maximum of eight individuals can be part of a Heroes unit. Each character
must also be of at least 3rd level in order to contribute to the Heroes card.
A character that is casting battle magic cannot also be part of a heroes unit
during the same tactical round. The effective EL of the group determines the
bonuses provided by the Heroes card. These bonuses are applied to the unit the
Heroes aid during the tactical round.
Mobility is a critical factor in the effectiveness of the heroes. The Heroes
unit's movement rating is determined as follows.
Hero unit move
Move | Requirements |
1 | None |
2 | All heroes are mounted or have a movement rate of 30"+ |
3 | All heroes have at least one rank of Ride and are mounted on war-trained steeds |
4 | All heroes have at least 5 ranks of Ride and are mounted on war-trained steeds |
A Heroes unit's movement during a tactical round affects the types of attacks
that the unit can support. For example, if a Heroes unit moves during tactical
round, then it cannot provide an attack bonus to stationary missile fire (only
moving missile fire). Likewise, if a Heroes unit has exhausted its movement
for the tactical round it cannot provide a bonus to charge.
If a unit containing a Heroes unit is destroyed, each hero should make a character
level check with the following results. Characters that are captured are usually
held for random or as hostages, but may be slain by merciless adversaries. Survivors
that return to the reserve may reform a new heroes unit.
Defeat on the battlefield
Result | Effect |
4 or less | Character is slain on the battlefield |
5 | Character is captured by the enemy |
10 | Character escapes the route, but is exhausted, wounded, and may not participate in the remainder of the battle. |
15 | The character escapes the route and returns to the reserve in 1d4 + 1 tactical rounds. |
20 | The character escapes the route and returns to the reserve at the end of the tactical round. |
Variant: Role-playing battle encounters
Instead of providing fixed bonuses based on the EL of the heroes, a DM can also
pause the War Card battle to run encounters when the Heroes unit is engaged.
Based upon the outcome of the skirmish, the DM can have the Heroes unit provide
a greater or lesser bonus than indicated by the heroes' EL. In this case, the
unit attack roll should not be made until after the skirmish is complete.
When two units with Heroes cards engage, a battle between the opposing heroes
can be resolved as a standard encounter. After the combat is resolved, new ELs
for each Heroes card should be determined before apply bonuses to the unit attack
roll.
Commanders and Lead
A passionate and skilled leader can lead a unit to feats of bravery that might
otherwise be beyond it. A unit receives a +1 to its morale bonus for every 5
ranks of Lead possessed by a character that is fighting as part of the unit.
Only one character can provide this bonus per unit. This character may also
be part of a Heroes unit, and these bonuses stack.
Magic on the battlefield
Realm spells can be used to bless, charm, teleport, or destroy entire armies,
but require a month-long casting time that makes them impractical for many defensive
purposes. Conventional spells can have significant impact upon a battle, but
such impact is no more or less profound that the skill of a heroic warrior of
equivalent level. Thus, the Heroes unit adequately represents a spellcasters
use of their normal spell list.
Spellcasters with the Battle Spell feat can provide even greater benefit to
the armies with which they are allied. Battle spells are meta-magically enhanced
conventional spells powerful enough to provide tactical bonuses to army units.
While specific spell effects used in battle magic vary greatly, the tactical
effects are always represented as an abstraction; battle spells provide a bonus
to a unit statistics of a unit for one tactical round.
The effect of the bonus is determined both by the power of the spell, and the
tactical skill of the caster. When a battle spell is cast, the caster must make
a Warcraft check (DC 10). If this check fails, the spell provides no benefit.
If the check succeeds, the battle-spell provides a base modifier equal to 1/2
x the spell level. This base modifier is increased by + 1 for every 5 full points
by which the Warcraft check exceeds DC 10.
The caster (with the aid of the DM) determines how the bonus provided by the
battle spell is applied. The bonuses/penalties of a battle spell last only for
the current tactical round. The bonus provided by the spell can be used to either
increase or decrease the offensive (melee, missile) or defensive (defense, moral)
statistics of the target unit. A battle spell used as a ranged attack can provide
a missile rating (at the battle spell bonus) to a unit otherwise without missile
capabilities.
For example, a spell caster traveling with a unit of Elite Infantry casts a
battle magic fireball and rolls a Warcraft check of 18. The spell provides a
+ 2 bonus (1/2 x 3rd level spell + 1 for being five full points over DC 10)
to the unit. The DM rules that a battlemagic fireball is equally effective in
impede an opposing charge (providing a defense bonus) as it is in blasting the
front line of an enemy's defense during an advance (providing a melee bonus)
or during a ranged attack (providing a missile bonus), but that it cannot be
used to provide a morale bonus. As the unit is currently unengaged, the spellcaster
chooses to use the battlespell to provide a +2 bonus to allow the unit to make
a missile attack (at +2 bonus). This missile attack is resolved using during
the attack phase as per a normal missile attack.
In the next round, the unit is engaged in battle against an overwhelming opponent.
The spellcaster feels that his only hope is to help route the enemy. He casts
a battle magic confusion that was prepared using the Empower Spell feat as a
6th level spell. The DM rules that the heightened confusion spell would produce
a more effective battlespell, and thus allows the spellcaster to count the confusion
spell (normally a 4th level spell) as a 6th level spell. The caster's Warcraft
check result is DC 20; thus the total modifier provided by the spell is 3 (1/2
x 6) + 2 (for being 10 points over the minimum DC) = 5. The target enemy unit
receives a -5 penalty to their morale save for the upcoming tactical round.
If the caster's unit is able to successfully damage the unit, there is a very
good chance that they will route.
Channeling battle magic is time-consuming and draining. While preparing a battle
spell, a spell caster cannot safely cast conventional magic. Likewise, after
casting a battle spell, a caster is incapable of casting any spells for a few
minutes. During the tactical round in which a spell-caster casts a battle spell,
they cannot cast conventional spells. This leaves them largely defenseless unless
they are well guarded. Thus, a spellcaster cannot also contribute to the EL
of a Heroes unit in any tactical round in which they cast a battle spell.
Battle spells require bulky ritual components. For arcane spell casters this
includes books of arcane lore and massive amounts of material components. For
divine spellcasters this includes portable altars, oils for anointing, prayer
books, and other expendable material components of magical or religious significance.
These components are generally transported in a war wagon dedicated to support
battle magic (see Special training, under Military Units).