Soldiers and Mercenaries (updated)
Choinski, Burton
Burton.Choinski at MATRIXONE.COM
Thu Apr 4 21:00:07 CEST 2002
Attached is the RTF of the current Soldiers text. I will be sending the .DOC
file to Wout. I presume that he can convert to HTML as needed. Any
comments on templates (and suggestions for others) welcome.
-- Burton
-------------------------------------
Dogs of War
Soldier and Mercenary Units in the Lands Perilous
Warrior I
AHP 15 OCV 4 DCV 2 NWI -2
S 20 (+1) St 16 (+1) D 10 A 10
MR 10 NAV 0 MDV 4 C 24 (+1)
EnL 35 CDF 2 Pois +4
DTV -3 HC 20% PA 60#
Warrior II
AHP 19 OCV 5 DCV 3 NWI -3
S 24 (+1) St 20 (+1) D 11 A 11
MR 10 NAV 0 MDV 4 C 29 (+1)
EnL 40 CDF 2 Pois +4
DTV -3 HC 25% PA 70#
Warrior III
AHP 22 OCV 6 DCV 4 NWI -4
S 28 (+1) St 23 (+1) D 11 A 11
MR 10 NAV 0 MDV 4 C 34 (+2)
EnL 45 CDF 3 Pois +6
DTV -3 HC 29% PA 75#
Warrior IV
AHP 25 OCV 8 DCV 5 NWI -5
S 32 (+2) St 26 (+1) D 11 A 11
MR 10 NAV 0 MDV 4 C 39 (+2)
EnL 50 CDF 3 Pois +6
DTV -3 HC 33% PA 85#
Primary: S, St, C
Fighter I
AHP 13 OCV 3 DCV 3 NWI -2
S 20 (+1) St 11 D 12 A 16 (+1)
MR 11 NAV 0 MDV 4 C 20 (+1)
EnL 31 CDF 2 Pois +2
DTV -1 HC 16% PA 40#
Fighter II
AHP 15 OCV 4 DCV 4 NWI -3
S 24 (+1) St 12 D 14 A 20 (+1)
MR 11 NAV 0 MDV 4 C 23 (+1)
EnL 35 CDF 2 Pois +2
DTV -2 HC 18% PA 50#
Fighter III
AHP 17 OCV 5 DCV 5 NWI -4
S 28 (+1) St 12 D 15 A 23 (+1)
MR 11 NAV 0 MDV 4 C 25 (+1)
EnL 37 CDF 2 Pois +2
DTV -2 HC 19% PA 55#
Fighter IV
AHP 18 OCV 7 DCV 7 NWI -5
S 32 (+2) St 12 D 17 (+1) A 26 (+1)
MR 11 NAV 0 MDV 4 C 27 (+1)
EnL 39 CDF 2 Pois +2
DTV -2 HC 20% PA 65#
Primary: S, A -- Secondary: D, C
Scout I
AHP 11 OCV 2 DCV 3 NWI -2
S 14 St 11 D 15 A 16 (+1)
MR 11 NAV 0 MDV 5 C 17 (+1)
EnL 28 CDF 2 Pois +2 I 19
DTV -1 HC 14% PA 30# Em 13
Scout II
AHP 12 OCV 3 DCV 5 NWI -3
S 15 St 12 D 18 (+1) A 20 (+1)
MR 11 NAV 0 MDV 5 C 18 (+1)
EnL 29 CDF 2 Pois +2 I 23
DTV -1 HC 15% PA 30# Em 15
Scout III
AHP 12 OCV 4 DCV 6 NWI -4
S 15 St 12 D 21 (+1) A 23 (+1)
MR 11 NAV 0 MDV 6 C 18 (+1)
EnL 29 CDF 2 Pois +2 I 27
DTV -1 HC 15% PA 30# Em 18
Scout IV
AHP 12 OCV 6 DCV 7 NWI -5
S 16 (+1) St 12 D 24 (+1) A 26 (+1)
MR 11 NAV 0 MDV 7 C 19 (+1)
EnL 30 CDF 2 Pois +2 I 31
DTV -1 HC 16% PA 30# Em 20
Primary: D, A -- Secondary: I(x2), Em(x2)
Marine I
AHP 14 OCV 4 DCV 2 NWI -2
S 17 (+1) St 16 (+1) D 10 A 15
MR 10 NAV 0 MDV 4 C 20 (+1)
EnL 31 CDF 2 Pois +4
DTV -2 HC 18% PA 55#
Marine II
AHP 16 OCV 5 DCV 4 NWI -3
S 19 (+1) St 20 (+1) D 11 A 18 (+1)
MR 11 NAV 0 MDV 4 C 23 (+1)
EnL 35 CDF 2 Pois +4
DTV -3 HC 22% PA 60#
Marine III
AHP 18 OCV 6 DCV 5 NWI -4
S 21 (+1) St 23 (+1) D 11 A 21 (+1)
MR 11 NAV 0 MDV 4 C 25 (+1)
EnL 37 CDF 2 Pois +4
DTV -3 HC 24% PA 60#
Marine IV
AHP 19 OCV 7 DCV 6 NWI -5
S 23 (+1) St 26 (+1) D 11 A 24 (+1)
MR 11 NAV 0 MDV 4 C 27 (+1)
EnL 39 CDF 2 Pois +4
DTV -3 HC 27% PA 65#
Primary: St, A -- Secondary: S, C
NOTE: NWI, in these cases, is weapon EL. Secondary combat skills use HALF
the listed "NWI", rounded up. "PA" is Portage Ability, "Pois" is Poison
Resistance. Other attributes that are beyond the norm are listed (C, W, Em,
etc).
"Warriors" are represent heavy weapon or those used for front-line combat
while "Scouts", with improved intelligence and empathy, are lighter troops
used for couriers, archers or forward reconnaissance. "Marines" are combat
troops used onboard ships, while "Fighters" are general use troops. When
dealing with secondary weapon ELs, remember that the maximum is always
limited by the attributes (i.e. Warriors make poor archers and are limited
to EL3 in any bow skill)
Unit Upkeep
Rate of pay for the basic Warrior I is based on the book 1 rate of 2SC/month
for a "soldier". However, I felt that adding "5CC per OCV-2" was a bit too
simplistic -- too much pay for minimal gain. Upon using a formula based on
CEL and AHP differences, it was found that all units had pretty much the
same increases per level, and as a simplification has been normalized to
easy factors of 5CC. Short-term hires should be used when hiring guards
while in a city or town for the duration of the stay. For simplicity, all
costs include wages, appropriate food and drink, lodgings, equipment repair
and replacement, animal care, etc.
NOTE: If characters or character-class NPCs are working as soldiers, find
the appropriate ranking for them, If they diverge widely from any of the
ranked statistics, you may allow them to bargain for better pay. As a rule
of thumb, allow 2CC/month per OCV or DCV improvement, 1CC/month per EL or
MDV improvement and 1CC/month per 5 HPV above the listed value.
*As a rough guideline, use (Cost to learn/5), rounded up. Thus, a
blacksmith or brewer is valued at +2CC, while a healer has a value of +24CC.
This should only be paid if the skill has a value in combat or for the
military unit as a whole. Skill level is assumed to be at EL4 (or EL20 for
/2 skills/EL4 for undivided skills). Master level skills, at EL8 (or EL40
for /2 skills and EL80 for undivided skills), have a cost multiplier of
(Cost to learn/2), rounded up.
Archers and cavalry are generally not available on a weekly basis. If a
unit has more then one specialization, (i.e. both Heavy Cavalry and
Archers), a "premium" of +10% to total cost per additional specialty should
be applied due to the rarity of such troops.
EXAMPLE: A Warrior IV, specialized in Heavy Cavalry and Arbalest has a cost
of 32, plus 15 for the arbalest and 75 for the heavy cavalry, for a total of
122CC per month. The premium adds an additional 13CC, for a grand total of
135CC per month...a very expensive unit.
Troop Quality
In addition to troop strength, there is a level of troop quality (used for
the Mass Combat rules). One can hire lesser or better quality troops, if so
required:
*Veteran and Elite troops cannot usually be hired...they must be blooded and
improved through battle.
Recruiting
In general, the number of mercenaries readily available for hire per month
will be 1d6 per 4000 inhabitants for any city (round up). For fortress towns
it is a 50% chance that one is available, 25% in towns along a road and 10%
for other towns (roll for success - if successful you may roll again.
Continue to roll until you fail). It will take a number of days to put out
the word and get applicants equal to 1d6 for each level of recruit you
desire. For example, if you wish to hire up to level II troops, roll 2d6.
If looking for short-term, local hires, it takes ONE-THIRD the determined
time in days.
A simple way to determine percentages of troop types reporting is to line up
the day dice in low-to-high order. The highest ranking has a share equal to
the lowest die; the next highest ranging has a share equal to the lowest two
dice, etc. Continue until you get to the type I's which have a share equal
to the total of all the dice. Add all the shares together and divide by the
share per type to determine percentage of that type.
EXAMPLE: The word goes out in a city of 20,000 for type III or better,
taking 11 days (a 2, a 3 and a 6). The III's have 2 shares, the II's have 5
shares (2+3) and the I's have 11 shares (2+3+6). Total shares are 18 -- the
reply is therefore 11% III's, 28% II's and 61% I's. The roll for soldiers
is 3, 2, 5, 2 and 4 -- a total of 16. Multiplying reply percentages by the
count, working from the highest to the lowest (rounding down fractions) this
gives a reply of 1 type III, 4 type II and 11 type I.
These availabilities assume average quality troops. Double the number if
you are willing to accept green troops (making up 50% of the count).
Seasoned troops may make up about 1d6x5% of the total. You cannot
mass-recruit veteran or elite troops -- the PC must do that himself on an
individual basis, or lead the troops through enough battles to increase in
experience.
If an area is flush with released soldiers, DOUBLE or TRIPLE the number of
soldiers responding to the call. Also DOUBLE it if the culture is question
is highly military or frequented by mercenaries.
For long-term recruits (one month or more) the cost to recruit equals one
month's pay, two months if they will be travelling into battle in hostile
lands. The available number previously found may be increased by 50% if you
pay DOUBLE the recruitment cost. All soldiers are considered equipped with
their primary cultural weapon and reasonable armor for their status.
Archers are only commonly available in cultures where their weapon is one of
the preferred weapons and cost DOUBLE to recruit if the preferred weapons of
the area of hire are not what you are looking for.
Nonhuman troops (see Appendix A) count as 2 Ranks higher when determining
shares. Specialized human troops count as 1 level higher. In these cases,
round determined numbers down.
EXAMPLE: Looking for a few Rank I dwarves in Caldo. Rolling the three dice
(1 for rank 1, plus 2 for non-human) we get values of 2, 4 and 5.
Determining shares we have 2 for the dwarves, 2+4 of nothing and 2+4+5 of
nothing - total 19 shares. 2/19 is 10.53%. Unless the total quantity rolled
is 10 or more, not a single dwarf will respond to the request.
Keep in mind that if you are attempting to hire a large quantity of troops
it may take several months to fill up a company. Troops that are hired but
waiting may be held at 80% cost per month "in garrison".
Large Quantities
When hiring an army, as opposed to just a small band of guards, one
generally works in terms of 100-man "companies" or 10-man "lines" (or
"lances", if dealing with cavalry). A Company is lead by a single Captain
who gets QUADRUPLE pay. Under him will be 9 lieutenants who each get DOUBLE
pay. The Captain and the lieutenants personally command their own line of 9
soldiers. The cost of a Company is x112 the cost of a single soldier of the
stated quality, while the cost of a line is x11 the cost of a single
soldier.
NOTE: this does not mean you cannot have mixed levels of quality within a
company, but the logistical nightmare is not worth the effort when you need
to deal with large numbers of men.
EXAMPLE: A local lord is trying to raise a company for a strike at enemy
lands. It takes several months, but he manages to gather a company of
footmen 100 strong that suits his needs. The Company is rated as Average
Fighter I, so the upkeep cost is 224SC per month and the recruitment cost is
448SC (doubled since they are going into hostile lands). With luck, what
plunder the lord gets will be enough to pay back the initial recruitment as
well as the monthly costs for the campaign.
The lord can recruit 1 man per 1000 city inhabitants per month or 1 man per
5 towns under his control All other modifiers for recruitment apply.
EXAMPLE: If he has access to only a 20,000 inhabitant city that is heavy
with mercenaries he can recruit 40 troops per month. If he can recruit from
multiple cities he may be able to fill his requirements in a single month.
Mass Combat Conversions
For those who plan to use the mass combat rules I posted a while ago (also
on Wout's pages) that were based on the GURPS rules, the following can be
used to determine the TS of your troops.
Type Base TS
Fighter I +3
Fighter II +3.5 Assumes light
Fighter III +4 armor and weapons
Fighter IV +4.5
Scout (any) -0.5 from above levels
Warrior (any) +0.5 to all levels
Medium Armor +0.5
Medium Weapons +0.5
Heavy Armor +1
Heavy Weapons +1
Type Base TS
Light Horse +1 No armor
Medium Horse +2 Lt/Med armor
Heavy Horse +3 Hvy armor
Slings/Spears +1
Bows +2
Longbows +3
Crossbows +3 Includes Arbalests
Quality Modifiers
Raw: x0.5
Green: x0.8
Seasoned: x1.2
Veteran: x1.5
Elite: x2
EXAMPLE: The 100 man fighter company above will be equipped with heavy
weapons and medium armor. It will have a troop strength of TS450.
EXAMPLE 2: A baron has hired 10 Warrior IV's, all crossbowmen (arbalesters)
and heavy cavalry, with heavy armor and weapons. The troop strength of this
bunch is TS130.
APPENDIX A - Other Templates
Dwarven Units
Dwarf Footman I
AHP 17 OCV 4 DCV 2 NWI -2
S 18 (+1) St 20 (+1) D 10 A 9
MR 9 NAV 0 MDV 4 C 29 (+1)
EnL 48 CDF 2 Pois +12 W 19
DTV -3 HC 25% PA 55#
Dwarf Footman II
AHP 20 OCV 5 DCV 3 NWI -3
S 21 (+1) St 24 (+1) D 11 A 10
MR 9 NAV 0 MDV 5 C 33 (+2)
EnL 56 CDF 2 Pois +18 W 23
DTV -3 HC 29% PA 60#
Dwarf Footman III
AHP 23 OCV 6 DCV 4 NWI -4
S 25 (+1) St 28 (+1) D 11 A 10
MR 9 NAV 0 MDV 5 C 36 (+2)
EnL 62 CDF 3 Pois +18 W 26
DTV -3 HC 32% PA 70#
Dwarf Footman IV
AHP 25 OCV 8 DCV 5 NWI -5
S 28 (+1) St 32 (+2) D 11 A 10
MR 9 NAV 0 MDV 6 C 39 (+2)
EnL 69 CDF 3 Pois +24 W 30
DTV -4 HC 36% PA 95#
Primary: S, St -- Secondary: W(x1), C
Dwarf Crossbowman I
AHP 16 OCV 3 DCV 3 NWI -2
S 18 (+1) St 14 D 16 (+1) A 9
MR 9 NAV 0 MDV 4 C 29 (+1)
EnL 48 CDF 2 Pois +6 W 19
DTV -2 HC 22% PA 35#
Dwarf Crossbowman II
AHP 18 OCV 4 DCV 4 NWI -3
S 21 (+1) St 15 D 20 (+1) A 10
MR 9 NAV 0 MDV 5 C 33 (+2)
EnL 56 CDF 2 Pois +12 W 23
DTV -2 HC 24% PA 40#
Dwarf Crossbowman III
AHP 19 OCV 5 DCV 5 NWI -4
S 25 (+1) St 15 D 23 (+1) A 10
MR 9 NAV 0 MDV 5 C 36 (+2)
EnL 62 CDF 2 Pois +12 W 26
DTV -2 HC 26% PA 50#
Dwarf Crossbowman IV
AHP 21 OCV 7 DCV 6 NWI -5
S 28 (+1) St 16 (+1) D 26 (+1) A 10
MR 9 NAV 0 MDV 6 C 39 (+2)
EnL 69 CDF 3 Pois +18 W 30
DTV -3 HC 28% PA 75#
Primary: S, D -- Secondary: W(x1), C
NOTES: Dwarven Mercenaries are available only in Caldo, and they will not
hire out for any tasks that violate their elder traditions. Hiring costs are
+15CC/month in addition to the rate for the given rank, and recruitment cost
is DOUBLED.
Elven Units
Elven Ranger I
AHP 8 OCV 2 DCV 4 NWI -2
S 9 St 8 D 16 (+1) A 20 (+1)
MR 12 NAV 0 MDV 6 C 13
EnL 29 CDF 1 Pois +0 I 20
DTV -1 HC 11% PA 20# Em 16
Invis 32% W 16
Elven Ranger II
AHP 8 OCV 3 DCV 5 NWI -3
S 10 St 9 D 18 (+1) A 24 (+1)
MR 12 NAV 0 MDV 7 C 13
EnL 33 CDF 1 Pois +0 I 24
DTV -1 HC 11% PA 20# Em 20
Invis 40% W 20
Elven Ranger III
AHP 9 OCV 4 DCV 6 NWI -4
S 10 St 9 D 19 (+1) A 28 (+1)
MR 12 NAV 0 MDV 8 C 14
EnL 37 CDF 1 Pois +0 I 28
DTV -1 HC 12% PA 20# Em 23
Invis 46% W 23
Elven Ranger IV
AHP 9 OCV 5 DCV 8 NWI -5
S 10 St 9 D 21 (+1) A 32 (+2)
MR 13 NAV 0 MDV 9 C 14
EnL 40 CDF 1 Pois +0 I 32
DTV -1 HC 12% PA 20# Em 26
Invis 52% W 26
Primary: A -- Secondary: D, W(x2) I(x2), Em(x2)
NOTES: Elven Mercenaries are even harder to obtain then Dwarven ones, and
are only available to elf friends in regions with a strong elvish presence.
They will not hire out for any tasks that violate their sidhe traditions.
Hiring costs are +10CC/month in addition to the rate for the given rank, and
recruitment cost is TRIPLED.
Normal Human Units
Average Man
AHP 11 OCV 1 DCV 1 NWI 0
S 14 St 11 D 10 A 10
MR 10 NAV 0 MDV 4
EnL 28 CDF 2 Pois +2
DTV -1 HC 14% PA 30#
Tough Man
AHP 12 OCV 2 DCV 1 NWI 0
S 17 (+1) St 12 D 10 A 10
MR 10 NAV 0 MDV 4
EnL 30 CDF 2 Pois +2
DTV -1 HC 16% PA 35#
Average Woman
AHP 10 OCV 0 DCV 0 NWI 0
S 10 St 12 D 11 A 12
MR 10 NAV 0 MDV 4
EnL 31 CDF 1 Pois +2
DTV -1 HC 15% PA 20#
Male Youth
AHP 6 OCV 0 DCV 0 NWI 0
S 7 St 6 D 8 A 8
MR 8 NAV 0 MDV 2
EnL 14 CDF 1 Pois +0
DTV -1 HC 7% PA 15#
Female Youth
AHP 5 OCV 0 DCV 0 NWI 0
S 5 (-1) St 6 D 8 A 9
MR 8 NAV 0 MDV 2
EnL 16 CDF 1 Pois +0
DTV -1 HC 8% PA 10#
NOTES: Above provided as a sample for your average person on the street. Men
in occupations requiring greater strength, or those that serve on militias
should use the "tough" template.
Kazi Mercenaries
Kazi Mercenary I
AHP 16 OCV 6 DCV 5 NWI -3
S 19 (+1) St 20 (+1) D 12 A 20 (+1)
MR 11 NAV 0 MDV 4 C 24 (+1)
EnL 37 CDF 2 Pois +4 W 13
DTV -3 HC 22% PA 60#
Kazi Mercenary II
AHP 18 OCV 7 DCV 6 NWI -4
S 21 (+1) St 24 (+1) D 13 A 24 (+1)
MR 11 NAV 0 MDV 4 C 26 (+1)
EnL 40 CDF 2 Pois +4 W 14
DTV -3 HC 25% PA 60#
Kazi Mercenary III
AHP 20 OCV 8 DCV 7 NWI -5
S 23 (+1) St 28 (+1) D 13 A 28 (+1)
MR 11 NAV 0 MDV 4 C 29 (+1)
EnL 43 CDF 2 Pois +4 W 14
DTV -3 HC 29% PA 65#
Kazi Mercenary IV
AHP 23 OCV 10 DCV 8 NWI -6
S 26 (+1) St 32 (+2) D 14 A 32 (+2)
MR 12 NAV 0 MDV 4 C 32 (+2)
EnL 47 CDF 3 Pois +8 W 15
DTV -4 HC 32% PA 90#
Primary: St, A -- Secondary: S, C
NOTES: Kazi Mercenaries are generally only available in Caldo, but may also
be found in Djanesborg or Dirllar. As a rule, they are notoriously hard to
keep under control, even when used with Caldan units. Due to their
troublesome nature (damages, beer money, etc), the -10CC/month decrease for
barbarian units does not apply. Cost to recruit is DOUBLE that for normal
units. Note that the above are AVERAGE troops...Veteran units are scary
indeed.
Novholm Archers
Novholm Archer I
AHP 13 OCV 3 DCV 4 NWI -5
S 17 (+1) St 11 D 18 (+1) A 18 (+1)
MR 11 NAV 0 MDV 4 C 22 (+1)
EnL 33 CDF 2 Pois +2
DTV -2 HC 17% PA 35#
Novholm Archer II
AHP 14 OCV 4 DCV 5 NWI -6
S 19 (+1) St 12 D 21 (+1) A 21 (+1)
MR 11 NAV 0 MDV 4 C 24 (+1)
EnL 36 CDF 2 Pois +2
DTV -2 HC 18% PA 40#
Novholm Archer III
AHP 15 OCV 5 DCV 6 NWI -7
S 21 (+1) St 12 D 25 (+1) A 25 (+1)
MR 11 NAV 0 MDV 4 C 27 (+1)
EnL 39 CDF 2 Pois +2
DTV -2 HC 20% PA 40#
Novholm Archer IV
AHP 16 OCV 6 DCV 7 NWI -8
S 23 (+1) St 12 D 28 (+1) A 28 (+1)
MR 11 NAV 0 MDV 4 C 29 (+1)
EnL 41 CDF 2 Pois +2
DTV -2 HC 21% PA 45#
Primary: D, A -- Secondary: S, C
NOTES: Novholm archers are generally only available in the region around
Novholm, but can also be found in limited numbers throughout Djanesborg.
Cost to recruit is 50% greater than that for normal units. The listed EL is
for bow use only - other weapons use ONE-THIRD this value, rounded down.
Burton Choinski
Principle Software Engineer, Quality Engineering
email: burton.choinski at matrixone.com
phone: 978-322-2135
fax : 978-452-5764
MatrixOne, Inc.
Two Executive Drive
Chelmsford, Ma 01824
www.matrixone.com
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