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Tue Jan 8 10:09:52 CET 2013


x1 multiplier.  This gives him a C of 11, a W of 11, and Em of 8 and and
I of 13.  In addition the average CEL for this guy is 0.666 (d3*-1),
rounding to 1.  Calculations on the formulas prove we also have
incorrect data for the above, which we now update:

AHP 9        OCV 1        DCV 1        NWI +3
S 14         St 11        D 10         A 10
MR 9         NAV 0        MDV 4        NF Varies
EnL 22       CDF 1        CL NA
DTV -1       HC 11%(1-2)  INT 6

Granted, this nimrod is NOT who you want to make up the core of your
armies with, even if he'd be pretty cheap to hire and pay. Likewise,
while an army of character-class NPCs would be really effective, you are
quite unlikely to find that many, much less afford them.

Taking a clue from book 3, "creature variation", we must assume that the
average warrior is at least somewhat bigger and better than Joe Average,
ranging up to x2 for the biggest and baddest. However, to give some
value for differing levels, I have "tweaked" some of the numbers (if
within a point or two).

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NOTE: NWI, in these cases, is weapon EL.  NF is the percentage of
availability, found later.
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Warrior I
AHP 12       OCV 3        DCV 2        NWI -2
S 18 (+1)    St 14        D 10         A 10
MR 9         NAV 0        MDV 4        NF Varies
EnL 25       CDF 2        CL NA
DTV -1       HC 14%       INT 6

Warrior II
AHP 14       OCV 5        DCV 3        NWI -3
S 22 (+1)    St 17 (+1)   D 10         A 13
MR 9         NAV 0        MDV 4        NF Varies
EnL 28       CDF 2        CL NA
DTV -2       HC 17%       INT 6

Warrior III
AHP 17       OCV 6        DCV 5        NWI -4
S 27 (+1)    St 20 (+1)   D 13         A 16 (+1)
MR 10        NAV 0        MDV 4        NF Varies
EnL 31       CDF 2        CL NA
DTV -2       HC 20%       INT 6

Warrior IV
AHP 20       OCV 8        DCV 7        NWI -5
S 31 (+2)    St 23 (+1)   D 16 (+1)    A 19 (+1)
MR 10        NAV 0        MDV 4        NF Varies
EnL 34       CDF 2        CL NA
DTV -3       HC 23%       INT 6


Scout I
AHP 9        OCV 2        DCV 2        NWI -2
S 14         St 11        D 13         A 13
MR 9         NAV 0        MDV 4        NF Varies
EnL 25       CDF 2        CL NA
DTV -1       HC 11%       INT 6

Scout II
AHP 11       OCV 4        DCV 5        NWI -3
S 16 (+1)    St 14        D 16 (+1)    A 16 (+1)
MR 10        NAV 0        MDV 5        NF Varies
EnL 31       CDF 2        CL NA
DTV -1       HC 14%       INT 6

Scout III
AHP 13       OCV 6        DCV 6        NWI -4
S 18 (+1)    St 16 (+1)   D 19 (+1)    A 19 (+1)
MR 10        NAV 0        MDV 5        NF Varies
EnL 36       CDF 2        CL NA
DTV -2       HC 16%       INT 6

Scout IV
AHP 15       OCV 7        DCV 7        NWI -5
S 20 (+1)    St 18 (+1)   D 22 (+1)    A 22 (+1)
MR 10        NAV 0        MDV 6        NF Varies
EnL 40       CDF 2        CL NA
DTV -2       HC 18%       INT 6

"Warriors" are generally used for front-line combat while "Scouts", with
improved intelligence and will, are lighter troops used for couriers,
archers or forward reconnaissance.


===== 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.  Instead, a
formula based on CEL and AHP differences was used, producing a simple
progression.  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.

---TYPE----  --Monthly--  --Weekly--
Warrior I         20CC         5CC
Warrior II        24CC         6CC
Warrior III       28CC         7CC
Warrior IV        32CC         8CC

Scout I           16CC         4CC
Scout II          20CC         5CC
Scout III         24CC         6CC
Scout IV          28CC         7CC


---Specialty Unit-----  --Multiplier--
Sling/Spearmen             x1.25
Archers/Crossbowmen        x1.5
Longbowmen/Arbalisteer     x2

Light Cavalry              x3
Heavy Cavalry              x5

Specialist Skill           x1.1 or more*
*As a rough guideline, use 1+(Cost to learn/100), rounded up to the next
tenth.  Thus, a blacksmith or brewer is valued at x1.1, while a healer
has a value of x2.2.  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 EL40 for "or 80" skills).  Master level skills, at EL8
(or EL80 for "or 80" skills) have a cost multiplier of 1+(Cost to
learn/30), rounded up to the next tenth.

Archers and cavalry are generally not available on a weekly basis.


---Experience----  --Multiplier--  --Differences--
Raw                  x0.8          -2 OCV and DCV, +2 NWI
Green                x0.9          -1 OCV and DCV, +1 NWI
Seasoned             x1.1          +1 OCV and DCV, -1 NWI
Veteran              x1.25         +2 OCV and DCV, -2 NWI
Elite                x1.5          +3 OCV and DCV, -3 NWI

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
EXAMPLE: A marentian baron has hired himself 10 Warrior III's, each of
which is both an arbalisteer and heavy cavalry.  In addition, he has
attempted to find slightly stronger troops (enough for a +2 SB), and
pays a premium of 20% more for them.  The cost of this 10-man lance is
34GC per month.
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===== 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
towns, 1d2 will be available every 500 inhabitants.  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.
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These avail abilities 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 traveling 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.

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.

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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 Warrior 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.  All
other modifiers for recruitment apply.

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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.
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===== 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
Warrior I       +3
Warrior II      +3.5   Assumes light armor and weapons
Warrior III     +4
Warrior IV      +4.5

Scout (any)     -0.5 from above levels

Medium Armor    +0.5
Medium Weapons  +0.5

Heavy Armor     +1
Heavy Weapons   +1

Light Horse     +1     Riding horses, light to no armor
Medium Horse    +2     War horses, light to medium armor
Heavy Horse     +3     War horses, heavy armor

Slings/Spears   +1
Bows            +2
Longbows        +3
Crossbows       +3

Quality Modifiers
Raw:            x0.5
Green:          x0.8
Seasoned:       x1.2
Veteran:        x1.5
Elite:          x2

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
EXAMPLE: The 100 man company above will be equipped with heavy weapons
and medium armor.  It will have a troop strength of TS450.

EXAMPLE 2: In a previous posting a baron has hired 10 Warrior III's, all
archers (arbalisteers), all heavy cavalry.  The troop strength of this
bunch is TS115.
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--
_____________________________________________________________
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

The First in Intelligent Collaborative Commerce
_____________________________________________________________



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