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Birthright conversion for non-Cerilian games
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<blockquote data-quote="Silveras" data-source="post: 1299838" data-attributes="member: 6271"><p><strong>Birthright Homebrew Conversion, part 8: Armies and Warfare</strong></p><p></p><p><strong>Armies and Warfare</strong></p><p>---------------------------------------------------------------------</p><p>Here are my notes, drafts for creating my own Mass Combat system from the Birthright rules. Some parts may not make total sense, as there are often one-line placeholders for ideas I wanted to expand upon. </p><p></p><p><em>Armies</em></p><p>An army is a collection of one or more units under a unified command structure. </p><p></p><p>Armies without a commander do not fight at their best. Without a strong presence to direct </p><p></p><p>their efforts, the individual units waste some of their energies in petty rivalry. For each </p><p></p><p>unit above 1 in the army, the attacks of all units are reduced by 1. The presence of a </p><p></p><p>Commander negates this penalty. The penalty is increased if the units are from different </p><p></p><p>races. For races historically allied, the penalty is –1. For races with a neutral history, </p><p></p><p>the penalty is –2. Races that are typically enemies suffer a –4 penalty. A Commander cannot </p><p></p><p>negate this portion of this penalty. </p><p></p><p>Armies move at the average rate of the units that comprise them. The units each require </p><p></p><p>separate Movement Points to move during War Moves. Each unit pays the appropriate cost for </p><p></p><p>the terrain being crossed. </p><p></p><p>Armies defend better together. </p><p></p><p>Armies attack better together. </p><p></p><p></p><p><em>Building an Army</em></p><p>Armies are composed of units. Armies may, or may not, have a Commander. At any time when two </p><p></p><p>or more units are in the same province, the regent may elect to form them into an army as a </p><p></p><p>Free Action. Likewise, it is a free action for a regent to disband an army into its </p><p></p><p>composite units. </p><p></p><p>Commander</p><p>A Commander is a singular individual creature whose presence can affect the performance of a </p><p></p><p>unit or army in combat. </p><p></p><p>Units</p><p>Units are composed of multiple creatures. The statistics block of one creature is used to </p><p></p><p>represent the unit. Typically, units are composed of 200 Small or Medium, 100 Large, 40 </p><p></p><p>Huge, 10 Colossal, or 1 Gargantuan creature(s). </p><p></p><p>When a unit is created, it has the average statistics appropriate to a creature of that </p><p></p><p>type, with average ability scores and hit points. Units of humans, for example, are composed </p><p></p><p>of 200 level 1 Warriors with ability scores of 10 and 11 and 5 hp each. Weapons have a </p><p></p><p>damage increment which is the average damage for that weapon plus any bonuses the unit is </p><p></p><p>entitled to add. Double weapons add together the damage for both “heads” – double weapons </p><p></p><p>are quite lethal when used in mass combat. </p><p></p><p>The unit is represented as if it were one creature: War 1, Attack Longbow +1 damage 4 or </p><p></p><p>Spear +1 damage 3. </p><p></p><p>Unit Types</p><p></p><p>[Code]</p><p>Basic Unit Types (Recruits*)</p><p>Unit Type Move Muster Maint Requirements</p><p>Archers 2 2 1 Province (2) Note 1</p><p>Barbarian 2 0 1 Tribe (1)</p><p>Cavalry 3 4 2 Province (3) </p><p>Infantry 2 2 1 Province (1) Note 1</p><p>Heavy Infantry 1 3 1 Province (2) Note 1</p><p>Irregulars 2 1 1 Province (1) Note 2</p><p>Levies 1 0 1 Province (1)</p><p>Merc Archers 1 4 2 **</p><p>Merc. Cavalry 3 6 2 **</p><p>Merc. Infantry 2 4 2 **</p><p>Merc. Hvy Inf 1 5 2 **</p><p>Merc. Irreg 2 3 1 **</p><p>Merc [Polemen] 1 4 2 **</p><p>[Polemen] 1 2 1 Province (2) Note 1</p><p>Scouts 3 2 1 Province (0) Note 3 </p><p> or Tribe (0)</p><p>Marines 1 2 1 Province (1) Note 1</p><p></p><p>*The numbers here are for raw recruits. For each grade of additional </p><p>experience, add 1 GB to the Muster cost. For each 2 Grades of </p><p>additional experience, add 1 GB to the Maintenance cost. </p><p></p><p>** Mercenaries can be hired in any province</p><p></p><p>Note 1 Can be raised by any Temple, Guild, or Law holding </p><p> of level 4 or better</p><p>Note 2 Can be raised by any Temple, Guild, or Law holding </p><p> of level 3 or better</p><p>Note 3 Can be raised by any Guild holding of level 2 or better. </p><p>[Polemen] are Pole-arm wielding units. Which particular polearm </p><p> is in use varies by culture, but the essential idea is the </p><p> same. In some lands, these would be Pikemen, others would </p><p> be Glaivers or Ranseurmen. </p><p>[/Code]</p><p></p><p>Mustering</p><p></p><p>Archers: 1st Level Warriors; Feat: Weapon Focus (missile) (Humans add Far Shot)</p><p>Cavalry: 1st Level Warriors; Skills: Ride +4; Feat: Mounted Combat (Humans add Weapon Focus </p><p></p><p>(lance))</p><p>Infantry: 1st Level Warriors; Feat: Improved Formation Combat (Humans add Weapon Focus </p><p></p><p>(melee))</p><p>Heavy Infantry: 1st Level Warriors; Feat: Improved Formation Combat (Humans add Weapon Focus </p><p></p><p>(melee))</p><p>Irregulars: 1st level Experts; Feat: Militia (1 melee and 1 missile weapon proficiency)</p><p>Levies: 1st level Commoners (no skills, no feats, etc)</p><p>[Polemen]: 1st Level Warriors; Skills: ; Feats: Improved Formation Combat (Humans add Weapon </p><p></p><p>Focus (polearm))</p><p>Scouts: 1st Level Experts; Skills: Wilderness Lore, Spot, Listen; Feat: Alertness (+2 to </p><p></p><p>Spot and Listen) (Humans add Weapon Focus (missile))</p><p>Skirmishers: 1st Level Warriors, Skills: Wilderness Lore, Spot, Listen, Hide, Move Silently; </p><p></p><p>Feat (Alertness (+2 to Spot and Listen) (Humans add Weapon Focus (missile))</p><p>Marines: 1st Level Warriors; Skills: Balance, Climb, Use Rope; Feat: Weapon Focus (Short </p><p></p><p>Sword)</p><p></p><p>[Code]</p><p>Special Unit Types</p><p>Unit Type Move Muster* Maint Requirements</p><p>Artillerists 1 4 2 Province (5)</p><p>Berserkers 2 ? ? Tribe (2)</p><p>Elite Infantry 1 4 2 Province (3) and Law (1)</p><p>Elite Cavalry 3 4 3 Province (4) and Law (1)</p><p>Knights 2 6 3 Province (4) and Law (1)</p><p>Sea Wolves ? ? ? Port</p><p></p><p>*Muster cost is the full GB price for raising this type of unit. </p><p>[/Code]</p><p></p><p>Artillerists: 1st Level Fighters; Feat: </p><p>Berserkers: Barbarian 2 with light armor and weapons; Skills: ; Feat: Weapon Focus</p><p>Elite Units: Fighter</p><p>Knights: Aristocrat 1 / Fighter 1 Cavalry with heavy armor and weapons; Skills: Ride +5; </p><p></p><p>Feats: Weapon Focus (lance); Mounted Combat</p><p>Sea Wolves: Fighter 1 / Rogue 1 Marines with light armor and weapons; Skills: Balance, </p><p></p><p>Climb, Use Rope; Feat: Weapon Focus (Short Sword)</p><p></p><p>Adding a specialist to the unit</p><p>A regent may choose to substitute a few members of a different character class for warriors </p><p></p><p>in a unit. Units with Clerical members can bless the unit before battle, giving it a +1 on </p><p></p><p>attacks. Such units can also cast bane on opposing units when in melee range, and can </p><p></p><p>attempt to turn enemy units composed of undead. </p><p>No more than 5% (10 creatures in a 200 creature unit) in a unit may be substituted this way. </p><p></p><p>Attempting to substitute more than one character class in a single unit is not effective. </p><p></p><p></p><p><em>Combet</em></p><p>In each round of combat, units move then fight. Initiative only matters in terms of deciding </p><p></p><p>which units move first. Units move in descending order of speed, with Initiative Modifier </p><p></p><p>used to break ties. Combat is handled simultaneously, and the results applied to both units </p><p></p><p>before the next round. </p><p>Units select a target to fight and a weapon to use against that target. Combat is resolved </p><p></p><p>using opposed rolls. The attacking unit rolls 1d20 and adds its attack bonus with the chosen </p><p></p><p>weapon to determine its attack strength. The attack strength is compared to the defense </p><p></p><p>strength of the defender (10 + Armor, Dexterity, etc.). If the attack is greater than or </p><p></p><p>equal to the defense, the attacker has succeeded. The attacker’s damage increment is </p><p></p><p>subtracted from the hit points of the defender unit. Criticals do not apply. </p><p>A unit reduced to exactly 0 hit points is routed; enough of its members remain that it can </p><p></p><p>be rallied by a commander in a later round. Routed units cannot initiate attacks, but </p><p></p><p>counter-attack normally when attacked themselves. </p><p>A unit reduced to between –1 and –9 hit points is severely damaged. 5% + 5% for each hit </p><p></p><p>point below 0 of the unit are lost (affecting the ability to recover or merge the unit). </p><p></p><p>Until the unit is restored, its AC and attacks are penalized by the amount its hit points </p><p></p><p>are below 0. </p><p>A unit reduced to –10 hit points or lower is eliminated. That is to say, there are not </p><p></p><p>enough survivors for the unit to even be merged into another. </p><p></p><p>Example</p><p>Jeremy has a unit of Goblin Infantry (basic goblins) with stats: Speed: 30 ft.; Initiative </p><p></p><p>+1; AC 15 (+1 size, +1 Dex, +3 Studded Leather), hp 4, Attacks Javelin +2 damage 3 or </p><p></p><p>Morningstar +0 damage 4; Feat: Alertness; SQ: Darkvision</p><p>Ron has a unit of human Infantry (Fighter 1) with stats: Speed: 30 ft.; Initiative + 0; AC </p><p></p><p>12 (+2 Leather), hp 8 (+3 for feat), Attacks Longbow +2 damage 4 or Spear +1 damage 3; </p><p></p><p>Feats: Weapon Focus (longbow), Toughness, Point-blank Shot</p><p></p><p>The Goblins are in trouble. Being on the battlefield in daylight, they suffer an additional </p><p></p><p>–1 to their attacks for the daylight. </p><p>The Goblins, having the higher initiative modifier, go first. </p><p></p><p>Round 1: The Goblins attempt to close, hurling their Javelins. The goblins move 30 ft. </p><p></p><p>closer to the humans, reducing their attack penalty for range from –2 to –1. Their attack is </p><p></p><p>12 (1d20) + 2 –1 (daylight) –1 (range) = 12, not enough to do damage to the humans (AC 14). </p><p></p><p>The humans return fire from their archers, getting 9 (1d20) + 2 = 11, not enough to hurt the </p><p></p><p>goblins. </p><p></p><p>Round 2: The goblins close in further, moving 15 ft. closer (eliminating their range </p><p></p><p>penalty) and hurling more javelins. Their attack this time is 13 + 2 –1 = 14, enough to hit </p><p></p><p>the humans for 3 points. The humans have 4 hp left. The humans return fire again with their </p><p></p><p>archers, getting 14 (1d20) + 3 = 17. That is sufficient for 4 points of damage, which is all </p><p></p><p>that the unit can take. The goblin unit is reduced to 0 hit points. The unit is routed, and </p><p></p><p>will withdraw from the fight unless rallied.</p><p></p><p>Uneven ratio fights</p><p>When units fight other units that have a different number of creatures per unit, the </p><p></p><p>abstraction used here becomes hard to maintain. </p><p>Unit vs. Gargantuan (ex: Soldiers vs. Dragon)</p><p>Unit vs. Huge (Soldiers vs. Giants)</p><p>Unit vs. Smaller (Soldiers vs. Pixies)</p><p></p><p>Melee</p><p>Melee with reach weapons</p><p>Ranged attacks</p><p>Area attacks</p><p></p><p>Rallying a Unit</p><p></p><p></p><p><em>Unit Advancement</em></p><p>Units that defeat other units receive experience points for defeating their foes. The number </p><p></p><p>of experience points awarded is based on the number of combatants, and shared among the </p><p></p><p>winners. In the example above, 200 human warriors share the experience for killing 200 </p><p></p><p>goblin warriors. This equates to each member of the human unit receiving the experience </p><p></p><p>points for killing 1 Goblin warrior (75 xp). </p><p></p><p>Units may advance upon reaching the experience point requirements. </p><p></p><p>Units may not advance beyond 5th level without special circumstances. </p><p></p><p>Units are graded according to their experience level: Recruit (1st), Green (2nd), Blooded </p><p></p><p>(3rd), Veteran (4th), and Campaigner (5th)</p><p></p><p>Instead of tracking the XP for the unit, you can assume that Units gain 1 level every 2 </p><p></p><p>years of active service. </p><p></p><p>Unit Advancement improves Base Attack Bonus, Saving Throw Bonuses, and Ability Scores. The </p><p></p><p>progression is not exactly the same as it would be for a single character, as it is assumed </p><p></p><p>that along the way the low-Con and low-Hit Point soldiers are replaced by healthier </p><p></p><p>varieties. As a result, the soldiers get an assumed Con bonus early in their careers, but </p><p></p><p>they lose out on the potential for taking one later (as the 1 point stat increase to Con </p><p></p><p>will not help them, then). </p><p></p><p>Melee troops favor Strength, and start with an average 12 in that score, and an average 11 </p><p></p><p>in Dexterity. Missile troops favor Dexterity, and they have an average 12 there with an 11 </p><p></p><p>Strength. </p><p></p><p>Typically, when the 3rd level Feat is available, the soldiers take Toughness and gain a 3 hp </p><p></p><p>boost. </p><p></p><p>When the stat increase at 4th level is available, the units balance their favored scores to </p><p></p><p>wind up with 12s in each of Str, Dex, and Con. </p><p></p><p>More experienced, and thus more capable, units increase the Muster and Maintenance costs. </p><p></p><p>The Muster cost of raising a more experienced unit is increased by 1 GB per level over 1. </p><p></p><p>The Maintenance cost of such units increase by 1 GB per 2 additional levels over 1. </p><p></p><p>[Code]</p><p>Example Level Advancement for Infantry Units</p><p>Level 1 2 3 4 5</p><p>-------------------------------------------------------</p><p>Hit Points 5 12 21 31 38</p><p>Base Attack 1 2 3 4 5</p><p>Fort 2 3 3 4 4</p><p>Ref 0 0 1 1 1</p><p>Will 0 0 1 1 1</p><p>Str 11 or 12 11 or 12 11 or 12 12 12</p><p>Dex 11 or 12 11 or 12 11 or 12 12 12</p><p>Con 10 or 12 12 12 12 12</p><p>Int 11 11 11 11 11</p><p>Wis 11 11 11 11 11</p><p>Cha 11 11 11 11 11</p><p>Avg HP/Level 5 6 6 7 7</p><p>Toughness +3 hp +3 hp +3 hp</p><p>Stat Increase Str or Dex or Con </p><p>Maintenance Base Base +1 +1 +2</p><p>Muster Base +1 +2 +3 +4</p><p>[/Code]</p><p>Hit points are calculated as: [Level] x [Avg HP/Level] + [Toughness Bonus]</p><p></p><p></p><p><em>Non-Human Units</em></p><p>The tables here list the values for human units. Non-Human units of basic Humanoids (Dwarf, </p><p></p><p>Elf, Gnome, Goblin, Orc, etc) use the same figures with some slight adjustments. </p><p></p><p>Dwarf: +1 to the Fortitude Save figure, +1 hit point on the average hp per level. -2 to </p><p></p><p>Command. </p><p>Elf: -1 to Fort Save, +1 to Ref save, +1 to Ranged attack for Archers (+2 to Ranged for </p><p></p><p>Infantry), -2 to Average Hit Points per Level, -1 to melee attack/damage</p><p>Gnome: -2 to melee attack/damage</p><p>Goblin: -2 to melee attack/damage, +1 to Maintenance</p><p>Orc: +2 to melee attack/damage, -1 to Will saves, -1 to Listen, Spot; -2 to Wilderness Lore, </p><p></p><p>+1 to Maintenance</p><p></p><p>The Maintenance cost for using units of a race other than your own is +1, as is the Muster </p><p></p><p>cost. </p><p></p><p><em>Unit Improvement</em></p><p>Units may be improved. The Improve Unit action is used to change a unit into a new category. </p><p>Units must be ready to advance a level to be eligible for improvement. Units may not be Improved into a type you lack the resources to build (in other words, you must Improve the unit at a place where you could Muster the same type of unit it will become). </p><p></p><p>The DC of the change is determined by how significant the change is. Promoting Irregulars to another type of “professional” soldier unit is the easiest change, with a DC of 5. Promoting other standard unit types to more specialized types is slightly more difficult, but not very hard, so it has a DC of 10. Promoting a unit to become an Elite unit of some type, however, is more significant and requires more attention, so its DC is 20. </p><p></p><p>[Code]</p><p>Original Unit New Unit Change DC</p><p>----------------------------------------------</p><p>Irregulars Other Base Easy 5</p><p>Archers Artillerists Minor 10</p><p>Archers Horse Archers Minor 10</p><p>Archers Elite Archers Major 20</p><p>Cavalry Elite Cavalry Major 20</p><p>Cavalry Horse Archers Minor 10</p><p>Infantry [Polemen] Easy 5</p><p>Infantry Elite Infantry Major 20</p><p>Infantry Marines Minor 10</p><p>Marines Sea Wolves Major 20</p><p>Scouts Skirmishers Minor 10</p><p>Barbarians Berserkers Minor 10</p><p>Scouts Barbarians Easy 5</p><p>Artillerists Sappers Minor 10</p><p>Scouts Sappers Minor 10</p><p>Scouts Horse Archers Easy 5</p><p>Elite Cavalry Mounted Guards Major 20</p><p>Elite Infantry Foot Guards Major 20</p><p>Elite Cavalry Knights Major 20</p><p>[/Code]</p><p></p><p>Archers may be improved to Artillerists or Horse Archers</p><p>Cavalry may be improved to Knights or Horse Archers</p><p>Infantry may be improved to Pikemen, Elite Infantry, or Marines</p><p>Irregulars may be improved to Infantry, Cavalry, Barbarians, Pikemen, Marines, or Archers</p><p>Levies may not be improved at all. </p><p>Scouts may be improved to Horse Archers or Berserkers</p><p>Barbarians may be improved to Berserkers</p><p>Artillerists may be promoted to Sappers</p><p></p><p>These unit improvements create special unique units that are unique to the nation to whom they belong:</p><p>Knights may be improved to Mounted Guards</p><p>Elite Infantry may be improved to Foot Guards</p><p>Marines may be improved to Sea Wolves</p><p></p><p>Example: </p><p>Mary’s character has a need for soldiers to defend a mountain pass, but her domain is short of cash. She can better use a quantity of soldiers at the moment, so she creates three units of Irregulars in the province where the pass is located. </p><p></p><p>The attack comes as Mary had expected. Fortunately, there are some adventurers handy to assist the Irregulars in defending the pass. After a couple of attacks, two of the Irregular units are depleted and can be merged; the other is close enough to full strength that it can be left alone to recover. </p><p></p><p>When xp is awarded, the Irregulars have earned enough to advance to 2nd level. Without the Improve Unit action, they would gain a level of Warrior, with commensurate hit points and saving throw and base attack bonuses. Mary chooses to send them to two different provinces and uses Improve Unit as a Realm Action (now that she has more cash handy). One unit is made into Cavalry, the other into Infantry. Instead of gaining a level as Warriors, they gain one as Fighters (with the extra Fighter feat, and better hit points). </p><p></p><p>After a few more domain turns, Mary has a unit of Infantry ready to advance to 3rd level. At this point, she decides to use Improve Unit again, and create a unit of her famed Royal Bowmen guards, known for the deadly accuracy of their longbows (3rd Level troops with the Far Shot feat). </p><p></p><p><em>Merging Survivor Units</em></p><p>The merged unit has the weighted average of the experience points of the units merged into it. The units to be merged must have the same feats, or the resulting unit cannot use the feats until all members have the opportunity to master the feats.</p><p></p><p>Example:</p><p>Mary has two survivor Infantry units. One had the Improved Formation Combat feat and the other had the Improved Command feat. When merged, the resulting unit operates as if it has neither of these feats. After gaining more experience, however, the unit survives to the point where it can select another feat. The members who do not have the Improved Command feat select it, and those who do not have Improved Formation Combat select that one instead. The result is that now, the unit may use both feats. </p><p></p><p></p><p><em>Unit Feats</em></p><p>There are special feats that apply only to units, like Improved Formation Combat and Improved Command. These feats may be added to a unit whenever an ordinary feat could be added. </p><p></p><p>IMPROVED FORMATION COMBAT [Unit]</p><p>The unit has drilled in using formations to fight. </p><p>Prerequisite: </p><p>Regions: </p><p>Benefit: +1 to the unit’s attack rating</p><p>Normal: </p><p>Special: </p><p></p><p>ENVELOPMENT [Unit]</p><p>The unit has mastered the art of surrounding a smaller unit to bring the most of its force to bear. </p><p>Prerequisite: Improved Formation Combat, melee or pole weapons</p><p>Regions: </p><p>Benefit: Units receive a circumstance bonus to their attack rating for the difference in unit ratio when confronting a smaller number of larger creatures. </p><p>Normal: </p><p>Special: </p><p></p><p>DEFENSIVE SQUARE [Unit]</p><p>The unit has mastered the art of minimizing its exposed members and reducing the effect of enemy envelopment. </p><p>Prerequisite: Improved Formation Combat, Envelopment, melee or pole weapons</p><p>Regions: </p><p>Benefit: The unit negates the effect of the Envelopment feat used by an opposing unit. </p><p>Normal: </p><p>Special: </p><p></p><p>CONCENTRATED FIRE [Unit]</p><p>The unit has mastered the art of firing effectively on a unit composed of a smaller number of larger creatures. </p><p>Prerequisite: Improved Formation Combat, missile weapons</p><p>Regions: </p><p>Benefit: The unit receives a circumstances bonus on its attack roll against a suitable unit. </p><p>Normal: </p><p>Special: </p><p></p><p>IMPROVED MORALE [Unit]</p><p>The unit’s command structure inspires the soldiers.</p><p>Prerequisite: Improved Command</p><p>Regions: </p><p>Benefit: The unit may attempt to rally without a Commander being present. Also, the unit receives a +2 morale bonus to saves vs. fear and the like. </p><p>Normal: A unit requires the presence of a Commander to attempt to recover after morale breaks. </p><p>Special: </p><p></p><p>IMPROVED COMMAND [Unit]</p><p>The unit’s command structure requires less direct supervision than normal.</p><p>Prerequisite: </p><p>Regions: </p><p>Benefit: The unit may move and attack without a Commander being present. </p><p>Normal: A unit requires the presence of a Commander to move and attack. </p><p>Special: </p><p></p><p>BOARDING [Unit]</p><p>The unit is trained in the art of invading a ship while fighting it. </p><p>Prerequisite: Improved Formation Combat</p><p>Regions: </p><p>Benefit: The unit grants the ship it is carried by a +2 circumstances bonus to its ship-to-ship combat attack rolls. </p><p>Normal: </p><p>Special: Multiple units with this ability add cumulative bonuses to the ship carrying them. </p><p></p><p><em>Moving Units</em></p><p>This set of rules is pretty much as described in the Birthright rulebook. Looking over my notes, it looks like all I did was to consolidate the tables with the additions of some material from Tribes of the Heartless Waste. </p><p></p><p><em>Ship Movement</em></p><p>Ships move a little differently than land units. Sailing ships are at the mercy of the winds, although ships that sail but also keep oars for emergencies are less vulnerable to being becalmed. </p><p>To move ships, </p><p></p><p>[Code]</p><p> Direction Relative to Wind</p><p> Ahead Aslant Across Athwart Ag’in</p><p>Movement X1 X3/4 X1/2 X1/4 X0</p><p>Check DC +0 +2 +3 +5 +10</p><p>[/Code]</p><p></p><p>[Code]</p><p>Wind Strength Category</p><p>Strength Base Points Seaworthiness Check DC</p><p>Calm 0 5</p><p>Light 2 10</p><p>Moderate 4 15</p><p>Strong 6 20</p><p>Storm* 6 25</p><p>Gale* 4 30</p><p>Hurricane* 2 35</p><p>[/Code]</p><p></p><p>Example: </p><p>David has a Huge ship at sea, in deep waters, and he wants to make landfall 2 spaces away to the Northeast. The wind is blowing Strong from the East. That puts David at moving Athwart the wind, and adds to 5 to the DC for sailing successfully. His sails are generating 6 MP per war move (week), and the base Seaworthiness check DC is 20. Because David’s movement direction is Athwart the wind, he only gets ¼ the usual movement points: 2 instead of 6 (rounded up). </p><p></p><p>The first war move, David uses 2 MP to move 1 deep water space closer to land. This uses up his movement for this turn, so it is time for the Seaworthiness check. The base DC for Strong wind is DC 20, +5 for moving Athwart it. The Captain’s Profession (Sailor) skill is 8. David makes the check and rolls an 18 for a total of 26; that beats the 25 DC, so the ship is intact. </p><p></p><p>David will need to wait until next turn to use 2 more to enter the coastal space; by then the wind direction may have changed. </p><p></p><p>[Code]</p><p>Movement Points Required</p><p> Ship Size</p><p>Type of Movement Large Huge Gargantuan Colossal</p><p>Along major river 1 2 N/A N/A</p><p>Along minor river 2 4 N/A N/A</p><p>Coastal Waters 1 2 4 4</p><p>Deep Waters 2 2 2 3</p><p>Enter/Leave Port 1 1 2 2</p><p>[/Code]</p></blockquote><p></p>
[QUOTE="Silveras, post: 1299838, member: 6271"] [b]Birthright Homebrew Conversion, part 8: Armies and Warfare[/b] [B]Armies and Warfare[/B] --------------------------------------------------------------------- Here are my notes, drafts for creating my own Mass Combat system from the Birthright rules. Some parts may not make total sense, as there are often one-line placeholders for ideas I wanted to expand upon. [I]Armies[/I] An army is a collection of one or more units under a unified command structure. Armies without a commander do not fight at their best. Without a strong presence to direct their efforts, the individual units waste some of their energies in petty rivalry. For each unit above 1 in the army, the attacks of all units are reduced by 1. The presence of a Commander negates this penalty. The penalty is increased if the units are from different races. For races historically allied, the penalty is –1. For races with a neutral history, the penalty is –2. Races that are typically enemies suffer a –4 penalty. A Commander cannot negate this portion of this penalty. Armies move at the average rate of the units that comprise them. The units each require separate Movement Points to move during War Moves. Each unit pays the appropriate cost for the terrain being crossed. Armies defend better together. Armies attack better together. [I]Building an Army[/I] Armies are composed of units. Armies may, or may not, have a Commander. At any time when two or more units are in the same province, the regent may elect to form them into an army as a Free Action. Likewise, it is a free action for a regent to disband an army into its composite units. Commander A Commander is a singular individual creature whose presence can affect the performance of a unit or army in combat. Units Units are composed of multiple creatures. The statistics block of one creature is used to represent the unit. Typically, units are composed of 200 Small or Medium, 100 Large, 40 Huge, 10 Colossal, or 1 Gargantuan creature(s). When a unit is created, it has the average statistics appropriate to a creature of that type, with average ability scores and hit points. Units of humans, for example, are composed of 200 level 1 Warriors with ability scores of 10 and 11 and 5 hp each. Weapons have a damage increment which is the average damage for that weapon plus any bonuses the unit is entitled to add. Double weapons add together the damage for both “heads” – double weapons are quite lethal when used in mass combat. The unit is represented as if it were one creature: War 1, Attack Longbow +1 damage 4 or Spear +1 damage 3. Unit Types [Code] Basic Unit Types (Recruits*) Unit Type Move Muster Maint Requirements Archers 2 2 1 Province (2) Note 1 Barbarian 2 0 1 Tribe (1) Cavalry 3 4 2 Province (3) Infantry 2 2 1 Province (1) Note 1 Heavy Infantry 1 3 1 Province (2) Note 1 Irregulars 2 1 1 Province (1) Note 2 Levies 1 0 1 Province (1) Merc Archers 1 4 2 ** Merc. Cavalry 3 6 2 ** Merc. Infantry 2 4 2 ** Merc. Hvy Inf 1 5 2 ** Merc. Irreg 2 3 1 ** Merc [Polemen] 1 4 2 ** [Polemen] 1 2 1 Province (2) Note 1 Scouts 3 2 1 Province (0) Note 3 or Tribe (0) Marines 1 2 1 Province (1) Note 1 *The numbers here are for raw recruits. For each grade of additional experience, add 1 GB to the Muster cost. For each 2 Grades of additional experience, add 1 GB to the Maintenance cost. ** Mercenaries can be hired in any province Note 1 Can be raised by any Temple, Guild, or Law holding of level 4 or better Note 2 Can be raised by any Temple, Guild, or Law holding of level 3 or better Note 3 Can be raised by any Guild holding of level 2 or better. [Polemen] are Pole-arm wielding units. Which particular polearm is in use varies by culture, but the essential idea is the same. In some lands, these would be Pikemen, others would be Glaivers or Ranseurmen. [/Code] Mustering Archers: 1st Level Warriors; Feat: Weapon Focus (missile) (Humans add Far Shot) Cavalry: 1st Level Warriors; Skills: Ride +4; Feat: Mounted Combat (Humans add Weapon Focus (lance)) Infantry: 1st Level Warriors; Feat: Improved Formation Combat (Humans add Weapon Focus (melee)) Heavy Infantry: 1st Level Warriors; Feat: Improved Formation Combat (Humans add Weapon Focus (melee)) Irregulars: 1st level Experts; Feat: Militia (1 melee and 1 missile weapon proficiency) Levies: 1st level Commoners (no skills, no feats, etc) [Polemen]: 1st Level Warriors; Skills: ; Feats: Improved Formation Combat (Humans add Weapon Focus (polearm)) Scouts: 1st Level Experts; Skills: Wilderness Lore, Spot, Listen; Feat: Alertness (+2 to Spot and Listen) (Humans add Weapon Focus (missile)) Skirmishers: 1st Level Warriors, Skills: Wilderness Lore, Spot, Listen, Hide, Move Silently; Feat (Alertness (+2 to Spot and Listen) (Humans add Weapon Focus (missile)) Marines: 1st Level Warriors; Skills: Balance, Climb, Use Rope; Feat: Weapon Focus (Short Sword) [Code] Special Unit Types Unit Type Move Muster* Maint Requirements Artillerists 1 4 2 Province (5) Berserkers 2 ? ? Tribe (2) Elite Infantry 1 4 2 Province (3) and Law (1) Elite Cavalry 3 4 3 Province (4) and Law (1) Knights 2 6 3 Province (4) and Law (1) Sea Wolves ? ? ? Port *Muster cost is the full GB price for raising this type of unit. [/Code] Artillerists: 1st Level Fighters; Feat: Berserkers: Barbarian 2 with light armor and weapons; Skills: ; Feat: Weapon Focus Elite Units: Fighter Knights: Aristocrat 1 / Fighter 1 Cavalry with heavy armor and weapons; Skills: Ride +5; Feats: Weapon Focus (lance); Mounted Combat Sea Wolves: Fighter 1 / Rogue 1 Marines with light armor and weapons; Skills: Balance, Climb, Use Rope; Feat: Weapon Focus (Short Sword) Adding a specialist to the unit A regent may choose to substitute a few members of a different character class for warriors in a unit. Units with Clerical members can bless the unit before battle, giving it a +1 on attacks. Such units can also cast bane on opposing units when in melee range, and can attempt to turn enemy units composed of undead. No more than 5% (10 creatures in a 200 creature unit) in a unit may be substituted this way. Attempting to substitute more than one character class in a single unit is not effective. [I]Combet[/I] In each round of combat, units move then fight. Initiative only matters in terms of deciding which units move first. Units move in descending order of speed, with Initiative Modifier used to break ties. Combat is handled simultaneously, and the results applied to both units before the next round. Units select a target to fight and a weapon to use against that target. Combat is resolved using opposed rolls. The attacking unit rolls 1d20 and adds its attack bonus with the chosen weapon to determine its attack strength. The attack strength is compared to the defense strength of the defender (10 + Armor, Dexterity, etc.). If the attack is greater than or equal to the defense, the attacker has succeeded. The attacker’s damage increment is subtracted from the hit points of the defender unit. Criticals do not apply. A unit reduced to exactly 0 hit points is routed; enough of its members remain that it can be rallied by a commander in a later round. Routed units cannot initiate attacks, but counter-attack normally when attacked themselves. A unit reduced to between –1 and –9 hit points is severely damaged. 5% + 5% for each hit point below 0 of the unit are lost (affecting the ability to recover or merge the unit). Until the unit is restored, its AC and attacks are penalized by the amount its hit points are below 0. A unit reduced to –10 hit points or lower is eliminated. That is to say, there are not enough survivors for the unit to even be merged into another. Example Jeremy has a unit of Goblin Infantry (basic goblins) with stats: Speed: 30 ft.; Initiative +1; AC 15 (+1 size, +1 Dex, +3 Studded Leather), hp 4, Attacks Javelin +2 damage 3 or Morningstar +0 damage 4; Feat: Alertness; SQ: Darkvision Ron has a unit of human Infantry (Fighter 1) with stats: Speed: 30 ft.; Initiative + 0; AC 12 (+2 Leather), hp 8 (+3 for feat), Attacks Longbow +2 damage 4 or Spear +1 damage 3; Feats: Weapon Focus (longbow), Toughness, Point-blank Shot The Goblins are in trouble. Being on the battlefield in daylight, they suffer an additional –1 to their attacks for the daylight. The Goblins, having the higher initiative modifier, go first. Round 1: The Goblins attempt to close, hurling their Javelins. The goblins move 30 ft. closer to the humans, reducing their attack penalty for range from –2 to –1. Their attack is 12 (1d20) + 2 –1 (daylight) –1 (range) = 12, not enough to do damage to the humans (AC 14). The humans return fire from their archers, getting 9 (1d20) + 2 = 11, not enough to hurt the goblins. Round 2: The goblins close in further, moving 15 ft. closer (eliminating their range penalty) and hurling more javelins. Their attack this time is 13 + 2 –1 = 14, enough to hit the humans for 3 points. The humans have 4 hp left. The humans return fire again with their archers, getting 14 (1d20) + 3 = 17. That is sufficient for 4 points of damage, which is all that the unit can take. The goblin unit is reduced to 0 hit points. The unit is routed, and will withdraw from the fight unless rallied. Uneven ratio fights When units fight other units that have a different number of creatures per unit, the abstraction used here becomes hard to maintain. Unit vs. Gargantuan (ex: Soldiers vs. Dragon) Unit vs. Huge (Soldiers vs. Giants) Unit vs. Smaller (Soldiers vs. Pixies) Melee Melee with reach weapons Ranged attacks Area attacks Rallying a Unit [I]Unit Advancement[/I] Units that defeat other units receive experience points for defeating their foes. The number of experience points awarded is based on the number of combatants, and shared among the winners. In the example above, 200 human warriors share the experience for killing 200 goblin warriors. This equates to each member of the human unit receiving the experience points for killing 1 Goblin warrior (75 xp). Units may advance upon reaching the experience point requirements. Units may not advance beyond 5th level without special circumstances. Units are graded according to their experience level: Recruit (1st), Green (2nd), Blooded (3rd), Veteran (4th), and Campaigner (5th) Instead of tracking the XP for the unit, you can assume that Units gain 1 level every 2 years of active service. Unit Advancement improves Base Attack Bonus, Saving Throw Bonuses, and Ability Scores. The progression is not exactly the same as it would be for a single character, as it is assumed that along the way the low-Con and low-Hit Point soldiers are replaced by healthier varieties. As a result, the soldiers get an assumed Con bonus early in their careers, but they lose out on the potential for taking one later (as the 1 point stat increase to Con will not help them, then). Melee troops favor Strength, and start with an average 12 in that score, and an average 11 in Dexterity. Missile troops favor Dexterity, and they have an average 12 there with an 11 Strength. Typically, when the 3rd level Feat is available, the soldiers take Toughness and gain a 3 hp boost. When the stat increase at 4th level is available, the units balance their favored scores to wind up with 12s in each of Str, Dex, and Con. More experienced, and thus more capable, units increase the Muster and Maintenance costs. The Muster cost of raising a more experienced unit is increased by 1 GB per level over 1. The Maintenance cost of such units increase by 1 GB per 2 additional levels over 1. [Code] Example Level Advancement for Infantry Units Level 1 2 3 4 5 ------------------------------------------------------- Hit Points 5 12 21 31 38 Base Attack 1 2 3 4 5 Fort 2 3 3 4 4 Ref 0 0 1 1 1 Will 0 0 1 1 1 Str 11 or 12 11 or 12 11 or 12 12 12 Dex 11 or 12 11 or 12 11 or 12 12 12 Con 10 or 12 12 12 12 12 Int 11 11 11 11 11 Wis 11 11 11 11 11 Cha 11 11 11 11 11 Avg HP/Level 5 6 6 7 7 Toughness +3 hp +3 hp +3 hp Stat Increase Str or Dex or Con Maintenance Base Base +1 +1 +2 Muster Base +1 +2 +3 +4 [/Code] Hit points are calculated as: [Level] x [Avg HP/Level] + [Toughness Bonus] [I]Non-Human Units[/I] The tables here list the values for human units. Non-Human units of basic Humanoids (Dwarf, Elf, Gnome, Goblin, Orc, etc) use the same figures with some slight adjustments. Dwarf: +1 to the Fortitude Save figure, +1 hit point on the average hp per level. -2 to Command. Elf: -1 to Fort Save, +1 to Ref save, +1 to Ranged attack for Archers (+2 to Ranged for Infantry), -2 to Average Hit Points per Level, -1 to melee attack/damage Gnome: -2 to melee attack/damage Goblin: -2 to melee attack/damage, +1 to Maintenance Orc: +2 to melee attack/damage, -1 to Will saves, -1 to Listen, Spot; -2 to Wilderness Lore, +1 to Maintenance The Maintenance cost for using units of a race other than your own is +1, as is the Muster cost. [I]Unit Improvement[/I] Units may be improved. The Improve Unit action is used to change a unit into a new category. Units must be ready to advance a level to be eligible for improvement. Units may not be Improved into a type you lack the resources to build (in other words, you must Improve the unit at a place where you could Muster the same type of unit it will become). The DC of the change is determined by how significant the change is. Promoting Irregulars to another type of “professional” soldier unit is the easiest change, with a DC of 5. Promoting other standard unit types to more specialized types is slightly more difficult, but not very hard, so it has a DC of 10. Promoting a unit to become an Elite unit of some type, however, is more significant and requires more attention, so its DC is 20. [Code] Original Unit New Unit Change DC ---------------------------------------------- Irregulars Other Base Easy 5 Archers Artillerists Minor 10 Archers Horse Archers Minor 10 Archers Elite Archers Major 20 Cavalry Elite Cavalry Major 20 Cavalry Horse Archers Minor 10 Infantry [Polemen] Easy 5 Infantry Elite Infantry Major 20 Infantry Marines Minor 10 Marines Sea Wolves Major 20 Scouts Skirmishers Minor 10 Barbarians Berserkers Minor 10 Scouts Barbarians Easy 5 Artillerists Sappers Minor 10 Scouts Sappers Minor 10 Scouts Horse Archers Easy 5 Elite Cavalry Mounted Guards Major 20 Elite Infantry Foot Guards Major 20 Elite Cavalry Knights Major 20 [/Code] Archers may be improved to Artillerists or Horse Archers Cavalry may be improved to Knights or Horse Archers Infantry may be improved to Pikemen, Elite Infantry, or Marines Irregulars may be improved to Infantry, Cavalry, Barbarians, Pikemen, Marines, or Archers Levies may not be improved at all. Scouts may be improved to Horse Archers or Berserkers Barbarians may be improved to Berserkers Artillerists may be promoted to Sappers These unit improvements create special unique units that are unique to the nation to whom they belong: Knights may be improved to Mounted Guards Elite Infantry may be improved to Foot Guards Marines may be improved to Sea Wolves Example: Mary’s character has a need for soldiers to defend a mountain pass, but her domain is short of cash. She can better use a quantity of soldiers at the moment, so she creates three units of Irregulars in the province where the pass is located. The attack comes as Mary had expected. Fortunately, there are some adventurers handy to assist the Irregulars in defending the pass. After a couple of attacks, two of the Irregular units are depleted and can be merged; the other is close enough to full strength that it can be left alone to recover. When xp is awarded, the Irregulars have earned enough to advance to 2nd level. Without the Improve Unit action, they would gain a level of Warrior, with commensurate hit points and saving throw and base attack bonuses. Mary chooses to send them to two different provinces and uses Improve Unit as a Realm Action (now that she has more cash handy). One unit is made into Cavalry, the other into Infantry. Instead of gaining a level as Warriors, they gain one as Fighters (with the extra Fighter feat, and better hit points). After a few more domain turns, Mary has a unit of Infantry ready to advance to 3rd level. At this point, she decides to use Improve Unit again, and create a unit of her famed Royal Bowmen guards, known for the deadly accuracy of their longbows (3rd Level troops with the Far Shot feat). [I]Merging Survivor Units[/I] The merged unit has the weighted average of the experience points of the units merged into it. The units to be merged must have the same feats, or the resulting unit cannot use the feats until all members have the opportunity to master the feats. Example: Mary has two survivor Infantry units. One had the Improved Formation Combat feat and the other had the Improved Command feat. When merged, the resulting unit operates as if it has neither of these feats. After gaining more experience, however, the unit survives to the point where it can select another feat. The members who do not have the Improved Command feat select it, and those who do not have Improved Formation Combat select that one instead. The result is that now, the unit may use both feats. [I]Unit Feats[/I] There are special feats that apply only to units, like Improved Formation Combat and Improved Command. These feats may be added to a unit whenever an ordinary feat could be added. IMPROVED FORMATION COMBAT [Unit] The unit has drilled in using formations to fight. Prerequisite: Regions: Benefit: +1 to the unit’s attack rating Normal: Special: ENVELOPMENT [Unit] The unit has mastered the art of surrounding a smaller unit to bring the most of its force to bear. Prerequisite: Improved Formation Combat, melee or pole weapons Regions: Benefit: Units receive a circumstance bonus to their attack rating for the difference in unit ratio when confronting a smaller number of larger creatures. Normal: Special: DEFENSIVE SQUARE [Unit] The unit has mastered the art of minimizing its exposed members and reducing the effect of enemy envelopment. Prerequisite: Improved Formation Combat, Envelopment, melee or pole weapons Regions: Benefit: The unit negates the effect of the Envelopment feat used by an opposing unit. Normal: Special: CONCENTRATED FIRE [Unit] The unit has mastered the art of firing effectively on a unit composed of a smaller number of larger creatures. Prerequisite: Improved Formation Combat, missile weapons Regions: Benefit: The unit receives a circumstances bonus on its attack roll against a suitable unit. Normal: Special: IMPROVED MORALE [Unit] The unit’s command structure inspires the soldiers. Prerequisite: Improved Command Regions: Benefit: The unit may attempt to rally without a Commander being present. Also, the unit receives a +2 morale bonus to saves vs. fear and the like. Normal: A unit requires the presence of a Commander to attempt to recover after morale breaks. Special: IMPROVED COMMAND [Unit] The unit’s command structure requires less direct supervision than normal. Prerequisite: Regions: Benefit: The unit may move and attack without a Commander being present. Normal: A unit requires the presence of a Commander to move and attack. Special: BOARDING [Unit] The unit is trained in the art of invading a ship while fighting it. Prerequisite: Improved Formation Combat Regions: Benefit: The unit grants the ship it is carried by a +2 circumstances bonus to its ship-to-ship combat attack rolls. Normal: Special: Multiple units with this ability add cumulative bonuses to the ship carrying them. [I]Moving Units[/I] This set of rules is pretty much as described in the Birthright rulebook. Looking over my notes, it looks like all I did was to consolidate the tables with the additions of some material from Tribes of the Heartless Waste. [I]Ship Movement[/I] Ships move a little differently than land units. Sailing ships are at the mercy of the winds, although ships that sail but also keep oars for emergencies are less vulnerable to being becalmed. To move ships, [Code] Direction Relative to Wind Ahead Aslant Across Athwart Ag’in Movement X1 X3/4 X1/2 X1/4 X0 Check DC +0 +2 +3 +5 +10 [/Code] [Code] Wind Strength Category Strength Base Points Seaworthiness Check DC Calm 0 5 Light 2 10 Moderate 4 15 Strong 6 20 Storm* 6 25 Gale* 4 30 Hurricane* 2 35 [/Code] Example: David has a Huge ship at sea, in deep waters, and he wants to make landfall 2 spaces away to the Northeast. The wind is blowing Strong from the East. That puts David at moving Athwart the wind, and adds to 5 to the DC for sailing successfully. His sails are generating 6 MP per war move (week), and the base Seaworthiness check DC is 20. Because David’s movement direction is Athwart the wind, he only gets ¼ the usual movement points: 2 instead of 6 (rounded up). The first war move, David uses 2 MP to move 1 deep water space closer to land. This uses up his movement for this turn, so it is time for the Seaworthiness check. The base DC for Strong wind is DC 20, +5 for moving Athwart it. The Captain’s Profession (Sailor) skill is 8. David makes the check and rolls an 18 for a total of 26; that beats the 25 DC, so the ship is intact. David will need to wait until next turn to use 2 more to enter the coastal space; by then the wind direction may have changed. [Code] Movement Points Required Ship Size Type of Movement Large Huge Gargantuan Colossal Along major river 1 2 N/A N/A Along minor river 2 4 N/A N/A Coastal Waters 1 2 4 4 Deep Waters 2 2 2 3 Enter/Leave Port 1 1 2 2 [/Code] [/QUOTE]
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