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Birthright War rules compendium Ad&d 2.5 edition - first RELEASE BETA Version 2.1; April 23, 2013 Rules team: Δσάγγελος “Stanios” Μπατάλης Γιώργος “Betos” Κανελλόποσλος Κώστας “Rock Star” Σακ Βασίλης “Vigilant-Undercover” Ναστούλης “Nazgoulis” Chapter developer/editors: Δσάγγελος “Stanios” Μπατάλης Κώστας “Rock Star” Σακ Γιάννης “Avon” Αγόρας Cover art: Arjan Duijs Interior art: All interior art is copyrighted by TSR or free distributed by artists throught out the internet. Artwork is not used for commercial purposes Special Thanks: Χρήστος “Thom” Γημητρόποσλος Γημήτρης “Reginald” Σταμούλης Gary Foss Arjan Duijs Travis Doom Ian Hoskins All the people of Birthright.net and all the lads that will tolerate all the playtesting This copy is a free document meant for personal and private use only. It is not for commercial sale, resale or distribution in whole or in part. Furthermore, its contents may be quoted, duplicated, revised or become the basis of derivative works under the understanding that such works must properly reference this text, its author, and are themselves released free of charge and under a comparable license. Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. Based on and including BIRTHRIGHT material created by Rich Baker, Colin McComb, Jean Rabe, Ed Stark, Dale Donovan, Duane Maxwell, and Carrie Bebris. This rulebook contains copyrighted material used with permission of Wizards of the Coast. This rulebook is not for sale or resale and no profit can be made from the use of this material. DUNGEONS & DRAGONS, DUNGEON MASTER, BIRTHRIGHT, and the BIRTHRIGHT logo, and the Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc. The System logo is a trademark owned by Wizards of the Coast, Inc. All characters,character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2011 Evangelos Batalis
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Contents
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Chapter 1: WAR The battle was all but won. Our enemies were huddled in a loose formation before us. They had fallen back towards the forest, driven by our charging cavalry and the relentless push of pikemen. Yet they did not flee or surrender. They had retreated in good order, and as many of our dead littered the ground as theirs. Nonetheless, their position was dire, and it was only a matter of time before their ranks broke and they would be crushed. For the first time in hours, men began to smile as the relief of victory began to wash over them. The prince ordered a final charge as the enemy’s formation began to press into the trees at their backs. “Do not let them escape!” he ordered. “Show them no more mercy than they have shown our own people!” He led them himself. It was just as the first knight lowered his lance that we heard the hissing sounds and fleshy thumps that fill the soldier’s heart with dread. There were archers in the trees! The whole of our cavalry was exposed to their fire! More arrows leapt from the right and left, and I realized that this enfilade that looked like such a perfect place to force our enemies also gave anyone waiting for us a perfect view of our flanks. We had been lured into a cunning trap. Many have told the tale of that brave charge, and that the prince fell swinging his blade, surrounded by foes. I tell you truthfully, that I saw him fall in that first volley, and it was the feathered shaft of an arrow that stuck from his gorget that silenced him. Without our leader, many found they had little stomach for the coming slaughter. I count myself among them, and that is why I am here to tell you the tale rather than feeding the crows upon some distant field.
THE ROLE OF COMMAND
Strategy can play a vital role in military endeavours. In this system, Strategy takes place during strategic decisions made by characters. But more dramatically, Strategy takes place on the battlefield during the Advantage phase of the combat round. At that time, leaders are able to get points that can be used later in the combat round to alter the effects of the various actions. In a Birthright campaign, Strategy is the purview of the PCs, usually in their role as regents. In a typical D&D campaign, PCs can be devastatingly powerful in combat in a way that is difficult to portray in large scale combat. One of the conventions of this system is that the characters who lead a military force do just that: lead. By directing combat, rather than engaging directly in it they are able to wield forces beyond even their own powers. The coordination and teamwork involved in an organized military unit makes that force more powerful than even high level characters, and one of the points in delving into a large scale combat system is the assumption that even the most powerful character would not be able to confront an organized military force in any realistic way. That’s not to say that PCs don’t influence events at the large scale combat level. Their presence can still be vital to the outcome of a battle. However, their role is relegated to that of the commander. In this system, that means their influence is determined early in the combat round as an abstract pool of points that is doled out by the player as he sees fit during the remainder of the round. The strategy non-weapon has the corresponding description about advantage points and its use.
The Battle Round Each battle round has two main stages and lasts 10 actual rounds (10 minutes of fighting). Each combat round is conducted in the following order: The Action Phase which is comprised from: Initiative, Activation/Scouting/Ambush, Advantage, Stationary Range attacks, Cavalry charge, Movement/Formation and the Battle Phase which is comprised by Magical Attacks, Combat ( Melee, Range attacks),and the Morale Phase.
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The Battleground The ground selected by the defender or sometimes the attacker to resolute a battle is a choice that can turn the tides. The Battleground can be fields of plains with minor props but most of the times hills, rivers, keeps, armed camps and several other sites can play a decisive role in a huge battle. Humans can walk 12 yards per round or 24 yards per round if running. The battle ground is going to be tiled in rectangular hexes of 60 yards wide x 80 yards. Since we are going to be using the battle cards from the BR original campaign as markers for a amassment of troops we can safely assume that the unit itself take up some space in the battlefield, hence we can use each battle card as a metric unit of its own. The best way to measure this is to take in account the least metric unit in our system which is the slow mobility of the footmen, and that is 12yards per round. Translating that in a Battle round we can assume that a footman unit is moving 120 yards. This system is going to make our lives a lot easier concerning movement, range, and special manoeuvring during a huge scale battle. In order to be able to calculate accurately all details concerning the battlefield all stats are going to be taken into account and a huge difference between all sorts of units will be playing a huge part during war.
I. Initiative Initiative is rolled at the start of each combat round. Initiative order is very important at this time. The first initiative roll is made by the opposing Generals as dictated before battle, there are some times more than two Generals involved in battle. A d20 is rolled with the highest result calling the order that the armies will declare their actions. There are modifiers that can add to this result (see Strategy NWP). When Initiative order has been declared you can proceed with the first phase of the battle.
II. The Action Phase Activation/Scouting/ambush Activation and scouting are two very important factors for a battle resolution. At this phase the leaders of the opposed armies can choose to activate and/or scout throughout the battlefield. All units can scout 600 yards ahead of them the actual size, type and origin of their enemy. Scouts can scout 960 yards away thus making them a viable unit for every army. When a unit is revealed from scouting its presence becomes common knowledge for the leading General and all units in his army benefit from this knowledge. Ambush is performed from units able to do so and grants a very deadly advantage during battle. Units assigned to ambush do so at the very start of the round and can assault units within their movement reach unnoticed. Ambush halves all defense rating of the target for that attack. Activation usually follows after scouting and it is the moment where the general sends through his scouts his first orders for mobilization. Activation is needed to perform any kind of action, a unit not activated cannot perform any action or be targeted by advantage points unless rules state otherwise. The activation cost for each unit is listed in the table below. Unit Scouts/Levies Infrantry /Archers/Pikemen Elite Infranty/Light Cavalry Knights Artillery
Activation Cost 0 1 3 5 7
Advantage
At the beginning of this phase the leaders are called for a Wis/Int roll, if they make the roll they are awarded 4 advantage points, if they fail the roll they are awarded 2 points. Advantage points can be spent at this phase in order to Augment Units , Perform Special Maneuvers or even activate extra units for movement. Units called to perform Special Maneuvers must roll a morale check with a +2 bonus before they execute it.
Action Simple attack (melee/missile) Move Unit Activation Forced Move* Rally Assume Formation* Fortify*
Advantage point cost 0 0 1/3/5/7 2 2 2 2
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Action Targeting Ambush* Raid* Charge* Fire Support Hit & Run* Tactical Withdraw Fast Attack* *Special Maneuvers
Advantage point cost 4 4 4 4 4 4 4 6
Unit activation: The commander spends advantage points at a ratio 1to1 for activation points for his troops. Forced Move: The commander spends advantage points in order to double a unit’s move this battle round. Units ordered to force move twice in a row must roll a morale check. Rally : The commander spends advantage points to Rally units in his army. By doing so the unit rolls a morale check at the morale phase of the battle. Leaders can opt to save advantage point to rally check at the end of battle to negate an in round morale event, this happens with -2 morale penalty. If the check fails the unit loses one level of morale. Assume Formation: By spending advantage points the commander can order a troop to assume strategic formations in order to fight more efficiently. Not all troops are trained in formations. See unit descriptions. Fortify: By spending advantage points a unit can be ordered to fortify and wait for an assault. A fortified unit in order to move next round needs double its activation points and can only do a half move. A fortified unit receives a +2 bonus on its AC value. All units can fortify Targeting: Units employing long range missile weapons can use advantage points to use targeting for their missile attack this round, Targeting can only be used by stationery missile attack. Targeting allows the missile unit to shoot at already engaged units choosing target. Targeting Missile attack on stationary targets gets a +4 Bonus on Battle rolls. Ambush: Only units mentioned in their description that are able to ambush can use this advantage. Ambush is a very powerful advantage and can be performed only once from a unit that has appeared in a battle ground. Units spoiling their cover cannot ambush any longer. Ambush units resolve attacks immediattely and deal a +4 Battle roll with a x2 damage die. Raid: The commander orders his men to harry and harass enemy lines. A Raid does roll damage (with no addition for Unit Strength) to the enemy formation. At the end of the raid maneuver, the unit may make a retreat move. Raids can be performed by units that mention it in their description. Charge: The commander orders his men on a furious assault. The unit can make a free move towards the enemy as part of the charge. The unit rolls 2 dice of damage for damage resolution. Only units capable of charging can use this advantage. Fire Support: This advantage can be used by units which employ close combat and some sort of range weapons, the moment this unit is about to engage in a melee combat round if points have been spent the unit is entering the melee using a free attack using its missile rating first and then resolving the melee action. \ Hit & Run: Hit and run is a guerrilla warfare tactic used by specific type of units and its very difficult to perform. The unit makes a free move in the Melee sequence performs a melee or missile attack depending on the weapon it uses and then can fall back as per the rules. Fast Attack: Fast Attack is a basic attack action executed very swiftly. All Fast Attacks are resolved prior to other actions in the round. If both sides use Fast Attack, then first Fast Attacks are resolved in initiative order and then other actions are resolved as normal. Fast attacking units roll first damage on their opponents and then if their opponent survives it can retaliate. All units can try to fast attack. Tactical Withdraw: A unit can perform a tactical withdrawal during Movement Step, if the commander has the initiative there are no further effects; the unit has simply used the benefit of initiative to break off contact and pull back a short distance from the enemy unit. Withdraw is allows backwards. Units withdrawing are doing so with half move.
Stationary range attacks All units that are capable of a range attack and not assigned perform any moves are capable of taking the missile attacks at this phase if an enemy unit is within range. The units roll five battle rolls with the proper modifiers for range/cover etc. This is considered one attack. Stationary missile units can perform Targeting at half the cost.
Cavalry Charge
Units who are capable of performing a charge advantage action can do so now. Charging will make the unit move double its base move speed. The Charge deal a battle roll in damage plus two damage rolls on the defender.
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Movement/formation
Units can been assigned to either move or change their formation if able to do so, activated units can now perform the move that is allowed to them or if designated by advantage can assume a special formation. If a unit has been activated and designated to change formation this will happen before the unit moves and uses half of the units move allowance. Units in formations can take only half a move.
III. The Combat Phase Magic and magical Attacks
Spells, monster magical abilities and unusual power are resolved at this step. Wizard's are treated as individuals and are subject to skirmish rules. Wizards cast spells in battle in the same manner they cast at other occasions. Range, number of targets and all factors are taken into account for resolution.
Combat (Melee/Missile) When two or more unit come in the same hex during the movement phase their movement stops and a melee starts, the units are locked in battle and cannot escape till it has been resolved. Missile Units that have moved at this phase and have not come into melee can perform any of its missile attacks with a -4 penalty to its battle rolls. Shooting missile attacks in a melee causes the damage to be distributed evenly among friend or foe. Roll five battle rolls and calculate the results, this is considered one attack. When 2 units are engaged in battle they occupy one hex and no more units can enter that hex, what can be done though is that friendly units can occupy the surrounding hexes in order to provide bonus to the units Battle roll and an extra Damage roll per skirmish round. The bonus is calculated depending the number of units supporting. (1 unit +2 to battle roll, 2 units +4 to battle rolls, 3 units +6 to battle rolls, 4 units +8 to battle rolls) Morale modifiers for outnumber do count.
IV. The Morale Phase
After attacks are resolved, every military unit can be subject to a morale check. During the morale phase each unit rolls 2d10 and the result must be equal to or less than the morale of the unit for it to succeed the check. A simple failure indicates that the unit is losing one step of morale. A morale check fail that exceeds the total morale of a unit by 9 or more means the unit has surrendered.
Morale Changing Events These events will cause a unit to roll morale to resist losing a step of morale. One success is required to resist such a shift, also a rally can be called to counter the morale changing event, -1 for every other such situation that came up in the same mass combat round. Make a morale change check at the end of every mass combat round in which such situations have occurred. 1. The leader takes a serious injury. 2. The leader dies. (-4 Morale, roll to avoid two steps of morale loss) 3. Unit moves more than once consecutively using a forced move action. 4. 25% of the unit has fallen. (-1 Morale) 5. 50% of the unit has fallen. (-2 Morale) 6. 75% of the unit has fallen. (-4 Morale) 7. Over 25% of the unit is fell with one attack (-2 Morale) 8. Over 50% of the unit is fell with one attack (-4 Morale, roll to avoid two steps of morale loss) 9. The unit realizes it's outnumbered by 2:1 or worse. (-1 Morale) 10. The unit realizes it's outnumbered by 5:1 or worse. (-4 Morale, avoid two steps of morale loss) 11. The unit is within 2 spaces of another friendly unit that has lost a step of morale. (-1 M.) 12. The unit attacks and fails to inflict any damage. 13. Set to receive a charge from a charging unit. Fallback: If a fallback occurs a special combat is fought at the moment the fallback takes place. All enemy units in battle with the retreating unit are allowed to make a normal attack against the retreating unit--but the retreating unit cannot attack. Casualties and any required morale checks are resolved for the withdrawing unit before it can perform the withdrawal movement. If the unit routs, then it performs rout movement instead of the withdrawal that had been planned for it. Half move is allowed to withdraw. Rout: A unit that becomes routed has only one real objective: to get to a place of safety as soon as possible. Rout movement simulates the action of a unit whose morale has been shattered, and which is running away from the battlefield in panic. A routed unit will normally try to avoid coming into contact with other units (enemy or friendly), but will not stray too far from the most direct path possible between its present location and the place it wants to get to (the edge of the tabletop). A routed unit that cannot an enemy unit is considered destroyed, and should be removed from the field and placed with the other casualties. A routed unit that cannot complete its
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movement because of battlefield terrain is also considered destroyed. A routed unit performs rout movement each turn until it rallies or it leaves the battlefield. If the unit does not rally and is not destroyed by running into an enemy unit or impassable terrain, then it is removed from play as it leaves the field. Treat a routing unit as a falling back unit but add a +4 on the battle roll of attacking units and double the damage rolls (x2).
Consequences
Results of a failed Morale Check
Bonuses/Penalties
1. A good unit that has been targeted by a rally check and succeed two consecutive morale rolls. 2. A good unit that roots or destroys at least 2 different enemy units.
Fanatical
1. Unit cannot be used to support, must engage an enemy at fastest speed. 2. Unit cannot be targeted by formations unless it passes a morale check. 3. Unit will not fortify. 4. Unit will not hit and run.
1. The unit becomes Good and for the next round suffers -1 on all Battle rolls.
1. +2 Total Morale. 2. +1 on Battle and Damage rolls. 3. 1/2 Cost to perform a Charge attack.
1. A unit always start at good order 2. A shaken unit that makes a successful rally check regains good order.
1. Has no restrictions penalties; can function with no penalties due to morale status.
1. The unit becomes shaken and must fallback.
N/A
1. A good order unit that fails a morale check by 7 or more becomes routed. 2. A unit that has no room to fallback becomes routed
Routed
1. A unit in good order that fails a morale check. 2. A routed unit that makes a rally check. 3. A unit that performs a charge and fails to deal damage is automatically shaken.
Shaken
CAUSES
Good
steps of Morale
1. Cannot perform special maneuvers. 2. Cannot deliberately attack an enemy 3.If not in battle it can take a rally check or perform movement, not both on the same round. 1. A routed unit that cannot fallback is immediately to a adjacent unoccupied space it is disbanded 2. May affect morale of friendly units it nears. 3. Cannot attack, will not defend. 4. Must continue with rout movement until it leaves the battleground or leader makes a successful rally check
1. Unit must reroll morale and fall back immediately; if second morale fails the unit becomes routed. 2. Inside a Keep the unit remains shaken.
N/A
1. Unit has -1 Morale, -1 on Battle and Damage rolls.
1. Unit has -2 Morale, -2 on Battle and Damage rolls.
V. LULL Battles are long, tactical affairs in which soldiers jockey for position and engage in a wide range of activities. Inevitably there are breaks in the action. During these periods a commander has several options to choose from. A commander can engage in only one of the following actions per lull. Aid Casualties: A military unit that has lost hits can receive medical care that temporarily returns a level to active duty. Returning wounded soldiers to combat requires a healing group or specialists or even priests who can administer healing magic. Success means the military unit gains a lost hits for the duration of the battle. Once the battle has concluded, the injuries and losses of those temporarily returned to battle reassert themselves. The walking wounded who are returned to combat are much less likely to recover afterwards. Parley: A parley is a break in the battle in which commanders send message to each other to negotiate any number of activities. Prisoners can be exchanged, a negotiated end to the current combat can be arranged, or surrender can be demanded. Retreat: A retreat is an attempt to break contact with the enemy and leave the current province. Retreat requires that a commander disengage from a battle, which can be a very tricky proposition. A commander can order some of his troops to stay behind and act as a rear guard, effectively sacrificing them to save the remainder of the troops (and their leader….) Withdraw: A withdrawal is a strategic maneuver in which the commander breaks combat with an opponent in order to return to defensive positions, evade contact or otherwise prolong the period of conflict. Unlike a retreat, units that withdraw remain in the province. Successfully withdrawing from combat ends the current conflict. Hostilities are resumed in the next war move.
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Units by cultural/race 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, 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. Special : +3 for stationary targets; -3 for targets moving at a rate of up to 12; -6 for targets moving at a rate greater than 12; +4 for the second and subsequent shots at a stationary target; +2 for targets whose largest dimension is greater than 30';+4 for targets whose largest dimension is greater than 90';+6 for targets whose largest dimension is greater than 270'. -2 for targets at medium range; -5 for targets at long range. 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 equipment including tools, and the soldiers are trained in 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. Special : Ignore any terrain/fortifications defence bonuses to their target. Artillerists can perform targeting. Bombards, catapults, and trebuchets and ballistas fire their projectiles in a high arch: thev are inaccurate and cannot really be aimed at anything; the crew simply points the engine in the target's general direction and hopes the missile will land somewhere nearby. The attack roll is modified as follows: +3 for stationary targets; -3 for targets moving at a rate greater or less than 12; -6 for targets moving at a rate of 12 or greaterl; +4 for the second and subsequent shots at a stationary target; +2 for targets whose largest dimension is greater than 30';+4 for targets whose largest dimension is greater than 90';+6 for targets whose largest dimension is greater than 270'. -2 for targets at medium range; -5 for targets at long range.
War Machine Indirect Fire
Assuming the artillery unit is aiming at the yellow marked square and 1 2 3 4 concerning the skill of the main engineer coordinating the fire the rookie artillerist group 5 6 7 8 while aiming would roll 1d12 to determine the actual place the fire lands . A more 9 10 11 12 coordinated group will be lowering the chances of a miss during battle. Artillery can shoot at an arc while aiming but that if not totally aligned with their target will be done with a total of -2 to their battle roll. Only direct fire artillery can change facing. Artillery units can employ several type of bombardment weapons but the type of weapon determines and the units rate of fire and mobility. Cavalry (Cav): Cavalry units include any unit primarily composed of swift animals 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. Special :Cavarly can perform Charge as per the advantage. Cavalry units gain a +2 attack bonus when charging. Cavalry units can assume formations. Cavalry units can Raid.
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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 illtrained 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. Special : Infantry units gain a +1 melee attack bonus against irregulars and pikes. Infrantry units can assume formations. 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. Special : Irregular units can be drafted/conscripted. Irregulars can perform raid, ambush, hit and run. 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. 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. Can assume formations.
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+, AC+, Mrl+): Units with advanced training gain a +2 bonus to melee, missile, AC, or morale ratings due to their special training. 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 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 . 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 AC 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 and or during Battle. Can Raid, Ambush at no cost. 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. Toughness: Members of the unit are trained rigorously to increase their endurance and morale. Unit modifier: +1 hit, +2 morale, +1 GB muster cost. Siegemasters: Siegemasters are trained and equipped to besiege fortifications. Siegemasters gain +2 to Battle Attack rolls to attacks made using war machines and narrow the scatter dice to d8. Siegemasters also reduce the time needed to destroy fortifications by 1/4. Unit Cost: +4 GB Muster Cost
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Archery from Horseback. Archers on horseback are very effective against foot troops without missile weapons. (If the character on foot has a weapon to reply to the horse archer's fire, it's a different story.) Weapons suitable for use while mounted include short bows, composite short bows, hand crossbows, light crossbows, and size S firearms. If the archer remains still (takes a no-move action), his rate of fire and range modifiers are unaffected by his mount. If he rides a half-move his rate of fire is reduced by one category and he suffers a -2 penalty to his attack rolls. If his mount takes a full move, his rate of fire is reduced as above, and h suffers a -4 penalty to his attack rolls. These penalties can be reduced by expertise in mounted archery; refer to Chapter Four for more information. The best way to exploit the archer's mobility is to gallop in for a round of fire and tt en retreat when the foot troops try to respond. This tac:ical system was one of the most successful ever dev sed, and for a time rendered infantry nearly obsolete. Unit modifier: +1 GB muster cost.
Formations Units must be specificaly trained in a formation in order to employ it. Shield formation: Units with shield formation are trained to use overhead shield walls to blunt the impact of offensive missile. All members of the shield wall and any allies behind it are considered to be behind 50% cover (-4 AC bonus) versus missile fire. Shield walls block lines of fire indoors or underground. Since the members of the wall are in close order, shield walls allow them to concentrate their fighting power. They are also good for controling enemy movement, especially in narrow areas such as dungeon corridors. Because the shields overlap, all members of the wall gain a -1 AC bonus vs all other forms of attack. Creatures forming a shield wall must be of the same size or the wall won’t work. A shield wall can only take half-move without breaking apart ,. Unit modifier: +1 GB muster cost. Foot units only. ½ movement when shield wall is formed. Spear Hedge Formation. Units with Large Pikes or Spears can have Pike Wall formation training. Large pikes are equipped and used in a deadly way during battle. Pike Wall formation deals four times damage to any sort of charging unit and deals double damage at normal melee units during the first round of engagement. Pike Wall damage is resolved during the "Charge" damage phase. Unit modifier: +1 GB muster cost Special: ½ movement when Spear Hedge is formed. Wedge Formation. Wedge formation can be employed by all units trained at it. Only Cavalry units can perform a wedge in order to lessen the impact of the first charge and squeeze in the pike lines. Unit modifier: +1 GB muster cost Special: Unit negates the damage bonus of pikes vs charges. Reduces by half the initial damage the unit receives. Units assuming Wedge formation cannot change heading. Skirmish Formation: Skirmish formation is not an actual formation but rather a state at which non regular army or trained warriors would opt during a large scale battle. Skirmish as an option for regular troops is used in order to avoid ranged missile attacks and gain mobility during a fight. All Irregular, Levy, Scout, Elven, Goblin, Gnoll, Orog and Monster units are considered to be in skirmish formation at the start of any battle unless otherwise noted. Special: Skirmishers can move up to ½ their move allowance more during a battle turn. Skirmish formation grants -2 AC bonus vs all range attacks and -1 AC vs cavalry attacks. In order to assume skirmish formation tactical units need a Morale Check.
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Combat resolution What happens when 20 of the King's Guard fight over 30 Brigands or Bandits? It is easy to determine what happens for the PC but what takes place all around them? What is the fate of NPCs involved or what happens during the short fight for the participants on both sides? Do the brigands’ overwhelm the guards? What are the results of this fight? The following skirmish system is set to determine such small-scale battles or it is used when 2 units in a large scale battle are locked in melee combat. First is needed to determine the statistics of the combatants involved. If 100 soldiers are fighting 50 goblins and 20 orogs, statistics must be generated for all the participants. The total number of Hit Dice for the groups is treated as their Hit Points for the skirmish. 100 soldiers of 1 HD are treated as 100 HP in total, 20 orogs of 4 HD are treated as 80 HP. Figure the Battle Roll needed to hit the target of each group. The Soldiers having an overall of 20 Thaco hit the AC 10 Orogs over 10, each roll over 10 on the d20 roll is treated as a hit. The 17 Thaco Orogs hit the AC 10 Soldiers over 7, each roll on the d20 over 7 is treated as a hit. Double the base damage if the creatures are capable of dealing more than 12. Each combat round roll for damage on all opposed group. The winning group modifies its damage by the difference of the die rolled. e.g The humans roll 1d8 and roll 7 and the Orogs roll 1d8 and roll 3, the damage of the humans is modified by +4 for this combat round. There are some modifiers involved: +1 bonus per two levels of magic used on the battle ground. +1 bonus per major NPC or PC involved in the unit. +2 bonus if the group surprises the opponents. -1 penalty if the enemy has the terrain advantage Numerical advantage (2vs1 +2 on rolls, 3vs1 +4 on rolls, 4vs1 +6 on rolls, 5+vs1 +8 on rolls. Determine the Defense rating of each unit, Leather units are considered to have DR of 2, Mail units are considered to have DR of 3 and Plated Units are considered to have DR of 5. When hits are determined reduce the hits depending on the units DR. Thus if the Orogs mentioned above rolled a 7 on the d8 roll they are dealing 5 hits on the soldiers who are padded geared to reduce this damage by 2 points dealing 5 hits of damage. When a group loses half its starting hit dice its die value drops to 1d6 for resolution. When a group reaches one quarter of its starting hit die it's resolution die is reduced to 1d4. Attrition will take its toll in morale sooner or later. If an army wins too consecutive resolution rolls the army gains a momentum and the opposing forces begin to demoralize. On the next roll the winning army gains +1 bonus, and +1 for any subsequent rounds he retains momentum to his resolution roll . Following are tables that randomly determine the roll of a PC or NPC in the field of a large skirmish battle. Consult the following tables to determine the outcome and involvement of characters or role play the events taking place during the fight.
Combat Critical Random Events
If an NPC randomly decide his fate if a PC you must play out this dramatic situation
Table 1: Roll d20 to determine the results
Roll Results 1-4 Random Event Table 2 5-15 No Random Events 16-19 Random Event Table 3 20 Reroll Twice* *If you get a critical random event from the first roll you dont roll a second time.
Level of engagement modifiers Disengaged: If you remain disengaged during a skirmish battle you can opt to avoid any Critical Random event that you roll on table 1. Pc takes 1d3 HP and 1d6 FP per round. Leather modifies by -1 HP, Mail armour Modifies by -3HP damage but increases by 1D fatigue loss d6d8, Plate modifies by -5HP loses but increases by 2D fatigue loss d6d10. Engaged: If you remain engaged during a skirmish battle you roll normally on your Critical Event table 1. Pc takes 1d6 HP and 1d8 FP per round. Leather modifies by -1 HP, Mail armour Modifies by -3HP damage but increases by 1D fatigue loss d6d8, Plate modifies by -5HP loses but increases by 2D fatigue loss d6d10.
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Heavily Engaged: If you remain heavily engaged during a skirmish battle when you roll for the Critical Random Event you subtract 2 if you roll from 6-10 or you add 2 if you roll from 11-16. Pc takes 1d8 HP and 1d10 FP per round. Leather modifies by -1 HP, Mail armour Modifies by -3HP damage but increases by 1D fatigue loss d6d8, Plate modifies by -5HP loses but increases by 2D fatigue loss d6d10.
Table 2: Roll d20 to determine the results Roll 1-4 5-7 8-10 11-13 14-16 17-19 20
Result Knockdown-out Battlefield event Weapon Trouble Close Quarters Break the Line Save a wounded comrade Few against Many
Knockdown/Knockout The character is struck from overrun beasts or enemy warriors. The character is struck down or out 85% chance for down and 15% chance for out. If down the character does not contribute to the unit the next round. If the character is struck unconscious he will stay down for 1d3 Battle Rounds.
Battlefield event Something in or around the battlefield gets affected by the combat fray. If the fight occurs indoors, it might be a piece of furniture, a window, or a keg of ale. The damage on the area affects the character directly and it is up to the DM to determine the cause. (Tree braches, artillery attacks, deadfalls, fire exposed areas etc) Roll 1d6 to determine the effect 1-3: Character gets damaged from the debris taking 1d4 damage 4-5: The character takes 2d4 damage from the area affected 6: The character gets a moderate (2d4) critical hit area effect, save vs reflex to avoid, from the effect
Weapon Trouble
The combatant experiences difficulty with his weapon. Roll 1d6: 1-3: Combatant disarmed. In the fray the character cannot retrieve his weapon. 4-5: Hard parry may break weapon. Roll a successful item saving throw vs. crushing blow to avoid. 6 : If the character killed an opponent last round, his weapon is stuck in the foe's body. Take a round to pull it out.
Close Quarters
Two or more enemies threaten the character and thus find themselves inside one another's reach and are effectively locked in close combat. Roll 1d6: 1-2: One opponent of -2 HD of the character (min 1 HD, 5 HP) 3: Two opponents of -2 HD of the character (min 1 HD, 5 HP) 4: Three opponents, two of them are -2 HD and one is at -1 HD. 5: Sergeant of the enemy troops with equal HD of the character 6: Lieutenant of the Enemy Troops, if not designated or a noted NPC he is at least +1 HD of the character.
Break the Lines
You receive the command to charge the enemy’s front line! The character must face 1d4+1 opponents to successfully attack the front line. The character is immediately moved to the Heavily Engaged level. During the next Battle Turn, reduce the character’s Critical event roll by 2, but add 2 to his commanders Battle Roll.
Save a wounded comrade
In the midst of battle, you notice an ally has fallen! You have the opportunity to save him. While saving his comrade, the character cannot undergo any other Heroic Opportunities until the ally is on safe ground. Each Battle Turn, the character faces two or three opponents. If the character successfully defends the fallen comrade, he can roll for leadership if he has the skill each round he defends the fallen comrade. He can raise his skill only once though. He also grants a +2 Morale modifier to his unit.
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Few against Many The character is caught in the middle of the an enemy detachment. The enemy flag carrier, lieutenant and entourage are all around him. Roll 1d20 for NPC, 1-9: Character is put down rendered unconscious or surrenders (50%) for either 10-14: The character is severely wounded and left down to die. Will die in 1d6 Battle Rounds. 15-17: The character sustains a critical hit (2d6) severity save vs fort and left to die 18-19: The character is killed outright 20: The character makes a break for it and runs, turning the tables on his opponents, taking courage his comrade’s rally to help (+4) on next round battle rolls. A melee against 1d4+2 opponents If the character’s ally survives, the character can roll for Leadership, if he has the skill he can freely raise it by one rank, if not he may be awarded with a henchman, GM’s discretion. Roll 1-4 5-7 8-10 11-13 14-16 17-19 20
Table 3: Roll d20 to determine the results Result Lucky Break Lucky Opening Hold this Ground Heal and Help Regroup Pick Up the Banner Overwelm
Lucky Break
The combatant is favored by fate and gains a +3 bonus to his next critical event table roll.
Lucky Open
The combatant sees his chance and takes it on the battlefield, he rallies troops near and guides them to the enemy flanks,. he contributes a +2 bonus to the battle roll of his unit for the next battle round but he is considered Heavily Engaged.
Hold this Ground The combatant is holding fast his ground against all enemies who are coming towards him and he is standing on top a field of dead bodies. The character must fight 1d4+2 opponents to resolve this event. The character inspires all around him granting them a +2 Morale bonus for the next combat round a +2 bonus to the battle roll but he gets a -2 on his Critical event roll table and will be considered Heavily engaged for the next round. (Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).
HEAL AND HELP
The combatant stops and aids a fallen or injured comrade. If the character has any appropriate healing skills or special powers he may even save the life of someone who is dying at the same time, the character is urging more people to help around wounded comrades thus narrowing the casualty rate of his army at the end of the battle at the end of the battle. Although totally distracted from the battle he penalizes his army with a -1 on their battle roll. (Grants a Skill Roll on the battlefield to raise Healing if the character already has the skill, grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).
Regroup
The combatant manages to regroup his troops around him, with a successful morale roll the warriors are now ready to re-enter the fight with more discipline and order, the event adds a 1d4 die to the next damage roll. (Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).
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Pick up the banner You see the banner carrier fall to arrows. You have the opportunity to carry the army’s banner, boosting your army’s morale. However, the banner carrier is a choice target for enemy soldiers. The character that accepts the burden of the army’s banner will be attacked by many enemy soldiers and archers every Battle Turn until he abandons the banner. During every Battle Turn the character holds the banner, his general gains a +3 bonus to his Battle Roll and the character can roll every turn he holds the banner for leadership, If he succeeds he can raise his skill by 1 point.)
Overwhelm You and the troops in your unit see an enemy commander in the midst of battle with no guardians, separated in the chaos of battle. Though it may not be the most honourable thing to do, overwhelming him might give your army a deciding advantage. The character and any others in his unit may decide to attack the enemy unit commander (3HD at least). If this Opportunity is successful, the opposing unit suffers a –5 penalty to his next Battle Roll. (Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).
Unit Types per culture Typical Anuirean units 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.
Type
Thaco
Hit Die
AC
DR
Infantry, light Infantry, Heavy Archers Cavalry Irregulars Scouts Knights Artillery Levies Pikemen
20 19 20 20 20 20 18 19 20 20
1/2 1 1/2 2 1/2 1 3 1 1/2 1/2
10 10 10 9 9 8 10 10 10 10
2 4 1 3 1 1 5 1 0 2
Damage Melee 1d6 1d8 1d4 1d8 1d6 1d6 1d10
Damage Missile * 1d4 1d4 Varies
1d6 1d6
ML
Move
Number
HITS
12 13 12 13 10 12 14 12 9 12
12 12 12 24/48* 12 24 24/48* 3/6 12 12
200 100 150 75 150 35 50 25 200-400 150
100 100 75 150 75 35 150 25 100-200 75
Typical Rjuven units 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. Rjuven archers are longbowmen.
Type Infantry Battleragers Cavalry Housecarls Irregulars Tribesmen Scouts Archers*
Hit
Thaco Die 20 18 20 19 20 20 19 20
1/2 3 2 2 1/2 1 1 1/2
AC
DR
Damage Melee
10 10 9 10 9 10 8 10
2 0 2 4 1 1 0 1
1d6 1d10 1d8 1d8 1d6 1d6 1d6 1d6
\ 14
Damage Missile
1d4 1d4 *
ML
Move Number
12 14 12 13 10 10 12 12
12 12 24/48 12 12 12 12 12
200 50 75 100 150 100-200 35 150
HITS 100 150 150 200 75 100-200 35 75
Typical Brecht units 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. Brecth lords never field Levies due to the political status in Brechtur. Brechts field Marines almost 100% in naval battles.
Type
Thaco
Hit Die
AC
DR
Archers Light, Infrantry Elite, Infantry Irregulars Scouts Cavalry Artillery Marines
20 20 19 20 20 20 18 19
1/2 1/2 1 1/2 1 2 1 1
10 10 10 9 8 8 10 7
1 1 5 1 0 1 1 1
Damage Melee
Damage Missile
1d4 1d6 1d8 1d6 1d6 1d8
*
1d6
1d4 1d4 Varies 1d4
ML
Move
Number
HITS
12 12 14 10 12 12 12 13
12 12 12 12 12 24/48 3/6 12
150 200 150 150 35 75 25 50
75 100 150 75 35 150 25 50
Typical Khinasi units 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.
Type
Thaco
Hit Die
AC
DR
Archers Spearmen Infantry, Light Infantry , Mamluk Cavalry, Light Cavalry, Medium Scouts Irregulars Artillerists
20 20 20 18 19 19 20 20 19
1/2 1/2 1/2 1 2 2 1 1/2 1
10 10 10 8 8 10 8 9 10
1 1 2 2 1 3 1 1 1
Damage Melee
Damage Missile
1d4 1d6 1d6 1d8 1d6 1d8 1d6 1d6
* 1d4
1d6 1d4 1d4 Varies
ML
Move
Number
HITS
10 12 12 14 12 14 12 10 12
12 12 12 12 24/48 24/48 12 12 3/6
150 150 200 100 75 50 35 150 25
75 75 100 100 150 100 35 75 25
Typical Vos units 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. Special: All Vos units take toughness training.
Type
Thaco
Hit Die
AC
DR
Damage Melee
Damage Missile
Archers Irregulars Cavalry, Light Berserkers Scouts Light, Infantry Heavy ,Infantry Varsk Riders
20 20 19 17 20 20 18 19
1/2 1/2 2 3 1 1/2 1 3
10 8 8 10 9 10 10 10
1 0 0 0 0 1 3 2
1d6 1d6 1d6 1d10 1d6 1d6 1d8 1d8
* 1d4 1d4
15
1d6
ML
Move
Number
HITS
10 10 12 12 12 12 14
12 12 24/48 12 12 12 12 12/24/48
150 150 75 50 35 200 100 50
75 75 150 150 35 100 100 150
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.
Type
Thaco
Hit Die
AC
DR
Damage Melee
Guards
19
2
10
5
1d8
Crossbow
19
2
10
3
1d8
Damage Missile *
ML
Move
Number
HITS
14
6
100
200
12
6
75
150
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.
Type
Thaco
Hit Die
AC
DR
Damage Melee
Damage Missile
ML
Move
Number
HITS
Archers Cavalry
19 19
2 2
6 5
1 5
1d6 1d8
* 1d6
13 14
12 24/48
75 50
75 100
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.
Type
Thaco
Hit Die
AC
DR
Damage Melee
Damage Missile
Infantry Marauders
18 18
2 2
9 10
2 3
1d8 1d6
1d4
ML
Move
Number
HITS
12 12
12 12
100 75
200 150
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. Special : Tribal goblin units are mercenaries. Tribal goblins do not pay any increased muster/maintenance cost for being mercenaries.
Type
Thaco
Hit Die
AC
DR
Damage Melee
Infantry Wolfriders Archers
20 19 20
½ 1 ½
10 9 10
0 1 0
1d6 1d6 1d4
Damage Missile *
ML
Move
Number
HITS
9 12 9
12 12/24 12
200 75 100
100 75 50
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.
Type
Thaco
Hit Die
AC
DR
Damage Melee
Pikemen Warband
18 18
3 3
10 10
4 5
1d8 1d8
16
Damage Missile
ML
Move
Number
HITS
12 12
12 12
50 75
150 215
Chapter 2: Siege Warfare The Approach of a Castle The area around a castle usually provides clear lines of fire out to the maximum range of the castle's defensive weapons. For example, a castle equipped with light ballistae offers a clear line of fire out to 360 yards. The encounter range is always the same as the maximum missile range. Footing around a castle varies with the terrain. A castle built on a plain has good footing. Mountain castles are surrounded by rocky slopes (2/3 or 1/3 movement when going uphill), forest castles tend to be surrounded by masses of stumps where trees have been cut to provide clear lines of fire (1/3 movement). Cover is generally not available to creatures attacking a castle once they enter maximum missile range, regardless of the quality of the footing. A castle's walls present an obvious obstacle to attackers . In addition, castles often are surrounded by ditches or moats, usually from 10 to 20 feet deep.
Walls
One way to capture a castle or fortress is to climb the walls and overpower the defenders inside. This sort of undertaking is very dangerous, but its simplicity and speed makes it an obvious choice for small bands of heroes. There are four basic types of castle walls in the AD&D game: Wooden Palisades: These walls usually are made from sharpened logs about six inches thick. They typically are 10 to 15 feet tall. Defenders cannot fight from atop a palisade unless it is provided with a catwalk or hoardings (see below). Stone: These walls are made of a single layer of stone or brick and are otherwise similar to palisades. Curtain Walls: These walls are built of two layers of dressed stone with dirt and rubble packed in between. Curtain walls generally are thick enough to provide a fighting platform and are usually battlemented (see below) to provide extra cover. Curtain walls are usually 30 to 60 feet high and can be from 10 to 30 feet thick. Ramparts: These walls are mounds of dirt, usually carefully packed and braced. Unlike the other three types of walls, which are vertical, a rampart slopes upward at a steep angle. Defenders can fight from atop a rampart, but a stone wall, palisade, or catwalk often is added at the top to provide extra cover. Ramparts are usually 20 to 40 feet high and 40 to 80 feet thick.
Wall Defenses A simple wall offers no cover to characters standing on it. Castle designers, however, had several ways to rectify the problem: Battlement: This is a barrier about six feet high with alternating solid parts (merlons) and openings (embrasures). A battlement gives Man sized creatures standing behind it 50% cover while actively defending the wall against attacks coming from below the battlement. The best cover an active defender can claim from attacks coming from the battlement's level or higher (for example, from attackers atop a siege tower) is 25%. A wall less than 10 feet thick requires a catwalk to make a battlement useful. Catwalk: This is a narrow ledge that allows defenders to hide behind the wall. It grants 25% cover against attacks coming from below. Embrasure Shutter: These heavy wooden shutters can be added to a battlement to increases the cover value to 75% against all attacks.
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Hoarding: This wooden construction is similar to a catwalk, but it is built on the outside of the wall. It gives 90% cover to creatures attacking opponents at the base of the wall, an d 75% cover otherwise. A hoarding made of stone is called a machicolation. Splay: This is an angled area at the base of a wall. It helps support the wall, and makes it difficult for siege engines to attack the wall directly. If the defenders drop rocks from atop a wall fitted with a splay, the weapons scatter if they miss. Use the bombardment engine scatter diagram, but treat a roll of 5, 6, or 7 as a roll of 2. The rock bounces one square in the indicated direction.
Scaling Walls
It is possible for most characters to climb a castle's walls. See the Player's Handbook Chapter 14, for basic climbing rules. Treat palisades as rough surfaces, stone and curtain walls as very smooth surfaces, and ramparts as sloping walls (see PHB, Table 27). Note that climbing movement is measured in feet per round. Characters scaling a wall suffer a number of restrictions and penalties: A climber loses all Armor Class bonuses from a shield and Dexterity; A climber suffers a -2 penalty to attack, damage, and saving throw rolls; Attacks directed at a climber from the ground gain the standard +2 bonus for rear attacks. Attacks directed at a climber from atop the wall gain the standard +1 bonus for an attacker on higher ground; A climber struck for any amount of damage must succeed with an immediate climbing check or fall to the ground. If an attack also causes a knockdown chance or a forced retreat, the climber must make a successful saving throw roll vs. death or fall to the ground; A climber cannot employ a twohanded weapon.
Ladders
This is the best way for an unskilled climber to get up a wall. Carrying a ladder requires two Man-sized creatures per 10 feet of length. The carriers move as though heavily encumbered. A ladder can be put in position against a wall in the End of Round step of any round when it is carried to the base of the wall. A ladder must be at least as long as the wall is tall, plus five feet. A character can climb four feet of ladder per movement point each round. Defenders atop a wall can use an attack to push a ladder away. If the ladder is not braced or loaded with climbers, the attempt always succeeds. Otherwise, the ladder falls if the defender makes a successful open doors roll. Trying to push a ladder away provokes attacks of opportunity if the defender is threatened. When a climber reaches the top of a wall, he can step onto the wall during the round's resolution phase if there is an empty square in front of him (this could provoke an attack of opportunity). If there is no empty square, the climber must slay a defender or force a retreat and create an empty square before stepping from the ladder
Grappling Hooks.
To set a grappling hook, the wielder makes an attack roll vs. Armor Class 5, adjusted for range. It takes a full round to hurl the hook and set it firmly or to recover the grapple after a miss. A character climbing by means of a rope an d grapple moves at the rope and wall rate and receives a bonus to his climbing chance (see PHB , Chapter 14). A defender can cut the rope attached to a grapple by attacking it with a slashing weapon. The rope has an Armor Class of 5 and 5 hit points. A length of light chain can be attached to the grapple to make cutting more difficult. A chain reduces the grapple's maximum range in half. The chain has an Armor Class of 0 and 20 hit points.
Sieges and War Machines
Sieges are ponderous affairs that involve a lot of waiting and general inactivity. The attacker's main goal is to batter down the defending walls so they can launch an escalade or to drive the defender out through starvation or thirst. The following system allows you to simulate the effects of an extended siege, handling months of operations with a single die roll. Reduction: This refers to any attempt to destroy a castle's walls. Use the table to resolve the attempt. Attacker: The type of engine attacking the wall. This assumes one engine attacking each 30' section of wall. Defending Wall Type: This refers to the wall types described in the Escalades section. Curtain walls are treated as hard or soft stone, depending on the materials used to construct them. Ramparts are treated as earth. Palisades are treated as thick wood. Normal buildings, mantles, and abatises are treated as thin wood. Note that ramparts are difficult to batter down but fairly easy to climb.
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Siege Weapon
Hard Stone
Ballista Medium Ballista Heavy Catapult, Light Catapult, Medium Catapult Heavy Trebuchet Ram, Simple Ram, Suspended
3/Month 2/Month 3/Month 4/Month 5/Month
War Machines Ballista, Light Ballista, Medium Ballista, Heavy Catapult, Light Catapult, Medium Catapult Heavy Trebuchet Misc. War Machines Cauldron Ram, Simple Ram, Suspended
Soft Stone 3/Month 4/Month 6/Month 7/Month 6/Month 9/Month
Defending Wall Type Rampart
4/ 3 Months 5/Month 6/ 3 Months 7/ 3 Months
Thin Wood 10/Day 11/Day 20/Day 20/Immediate 20/Immediate 20/Immediate 20/Hour 20/Immediate
Thick Wood 5/Day 6/Day 13/Day 14/Day 15/Day 16/Day 20/Day 20/Hour
Range M/S/M/L 0/12/24/36 0/12/24/38 0/12/24/48 12/0/0/24 12/0/0/36 18/0/0/48 24/0/0/60
Damage Die* 1d3 1d4 1d4+2 1d3 2d4 3d4 4d4
ROF*
Movement
Type of fire
Crew
1/BR 1/2 BR 1/3 BR 1/BR 1/2 BR 1/3 BR 1/3 BR
12 6 3 6 3 3 3
Direct Direct Direct Indirect Indirect Indirect Indirect
1 3 5 3 5 9 9
0 0 0
2d8 0 0
1/2BR 1/R 1/R
0 Varies Varies
Indirect Direct Direct
2 2 4
Saving Throw Failure If a wall section fails its saving throw once, it becomes damaged. The center 10 foot section loses 1/3 of its height and special cover such as hoardings, parapets, and splays are destroyed. The debris creates a crumbling slope that any character can attempt to climb. If a wall section fails its saving throw twice, it is destroyed. The center 10' section is breached and reduced to 1/3 of its original height. The breech becomes a rocky slope as long as the wall's original thickness. In addition, the 10' section to either side of the breech becomes damaged. Any piece of potentially useful battlefield equipment, offensive or defensive, can be considered a war machine if it is too large for a single character to use. Any large device intended to hurl missiles qualifies as a bombardment engine. The most common types and their basic statistics are listed on the table above. Bombardment engines are difficult to aim at individuals. Generally, a bombardment engine can target only units of creatures, buildings, other war machines, vehicles, ships, and single creatures of Gargantuan size; see the individual bombardment engine descriptions for exceptions. It takes time and effort to set up a bombardment engine and prepare it to fire for the first time. The minimum preparation time is 10 minutes or the time required to change facing, whichever is greater. The number increases by 50% if a trained artillerist is not on hand to direct the operation. Ballista This engine looks something like a giant crossbow mounted on a swivel. It usually fires spear like bolts, but some versions fire round shot of stone or metal; both types use the same basic statistics. Ballista projectiles have a relatively flat trajectory, and they are fairly accurate. A light ballista can be aimed at any target in sight, provided the weapon is fully crewed. A light ballista with a partial crew can fire at single creatures of Large or greater size. A medium or heavy ballista can fire at a single Huge creature, or at a Gargantuan creature if partially crewed. Any ballista's field of fire is limited to 45 degrees left or right of the weapon's facing at the beginning of the round. A ballista's facing can be changed up to 45 degrees during the last phase of any round when it fires.
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Catapult This engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing arm and is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air. Tension provides the catapult's power. In primitive catapults, the lever was made from some flexible material (usually green wood) and provided its own power when it was bent back and released. More sophisticated catapults were equipped with a rigid arm powered by a mass of twisted skeins (usually horsehair). Ancient catapults often resembled ballistae aimed upward to fire indirectly; all types of catapults use the same basic statistics. Catapults usually fire large stones, but they can be loaded with almost anything: small stones, chains, dead animals, or anything else small enough to fit in the sling or cup and not so heavy that it overloads the lever. Large objects inflict the damage listed on the table. Masses of small objects can inflict an extra die of damage against most creatures but are useless against structures and any creature with a natural Armor Class of 0 or better (including characters with an Armor Class of 0 before shield or Dexterity modifiers). A light catapult with a full crew can target Huge creatures. A light or medium catapult can change facing 45 degrees during the End of Round step of any round when it fires. Heavy catapults generally are left in place once they are sited for a battle. A full crew can change a heavy catapult's facing after 20 minutes of work. Trebuchet These massive engines are similar to catapults, but they derive their power from gravity. A trebuchet's throwing arm is a rigid beam with a heavy weight at one end and a sling or cup for projectiles at the other. When the beam is released, the force of the falling weight hurls the projectile in a high arch. Like catapults, trebuchets fire large stones or masses of smaller objects. Trebuchets generally are left in place once they are sited for a battle. A full crew can change a trebuchet's facing after 30 minutes of work. Flaming Projectiles: Catapults and trebuchets can be loaded with missiles soaked in pitch or a similar flammable substance. The missile's range is reduced by 1/3. When it strikes, the missile scatters flaming debris over its normal area of effect. The debris burns for two rounds, inflicting 2d6 points of damage the first round and 1d6 points of damage the second round. The effect on wooden structures is the same as flaming oil. Battering Ram In its simplest form, a battering ram consists of a sturdy beam that one or more creatures can pick up and swing against a portal or wall to batter it down. More complex rams have beams with reinforced heads and a frame to support the beam. Any long, heavy object (such as a log or bench) between five and 30 feet long can be used as a simple ram, provided there is at least five feet of free space behind the ram (to allow the crew to swing it). A minimum of one Man sized creature is required of each 5 feet of ram, and a maximum of two Man sized creatures is allowed per five feet of ram. A ram can affect only portals or wooden structures or objects .Creatures carrying or wielding a simple ram move and defend as though heavily encumbered, regardless of the ram's actual weight. A ram suspended from a frame can be from 10 to 60 feet long. A suspended ram allows the crew to employ its strength more efficiently, inflicting more damage. A ram crew can swing the ram once a round, during the very slow phase. Cauldron The most common form of this weapon is a huge kettle placed in a frame that allows it to tip and spill its contents on unfortunate opponents below. The same effect can be obtained by suspending a barrel, bucket, or bladder from a beam and tipping or splitting the container so that its contents spill out. Unless otherwise noted, the contents of a cauldron pour down in a stream one square wide. When it hits the ground, it forms a puddle three squares wide and three squares long, centered on the point of impact. If there is a wall or similar barrier that keeps the pool from spreading out, the pool is five squares long and two squares wide, with the long side lying along the barrier.
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The amount of damage a cauldron inflicts varies with the type of material in it: Flaming oil burns for two rounds, inflicting 2d6 points of damage on the first round and 1d6 points of damage on the second round; Boiling oil must be heated for at least one hour before use or it is treated exactly like flaming oil (once heated its temperature can be maintained as long as fuel is available). Boiling oil burns for two rounds, inflicting 4d6 points of damage the first round and 1d6 points of damage on the second round; Boiling water is much cheaper than boiling oil. It must be heated for 30 minutes before use. Boiling water inflicts 2d4 points of damage when it strikes a creature and 1d4 points of damage the round thereafter as it soaks into fur or clothing and continues to scald. Creatures entering the area of effect on the second round take no damage; Molten lead must be heated at least four hours before use, and the volume of hot liquid is generally small. Molten lead forms a puddle two squares wide and two squares long, with one square directly under the cauldron and spreading away from the cauldron to the left or right as the attacker chooses. Molten lead sears its targets for three rounds, inflicting 4d6 point s of damage the first round, 3d6 points of damage the second round, and 2d6 points of damage the third round.
LEVEL OF FORTIFICATIONS Level of Fortification
1 (Thin Wood)
2 (Thin Wood) 3 (Thick Wood)
4 (Thick Wood)
5 (Soft Stone) 6 (Soft Stone)
7 (Heavy Stone) 8 (Heavy Stone) 9 (Ramparts)
10 (Ramparts)
Description These are small forts or garrisons, designed to provide minimal protection to a province. Such forts would not be built along the border with a dangerous foe, as they could quickly be crushed by a superior invading army. They might, however, be used in a regent's smaller provinces, used to provide a base of operations for his soldiers, as well as protect the local law enforcement authorities. Level 1 castles are usually comprised of just a single building, which may or may not be surrounded by a moat. Castles of this level are average sized forts or garrisons. They serve as garrisons for larger armys, but still provide a province with little protection against a large army. As with level 1 castles, they are mainly used to provide protection for soldiers from rebellions, and to serve as a base of operations for an army. Castles of this size are still too small to provide adequate protection for a province, but they are often built by the local lord to act as his headquarters. Once fortifications reache this size, they becomes suitable as a protective structures, as it can now hold enough men and supplies to hold off a large force of invaders. Most kings will have at least one castle at this size, usually more than one. Unlike smaller castles, a level 4 structure will always consist of more than one building, usually a central keep, as well as several towers, a wall, and other buildings. These are medium sized castles. As above but with 2 main keeps in the province. This is considered a heavily fortified province, and few rulers will have more than one fortification as big as this. They provide protection for a wide area, and if well protected can hold off a strong invasion force for several months. Fortifications of this size are very rare, and are built only by the most powerful lords. They are comprised of at least onelarge fortress, providing protection for an entire town, mostly the province capital or the domain Capital. If the regent is willing to spend double the original cost, then he can extend the walls of the castle around an entire town, providing protection for all holdings within that town. Fortress of this size can provide protection to large towns within a province. Huge fortresses, that can protect entire towns and their populations. As above, the regent can choose to pay double the cost and extend the castles walls around the entire town. If this is done then he also gains a +1 GB bonus to taxation from the province, due to increased security and patrols of his guards. These gigantic castles would only ever be constructed in the capital city of the rich and powerful empire. Their size is immense, and they also double as the home for the regent, and his consolers. So big are these fortresses that in times of war they can hold much of the cities population and protect them from enemies. As with other fortresses the regent can choose to extend the walls of the castle around the city it protects, with the same benefits as above. Additional Benifits: -2GB/Court, -1GB to the muster cost of any unit created in the province. (min cost of 1 GB)
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Garrisons
Maintenance
100-300
1GB/Year
200-400
2GB/Year
300-500
3GB/Year
400-700
1GB/Season
500-800
2GB/Season
600-1000
2GB/Season
1000-1250
3GB/Season
1200-1500
3GB/Season
1500-1700
4GB/Season
2000+
5GB/Season
Chapter 3: weapons of the waves
Cerilia is ringed by the sea. From the warm waters of the Bair el-Mehare, the Sea of the Golden Sun, to the ice choked mouth of the Krakennauricht, dozens of Cerilia?s realms sprawl along thousands of miles of coastline. For a kingdom with a strong navy, the sea represents many things? a highway to all the other lands of Aebrynis, a source of food and wealth, and a possible route for raids or expansion. On the other hand, coastal powers with weak navies (or, in some cases, an obsession with their land ward frontiers) must view their coastline as an undefendable border by which invaders may strike at will into the heart of the nation. Regardless of the question of national character, ambitions, strengths, every coastal domain of Cerilia must deal with the issue of sea power. The term sea power has many implications. Obviously, the military force that a nation can bring to bear on the main is an important part of its sea power. But a nations sea power is also greatly determined by its geographical constraints. A kingdom that does not possess a year-round ice-free port like the various maritime powers of Brechtur is limited in its ability to apply sea power in the months when its ports are closed. The merchant marine of a kingdom is another part of its Sea power; the ability to carry out trade Anuirean Galleon or supply distant forces when the land ward borders are hostile or impassable can be crucial in a prolonged war. Without exception, nations with large merchant fleets are rich nations. National character, leadership, and expertise also play a role in sea power. The Vos kingdoms of eastern Cerilia possess an extensive coastline on the Dragonsea, but they’ve never been great sea powers; for centuries, their rulers have looked to expand and prosper inland instead of at sea. To become a sea power, a kingdom must develop the technical expertise to build effective warships, a cadre of skilled seafarers to man them, and a handful of great captains to lead them in war?and then, maintain this course for generations. Finally, a kingdom or union of kingdoms will never become a true world power until it can command the sea. While a nation may become a continental power to be reckoned with, it can?t project its power against distant lands unless it has command of the seas. Many kingdoms ignore maritime interests in favor of building up land power but in the long run, land bound kingdoms must face the threat of a rival with effective sea power dictating the terms by which discourse, trade, or conflict take place. Today, 500 years after the fall of the Anuirean Empire, there are a dozen or so great powers scattered around Cerilia. Of all these great powers, only Avanil, Boeruine, Muden, Ariya, Khourane, Suiriene, and the Isle of the Serpent are sea powers of any significance.
A Brief History of War At Sea Galleons and roundships are sophisticated vessels, requiring advanced construction techniques. They are not the products of a Dark Ages culture, and appeared in Cerilian navies only in the last two or three centuries. Like many other medieval technologies, the art of the shipwright tends to make great strides in one generation, and then remain at that level for several generations to follow. In our own history, chain mail was the armor of choice from the end of the Roman Empire to the beginning of the Hundred Year’s War, almost 800 years later; in that same time period, the Mediterranean galley remained virtually unchanged. So, what was sea power like in the early days of Cerilia? It’s easiest to consider four historical periods. PreDeismaar, dating from the earliest human emigrations to Cerilia up until the War of Shadow. Early Imperial, dealing with the rise of the Anuirean Empire (the first five centuries after Deismaar). Late Imperial, is the next five centuries after Deismaar, and the heyday of the Anuirean Empire. Finally Post-Imperial, dating from the end of the Empire at Michael Roele?s death up to the current day.
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Pre-Deismaar While elves, dwarves, and goblins inhabited Cerilia many ages before humans appeared, none of these races ever displayed much interest in seafaring; however, even in ancient Aduria, humans were a race of mariners. By far the most accomplished of these early voyagers were the Masetians, the most civilized of the old races. From their walled cities on the placid waters of the Suidemiere, Masetian galleys explored the coasts of Cerilia long before the first of the Six Tribes began their Flight from Shadow. The Masetian galley was an elegant vessel, light and swift. They fought by ram, archery, and boarding. The Andu, Rjuven, and Brecht peoples were tribal barbarians at this time, organized by clan and holding. They built longboats that could be rowed or sailed. Unlike the Masetian galleys, the longboats were open, with no decking or raised structures. Despite their simplicity, they were durable and hardy vessels, better suited to the rough waters of the Sea of Storms than the fragile Masetian vessels. Unlike the Masetians, who viewed their armies and their fleets as property of the state, the more barbaric humans built their ships one-by one as the work of a family or clan. They had no concept of fighting at sea and used their vessels in war-time for nothing more organized than a raid. Over the years of the Flight from Shadow, the Brecht and Rjuven relocated one clan at a time to the northern stretches of Cerilia, going by sea. The Andu marched overland instead, and thus settled much closer to the old land bridge to Aduria. Meanwhile, the Masetian cities fell one-by-one to the advancing evil. As the situation in the south worsened, more and more Masetian outposts and colonies were founded on Cerilia’s southern shores. At Deismaar, the Masetian Rjuven Longship fleets stood against the navies of the other Adurian powers that had fallen under Azrai?s sway. Unknown sea monsters and other horrors rose from the deeps to fight on the side of evil that day, but the Masetians?the most skillful seafarers in the world in that era?defeated the southern fleets in a naval action that paralleled the epic struggle on land. Between the ghastly losses inflicted by Azrai?s sea monsters and the violent upheavals that followed the gods? deaths, the ships of the Masetian fleet?and indeed, Masetia itself?were destroyed beyond recovery.
Early Imperial In the years following Deismaar, the Andu organized themselves into the Anuirean Empire beneath the leadership of the first Roele. For two or three centuries, they were busy taming their own lands and pushing overland to whichever lands were closest. But two great natural barriers?the Stonecrown Mountains in the north, and the Iron Peaks in the east?hemmed in the growing power of Anuire. In order to circumvent these formidable ramparts, the young Empire began to develop a navy. The cog?a sturdy, clinker-built sailing vessel with raised platforms at bow and stern?was coming into common use, and the Anuirean navy consisted of merchant ships pressed into military service whenever the legions needed to travel by sea. All in all, cogs (and a variety of similar vessels, such as the nef and the knarr) represented an improvement over the old longships that had been built by humans in simpler times. Although they lacked the rows of oars that gave longships the ability to defy the wind, the cog was a far better sailing vessel and much more seaworthy. It was partially decked, and could carry several times the amount of cargo?or fighting men. Andu and Brecht-built cogs were very similar, but the Rjuven preferred to maintain some small rowing ability and developed the knarr instead. Meanwhile, in the southern waters, the Masetians were dying out and vanishing into the new race of the Basarji. These people had come to Cerilia in the years before Deismaar on sailing rafts made from reeds. Along Cerilia?s calm southern shores, the old Masetian galley was still quite suitable for both trade and war, and the Basarji generally adopted Masetian shipbuilding techniques. Galleys were maneuverable by northern standards, and their ability to ram made them extremely dangerous in battle, even if they were not as sturdy as the cog or knarr. While the Brecht and Rjurik peoples clearly required sturdy vessels such as cogs to survive their northern seas, the Anuireans had a harder decision to make. Their cogs did not fare well in battle against the southern galleys. For centuries, the Anuireans wavered between the northern tradition of merchant sailing ships and the southern tradition of war galleys.
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Late Imperial
Over the course of time, the technology of shipbuilding continued to improve, especially in the northern powers. Once the shipwrights began to view banks of oars as more of a hindrance than a help, ship design progressed rapidly. Gradually, cogs and nefs evolved into vessels with complete decking and two or more masts. In Anuire, this lead to the development of the greatship, a floating castle with towering fore- and stern castles. The greatship required a crew of hundreds and, including soldiers, could carry over a thousand men. Yet, for all the greatship's splendour, it was not an efficient fighting ship. It was ponderous and not very seaworthy; at least once or twice a generation, nothing more than a bad gust of wind that heeled her over too far would sink a greatship. The greatship had other disadvantages, as well. It was enormously expensive, and only the richest nations could maintain a fleet of them. In Cerilia, this meant that Anuire (and some of her more prosperous colonies) could afford them. Due to their expense, the Rjurik sea powers never built greatships in any number, while the Brecht found the design too unwieldy in the treacherous waters of the Krakennauricht. In the southern waters of Anuire and Basarji, ship-building remained fairly stagnant. The oared galley was still the warship of choice. Even the mighty greatship had to fear the galley's ram. In the easternmost Basarji lands, a new ship type called the dromond was coming into use. Oared and sailed like a galley, the dromond raised its ram above the waterline, which improved its manoeuvrability and seaworthiness. The most important development in this period was the introduction of missile weapons into the fleets of Cerilia. The Brecht and the Basarji both hit upon this idea at about the same time. Although ships of all types had carried great numbers of archers and slingers for many centuries, the Brecht began to mount light catapults on their sturdy roundships. Meanwhile, the Basarji experimented with volatile fire throwers and other incendiary devices. Although few ships could be sunk or even seriously damaged by catapult Masetian Galley shot alone, burning pitch-pots or buckets of spikes or blades could set a ship afire or inflict grievous losses to a crew concentrated on deck. While the Brecht and Basarji warships were maturing into their modern form, the Anuireans continued to develop both sailing ships and galleys. One curious hybrid was the galleas, a full-decked galley with high fighting castles at bow and stern that mounted catapults or fire throwers. It was felt that galleys still posed a mortal threat to vessels that were not oared themselves. In battle, the galleas was no match for the greatships or roundships of northern waters, although it was successful against the galleys of the south. By the end of this period, naval warfare was no longer strictly a matter of ram-and-board, although many fights were decided this way. More by luck than by design, some captains began to experience success with tactics of standing off and firing at the enemy with a variety of nasty mixtures. At the very least, most captains would try to maneuver for deck clearing volleys of archery and grapeshot before closing for the final grapple.
Post Imperial
As the Anuirean Empire fell in ruins, the extravagantly expensive Anuirean navy withered away. Captains and admirals joined whichever faction they fancied, taking their ships or flotillas with them. Within 50 years, the Imperial navy was a mere shell, and none of the successor states possessed a quarter of its former fighting strength. With the collapse of this mighty Empire, the other races of Cerilia began to flourish. Naval development continued, at a slower pace than in the previous centuries. The basic ship designs had reached their effective limits; there was no point in building anything as large as a greatship, the experiments combining oars and sail had largely failed, and no great revolutions of weaponry would surface in this time. Accordingly, the shipwrights of this age have devoted themselves to perfecting the designs that work best. Three major seapowers remain: the Anuireans, the Brechtur, and the Khinasi. The Anuirean greatship has become the smaller and more seaworthy galleon; the Brecht roundship is the best sailer of Cerilia; and the zebec is the only vessel built strictly for war. All of these vessels feature missile armament or naval artillery of some kind, along with plenty of marines or soldiers for the inevitable hand-to-hand fights that still take place. Until hell powder cannon come into common use at sea, tactics and ship design are unlikely to change much.
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Current Naval Tactics
At the current time, a Cerilian sea battle features the same general tactics that have been used for the last four or five centuries. A captain has three options at his disposal: boarding, missile fire, or if he commands a galley or similar vessel, ramming. Boarding The earliest sea battles were nothing more than land skirmishes fought over the decks of ships floating next to each other. This is still the surest way to decide a fight; once two ships are grappled alongside each other, one or the other is almost certain to come out on top. Obviously, for a captain to board his opponent, he must bring his ship alongside that of his enemy. For sailing vessels, this means that he overtake or run down his prey. The prospective boarder must run the gauntlet of his enemy’s archers and artillery. Finally, he must have some way of making his ship fast to the enemy. Dozens of grappling hooks, lines, or planks can be used to snag the enemy before the captain can send his soldiers and sailors across. When your regent character is leading his navy into battle, he’ll want to remember a few things about boarding: Boarding is a good tactic if your ship Out mans your enemy, or carries a crew of unusual quality. Boarding a ship with a larger or better crew is foolhardy. Heroic adventurers can easily carry a ship manned by normal human sailors, so player characters, henchmen, and lieutenants can make or break a boarding action. Never grapple with a burning or sinking ship. A ship alongside another that’s afire stands a 50% chance per round of catching fire, too. A ship that’s grappled with a sinking enemy may be fouled and unable to move for 1d3 rounds while the grappling lines and wreckage are cleared away. If you have an advantage in missile fire, make several passes alongside the enemy to sweep his decks clean before you board him. Soften up the enemy before the hand-tohand fight. Boarding offers one advantage over ramming or missile fire, you stand an excellent chance of capturing the enemy vessel for later use in your own fleet. If the boarding party gets wiped out, break the grapple and get away from the enemy. Many ships have been captured after they failed to win the boarding fight. Magic use can be decisive in boarding actions. Most sailors and soldiers are 0-level characters who can be felled in great numbers by even low level spells. Boarding is resolved as a skirmish. Ramming The ram is one of the most ancient naval weapons, but it is still extremely dangerous. Of all the ships that are commonly seen in Cerilia, only the galley is designed for ramming, all other ships may ram if the opportunity presents itself, but it is a risky maneuver that could easily end up sinking both the ramming vessel and her target. Despite the risk, many reckless captains view a ramming attack as the perfect prelude to a boarding action. A special tactic used by some galleys when fighting other oared vessels is the shear. In a shear attack, the galley tries to plow through the other ship’s oars, snapping them like matchsticks. The shear works just like a ramming attack. However, neither the ramming vessel or the target suffer hull damage. Instead, the target’s oars are wrecked, preventing it from using its rowing movement. The captain of the sheared vessel may attempt a seamanship check with a -6 penalty to pull or raise his oars, negating the attack, but if this check fails he’s lost his oars and is now a sitting duck. While your character may view a naval battle as a demolition derby in the making, most ships are not built to withstand the colossal stresses of running into things on purpose. A wise captain will save this desperate and spectacular maneuver for the most critical moment in a battle. Don’t ram anything larger than your own vessel. When battling galleys or other ramships, try to stay downwind or crosswind so that you can turn away and run when they bear down on you. Keep lots of sea room on your disengaged side. If you have to turn into the wind or the shore to avoid a galley’s attack, you’re as good as sunk. If you are rammed, board your attacker immediately if you outnumber him. Boarding parties from vessels sunk by ramming have captured their assailants. The best defense against a ram attack is a priest with a turn wood or lower water spell, or a wizard with wall of force. Ramming attacks Since ramming attacks weren’t covered in the BIRTHRIGHT Naval Rules, here’s a quick way to resolve them in a Naval War Card battle. The ramming ship must move into the same space as the target, and make an attack roll using the Captains Seamanship check. Just like a Grappling Check, the attack value depends on the relative movement allowances of the two ships. If you fail the roll the target evades the ramming ship. If you make the roll you inflict 1d4-1 points of hull damage to the target. Add ±1 point per difference in ship size (as measured by hull point total). Add +2 if the ramming vessel is equipped with a ram, and +1 if the ramming vessel is moving at a Speed of 3 or better when it hits. A result of a critical hit (Natural 20) indicates that the rammed vessel suffers a mortal blow, and sinks after 1d4 rounds. Considering all the + and the – on this roll cause it is possible that negative results are damage self inflicted from the conflict. A failed roll means that either the ram was failed and the enemy ship sailed meters away. There is a 10% chance per point of damage inflicted to the target that the ships are now stuck together and
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effectively grappled. An oared vessel, like a galley, can back away if it becomes stuck with a successful Seamanship check on the captain’s part. A sailing vessel requires much more time and effort to disentangle itself from its victim. If one ship sinks while the other ship is still stuck, the surviving vessel must make a seaworthiness check or be dragged down too. Missiles The third tactic used at sea is the concentration of archery, magic, and artillery fire on one’s enemies. Cerilia’s navies are not equipped with cannon, so the tactics and technology of broadsides, crossing the T, and similar considerations just don’t come into play. A stout, well-built ship such as a galleon or roundship has little to fear from most missile attacks... but from time to time, a well-placed stone can hole a large vessel. While smashing holes in the enemy’s hull is next to impossible with Cerilian technology, there are many other ways for missiles to be used to great effect. Catapults can throw burning pitch-pots at the enemy in an attempt to set it afire. Archers can cut down any sailors, soldiers, or officers who dare to show themselves on the open decks. And many wizardly spells can be every bit as devastating as a broadside of iron cannonballs. The most terrifying enemy a wooden sailing ship faces at sea is the threat of fire. The fire thrower is a weapon specifically designed to burn ships to cinders. Other large missile weapons, the catapult, the mangonel, and the shot ballista, can be fitted for firing incendiary shot. When one of these weapons fires incendiaries instead of normal shot, it suffers a -2 penalty to its hull damage roll ,but it has a chance to set the ship afire. Whenever a ship suffers a hit from a fire thrower, incendiary shot, or certain fiery spells such as fireball or produce fire, it may be set afire. The chance is 25%, for each point of hull damage inflicted by the attack. Once a ship is on fire, it loses 1 hull point per round until it sinks. There is a 10% chance per round that the crew can extinguish the flames before the ship suffers more damage, although some spells or magical items may be able to smother the flames automatically. There are two schools of thought on the topic of the most favorable wind for a battle to be fought with missile weapons. Aggressive admirals prefer to enter battle upwind of their enemy, so that they can close at will. Conservative admirals prefer to be downwind, so that they can turn away and open the range (or escape the battle) if necessary. Range is crucial in missile engagements. If you find a range at which your weapons are more effective than your enemy’s, try to remain there for the course of the battle. Most ships are very limited in their ability to fire straight over the bow or directly behind the stern. Position your ship in these blind spots, so that you can rake the enemy with your best concentration of missile fire while escaping any serious retaliation on his part. If your ship is seriously outgunned in missile power, try to close the range rapidly and turn it into a boarding fight. By far the deadliest missile weapon at your disposal is the use of magic. If your PC is a wizard or priest, he may command a variety of devastating spells that can seriously damage a ship (or sink it outright) with one blow. Arcs of fire The Naval War Cards included in the Cities of the Sun boxed set assume that an area of the battlefield is so large that a ship’s exact facing doesn’t matter for missile fire. This is an abstraction. In reality, ships’ dimensions dictate that more weapons can be brought to bear the broadside than on the stern or the bow. You may want to use a marker or chit of some kind to indicate which way a ship is heading. Naturally, its bow is pointing in the direction that it last moved, and its stern is pointing in the direction it moved from. If your DM prefers to use the artillery statistics to handle individual ship combat, your characters ship may be customized to carry catapults, arbalests, or other such weapons. Here’s the rule of thumb: no more than 25% of a ships’ weapons can be arranged to fire for on ward or aft. If a ship can only carry one catapult, for instance, that catapult must be limited to firing port or starboard. A ship mounting 12 arbalests could have as many as four firing forward and four firing aft, but the rest must be mounted for firing over the sides.
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