A local military company arrives and pledges service to the PC. These soldiers are usually from nearby kingdoms that recently suffered a defeat in battle, or they served a noble who was overthrown, and they’re hoping that pledging service to you will lead to long term employment and new victories.
Your character still has to pay the upkeep for these units, but you don’t need to pay the cost to recruit them. Units recruited in this way have the same ancestry as the owner of the stronghold. Attracted flying units are typically riding griffons or giant eagles, at the GM’s discretion.
Anatomy of a Unit
Your army is made up of units. Each unit has a card with stats, and its status is tracked with a casualty die. Let’s take a look at a typical unit card.
Ironheart Defenders | |||
---|---|---|---|
Aefvennen Seasoned | |||
Medium Infantry | |||
COST: 470 | |||
ATTACK: | +4 | DEFENSE: | 14 |
POWER: | +3 | TOUGHNESS: | 13 |
MORALE: | +4 | SIZE: | 1d6 |
TRAITS | |||
Made of Sterner Stuff Enemy battle magic has disadvantage on Power Checks. That Just Made Them Angry. While diminished, this unit has advantage on attack checks. Enemy Power checks against this unit have disadvantage. |
|||
ORDERS | |||
Stand Your Ground! Once per battle, for the next round all successful enemy Power checks against this unit must be rerolled. |
- Name & Keywords
- Anceestry
- Experience
- Equipment
- Type
- Size
- Attack & Defense
- Power & Toughness
- Morale
- Not Hit Points
- Green: Soldiers with any training, but who have seen no action. Levies who survive a battle automatically convert into green infantry.
- Regular: Normal soldiers. A unit of volunteers who’ve been well trained by seasoned commanders can begin as regular, and a typical large army is mostly composed of regular units.
- Seasoned: Troops who’ve seen more than one battle and lived to tell the tale. Well versed in warfare, probably been exposed to stuff that really challenged their morale, like battle magic.
- Veteran: Troops who have seen several battles and know what to expect in warfare. They are resilient and versed in tactics used to break morale.
- Elite: Soldiers who haven’t just seen a lot of battle and survived, but have trained and executed complex maneuvers under extraordinary conditions. Elite troops require a degree of flexibility in thinking and improvisation rarely found in normal soldiers, even veterans.
- Super-elite: The most highly trained and battle-hardened units. These are typically shock troops, orders of knights on horseback. Small units capable of surviving for long periods behind enemy lines.
Our Ironheart Defenders are seasoned, which means they are not only well trained, but they’ve served in combat and survived. But there are three more levels of experience above that!
- Light: Leather or no armor. Some troops are lightly armored because they’re peasants. Some are lightly armored because it grants them greater mobility, allowing them to be deployed quickly into a distant battle.
- Medium: Hide or a chain shirt.
- Heavy: Breastplate and shield, or chain mail. Maybe ring mail—we don’t get really picky about exactly where each armor combo falls on this scale.
- Super-heavy: Full plate mail, heavy weapons, and the training to use them effectively.
Our Ironheart Defenders have medium equipment, which means they’re probably wearing chain shirts, which is pretty typical for aefvennen units. They don’t like wearing light armor.
- Levies: Unsoldiers. Levies have no experience level and always have no equipment. They are peasants forced to fight by cruel masters, or willing to fight to defend their land. They’re basically crap at everything, but they perform a critical function: they absorb casualties, allowing your better-trained units to keep fighting longer. If they survive, they can become green infantry! Levies usually disband after a couple days’ battles. They do not stick around for weeks waiting to fight—they have farms to tend. Once they disband, you must convince them to fight all over again. You cannot pay upkeep to maintain them as a standing army.
- Infantry: The meat (possibly literally, depending on whom you’re fighting) and potatoes of your army. Very limited in whom they can attack.
- Archers: Typically archers. Could be javelin throwers if you’re talking Bronze Age dudes. Can basically attack anyone.
- Cavalry: Highly mobile troops deployed to flank the enemy and hit them where they’re not defended.
- Flying: Flying units! That’s right!
- Fortifications: Keeps, towers, and temples are all fortifications, but so too can a hill or a wall be one. Any terrain feature one side can defend or occupy. Typically, defending a fortification grants the defending units a Morale bonus.
- Siege Engines: Typically catapults and trebuchets, but also monsters like treants, if pressed into service.
Our aefvennen are infantry, which is pretty typical for them. Aefvennen have an aversion to riding on anything taller than them and tend to consider most missile weapons cowardly. Now that we know what Aefvennen Seasoned Medium Infantry is—a unit of aefvenneb, on foot, carrying medium gear, who’ve seen a lot of battle—let’s look at what their stats mean.
Creating Units
Using the following rules, you can build your own units. Start by picking a row from each of the following charts. As you go, write down the total for each stat (Power, Toughness, etc.) on a blank unit template. Remember that levies have no equipment rating or experience rating. They’re just levies.
Defense and Toughness both start at 10.
Step One: Ancestry
Choose an ancestry below and add its stat bonuses to the unit card. Then find the traits of the unit’s ancestry on the next table and add them to the unit card.
As an example, a Aefvennen unit would begin with +3 Attack, +1 Power, +1 Defense, +1 Toughness and +1 Morale.
Ancestry | Attack | Power | Defense | Toughness | Morale | Traits |
---|---|---|---|---|---|---|
Aefvennen | +3 | +1 | +1 | +1 | +2 | Stalwart |
Anireth | +2 | 0 | 0 | 0 | +1 | Eternal |
Dragonborn | +2 | +2 | +1 | +1 | +1 | Courageous |
Dreadrot | -1 | 0 | +2 | +2 | +2 | Horrify |
Duskling | +1 | -1 | +1 | -1 | +1 | – |
Eladrin | +2 | 0 | 0 | 0 | +1 | Eternal |
Farrow | +2 | 0 | 0 | 0 | +1 | Frenzy |
Gremlin | -2 | 0 | +1 | +2 | +2 | Horrify |
Hanxo | +2 | 0 | 0 | 0 | +1 | Frenzy |
Humans | +2 | 0 | 0 | 0 | +1 | Courageous |
Krampus | 0 | +2 | 0 | +2 | +1 | Brutal |
Lyvar | +1 | -1 | +1 | -1 | +1 | – |
Murder Crow | +2 | -1 | -1 | +2 | +3 | Horrify |
Nyctara | 0 | +2 | 0 | +2 | 0 | Twisting Roots |
Raigo | -1 | -1 | +2 | -1 | 0 | – |
Rilkan | +2 | 0 | 0 | 0 | +1 | Courageous |
Rizadrin | +2 | 0 | 0 | 0 | +1 | Martial |
Shadar-kai | +2 | 0 | 0 | 0 | +1 | Eternal |
Skarn | +2 | 0 | 0 | 0 | +1 | Courageous |
Skorne | +2 | 0 | 0 | +1 | +3 | Bred For War, Brutal |
Soulless | -1 | 0 | +2 | +2 | 0 | Mindless |
Name | Description | Cost |
---|---|---|
Amphibious | This unit does not suffer terrain penalties for fighting in water or on land. | 50 |
Bred For War | This unit cannot be diminished, and cannot have disadvantage on Morale checks. | 100 |
Brutal | This unit inflicts 2 casualties on a successful Power check. | 200 |
Courageous | Once per battle, this unit can choose to succeed on a Morale check it just failed. | 50 |
Eternal | This unit cannot be horrified, and it always succeeds on Morale checks to attack undead and fiends. | 50 |
Frenzy | If this unit diminishes an enemy unit, it immediately makes a free attack against that unit. | 50 |
Horrify | If this unit inflicts a casualty on an enemy unit, that unit must make a DC 15 Morale check. Failure exhausts the unit. | 200 |
Martial | If this unit succeeds on a Power check and its size is greater than the defending unit, it inflicts 2 casualties. | 100 |
Mindless | This unit cannot fail Morale checks. | 100 |
Regenerate | When this unit refreshes, increment its casualty die. This trait ceases to function if the unit suffers a casualty from battle magic. | 200 |
Ravenous | While any enemy unit is diminished, this unit can spend a round feeding on the corpses to increment their casualty die. | 50 |
Hurl Rocks | If this unit succeeds on an Attack check, it inflicts 2 casualties. against fortifications, it inflicts 1d6 casualties. | 250 |
Savage | This unit has advantage on the first Attack check it makes each battle. | 50 |
Stalwart | Enemy battle magic has disadvantage on Power checks against this unit. | 50 |
Twisting Roots | As an action, this unit can sap the walls of a fortification. Siege units have advantage on Power checks against sapped fortifications. | 200 |
Undead | Green and regular troops must pass a Morale check to attack this unit. Each enemy unit need only do this once. | 50 |
Level | Attack | Power | Defense | Toughness | Morale |
---|---|---|---|---|---|
Green | 0 | 0 | 0 | 0 | 0 |
Regular | +1 | 0 | 0 | +1 | +1 |
Seasoned | +1 | 0 | 0 | +1 | +2 |
Veteran | +1 | 0 | 0 | +1 | +3 |
Elite | +2 | 0 | 0 | +2 | +4 |
Super-Elite | +2 | 0 | 0 | +2 | +5 |
Equipment | Attack | Power | Defense | Toughness | Morale |
---|---|---|---|---|---|
Light | 0 | +1 | +1 | 0 | 0 |
Medium | 0 | +2 | +2 | 0 | 0 |
Heavy | 0 | +4 | +4 | 0 | 0 |
Super-Heavy | 0 | +6 | +6 | 0 | 0 |
Type | Attack | Power | Defense | Toughness | Morale | Cost Modifier |
---|---|---|---|---|---|---|
Flying | 0 | 0 | 0 | 0 | +3 | 2x |
Archers | 0 | +1 | 0 | 0 | +1 | 1.75x |
Cavalry | +1 | +1 | 0 | 0 | +2 | 1.5x |
Levies | 0 | 0 | 0 | 0 | -1 | .75x |
Infantry | 0 | 0 | +1 | +1 | 0 | 1x |
Siege Engine | +1 | +1 | 0 | +1 | 0 | 1.5x |
Step Two: Experience
Next, choose an experience level and add the bonuses listed to the unit’s card.
Step Three: Equipment
Now do the same thing with equipment.
Step Four: Type
And then type. Levies and cavalry both have traits listed below that can be added to their unit card if you want to make it easier to remember during battle. Cavalry units gain Charge and can engage.
Charge: Cannot use while engaged. A Charge is an attack with advantage on the Attack check. It inflicts 2 casualties on a successful Power check. The charging unit is then engaged with the defending unit and must make a DC 13 Morale check to disengage. Levies are always diminished.
Step Five: Size
Choose a size. This can dramatically affect the unit’s final cost.
Size | Cost Modifier |
---|---|
1d4 | 0.66x |
1d6 | 1x |
1d8 | 1.33x |
1d10 | 1.66x |
1d12 | 2x |
Step Six: Calculating Cost
Now that you’ve filled out the unit card with all its stats, it’s time to calculate its cost. This can be the literal cost to buy the unit in gold pieces, in the case of mercenaries, or just the cost used to balance encounters and calculate upkeep.
First, add up the bonuses to Attack, Power, Defense, and Toughness, and add double the total bonus to Morale.
Then, multiply this total by the Cost Modifier from the unit’s type, and then multiply it by its Cost Modifier from Size. Multiply this result by 10.
Add the cost of all the traits of the unit’s ancestry. Finally, add a flat 30 points.
This sounds more complex than it is. For instance, let’s take a unit of Elite Heavy Aefvennen Infantry.
Rockbreakers Aefvennen Elite Heavy Infantry COST: 470 ATTACK: +6 DEFENSE: 15 POWER: +6 TOUGHNESS: 13 MORALE: +8 SIZE: 1d6 TRAITS Stalwart Enemy battle magic has disadvantage on Power checks against this unit The total of its Attack, Power, Defense, and Toughness bonuses is 20 (6 + 6 + 5 + 3). Adding double the unit’s Morale bonus to this gives 36 (20 + (8 × 2)). This result is multiplied by 1 because they’re infantry (that’s easy), and then by 1 again because they’re Size 1d6, so we’re still at 36.
We multiply that whole thing by 10 to get 360.11 Then we add the cost of all their traits, which is 50 (the cost of Stalwart) plus another 30 for a
total of 440.
Mercenaries
Mercenaries are troops loyal only to the coin you pay them. Any units bought with gold are mercenaries. Their cost is equal to their unit cost, but their upkeep is double that of a normal unit.
Ancestry and Attitude
You can buy units with the same ancestry as your character with no extra cost. However, units from other cultures have their own attitude toward working for a puny human, or treacherous elf, or whatever your character’s ancestry might be, as described on the chart below.
Attitude Chart
Below is an example Attitude chart, one designed to reflect the common biases the classic fantasy ancestries have toward each other.
The chart is mirrored across the diagonal, so you can use it in either direction. Find your character’s ancestry in either a row or a column, and then index it against the ancestry of the unit you wish to buy.
- Allied (A): This unit has its normal cost to buy and upkeep.
- Friendly (F): This unit costs 25% more to buy and upkeep.
- Neutral (N): This unit costs 50% more to buy and upkeep.
- Hostile (H): You cannot buy this unit.
Aefvennen | Anireth | Dragonborn | Dreadrot | Duskling | Eladrin | Farrow | Gremlin | Hanxo | Humans | Krampus | Lyvar | Murder Crow | Nyctara | Raigo | Rilkan | Rizadrin | Shadar-kai | Skarn | Skorne | Soulless | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Aefvennen | – | H | N | H | N | N | N | H | N | N | N | N | H | N | N | N | N | N | N | H | H |
Anireth | H | – | H | H | H | H | H | H | H | H | H | H | H | H | H | H | H | H | N | H | H |
Dragonborn | +2 | H | – | H | +1 | N | N | H | N | N | N | N | H | N | N | N | N | N | N | H | H |
Dreadrot | H | H | H | – | H | H | H | A | H | H | N | H | A | H | N | H | H | H | H | H | N |
Duskling | +1 | H | +1 | H | – | N | N | H | N | N | N | N | H | N | N | N | N | N | N | H | H |
Eladrin | +2 | H | 0 | H | +1 | – | N | H | N | N | N | N | H | F | N | N | N | H | N | H | H |
Farrow | +2 | H | 0 | H | +1 | N | – | H | N | N | N | N | H | F | F | N | N | N | N | H | H |
Gremlin | H | H | H | A | H | H | H | – | H | H | N | H | A | H | N | H | H | H | H | H | N |
Hanxo | +2 | H | 0 | H | +1 | H | – | N | N | N | H | F | H | N | N | N | N | H | H | ||
Humans | +2 | H | 0 | H | +1 | N | N | H | N | – | N | N | H | N | N | N | N | N | N | H | H |
Krampus | 0 | H | 0 | N | +1 | N | N | N | N | N | – | N | N | N | N | N | N | N | N | H | H |
Lyvar | +1 | H | +1 | H | +1 | N | N | H | N | N | – | H | N | N | N | N | N | N | H | H | |
Murder Crow | H | H | H | A | H | H | H | A | H | H | N | H | – | H | N | H | H | H | H | H | N |
Nyctara | 0 | H | 0 | H | 0 | F | F | H | F | N | N | N | H | – | N | N | N | H | N | H | H |
Raigo | -1 | H | +2 | N | 0 | F | N | H | N | N | N | N | – | N | N | N | N | H | H | ||
Rilkan | N | H | N | H | N | N | N | H | N | N | N | N | H | N | N | – | N | N | N | H | H |
Rizadrin | N | H | N | H | N | N | N | H | N | N | N | N | H | N | N | N | – | N | N | H | H |
Shadar-kai | N | H | N | H | N | H | N | H | N | N | N | N | H | N | N | N | N | – | N | H | H |
Skarn | N | H | N | H | N | N | N | H | N | N | N | N | H | N | N | N | N | N | – | H | H |
Skorne | H | H | H | H | H | H | H | H | H | H | H | H | H | H | H | H | N | N | N | – | H |
Soulless | H | H | H | N | H | H | H | N | H | H | H | H | N | H | H | H | N | N | N | H | – |
Ambassadors
An ambassador allows you to buy units from their ancestry as though they were friendly. If the ambassador’s presence in your court leads to a formal alliance and a signed treaty, then units with that ancestry are treated as allied.
Unit Upkeep and Improvement
Depending on the scenario, the units you command may naturally disband after the battle, such as levies, or return to their homes, like a unit of elves who come to your aid in a time of dire need. But units you recruit from your stronghold or buy with cash require upkeep.
A unit must be paid a tenth its cost each season. Not all this cash goes into the soldier’s pocket—much of it is paying for food and training and repairing their gear.
A unit that has not been paid for a season suffers disadvantage on Morale checks. A unit that has not been paid for two seasons disbands.
Improving Equipment
A unit’s equipment (light, medium, heavy, super-heavy) can be improved once per season by paying gold pieces equal to the difference in cost between the new and old unit.
Improving Experience
A unit’s experience (regular, seasoned, etc.) can be improved by one level after they survive two battles without breaking morale or retreating. It takes a week of training at a keep (or at a barracks if you have a captain follower) and costs gold pieces equal to the difference between the new and old unit.
Improving Size
You can field several infantry units, or several cavalry units for instance, but you can only field one unit with identical keywords. You may fight a battle with Human Veteran Light Infantry and Eladrin Veteran Light Infantry, but not two units of Human Veteran Light Infantry.
If you roll on a follower chart and get an identical unit to one you already have, just increase the first unit’s size by one step.
Once per season, you can spend gold pieces to increase a unit’s size by one step. The cost is the difference in price between the old unit and the new unit.