Armies

When running a kingdom, its leaders will eventually encounter situations which must be solved by force of arms. While sending in a few heroic adventurers can solve some problems, there are times when issues can only be handled by opposing military forces.

Army Types

When the spectre of war looms, kingdoms have three basic options: conscripted levies, militias, and standing armies.

Conscripted Levies

Farmers, craftsmen, and citizens of a kingdom have a stake in protecting its integrity, and if the need is dire, will rise up and fight despite lack of training or proper equipment. These forces can be raised relatively quickly, and cost little to maintain, but will perform poorly against trained soldiers.

A kingdom can raise a unit of 100 conscripts for every four land hexes it claims, plus additional units for each settlement, depending on it’s size: 1 unit for every 8 building lots the settlement contains. Raising these troops costs 1 BP per 100 conscripts (or portion thereof) and raising all levies available counts as raising one army for purposes of the number of actions taken in a kingdom per turn.

In order to raise these types of troops, the General makes a Loyalty check. This check can only be made in times of war, and suffers a -5 penalty unless the Kingdom has been invaded (or is in imminent danger of invasion).

Critical Success The effort raises 50% more troops at regular cost, or the usual number at 50% cost (Ruler’s choice)
Success The full number of conscripts are raised
Failure Half the number of conscripts are raised
Critical Failure Half the number of conscripts are raised, Unrest +2

Conscript armies require 1 Consumption per week for every 2000 troops (or portion thereof). If this cost is not paid, the General must make a Loyalty check (at -4 for every week of Consumption unpaid) or the conscript units disband and return home. These troops will not operate outside of the Kingdom’s borders, disbanding if the army leaves domestic soil.

Conscript units cannot be trained further, but can be equipped with some limited improvements (see Outfitting Armies below). Basic conscript soldiers have a Combat Rating of 1.

Militia

Most troops are only required for specific periods of time, with long gaps during which there is no fighting. In the down-times, these men can return to their usual professions while remaining ready to respond to the call to arms. Militia forces tend to be better equipped and trained than peasant levies, and are cheaper to maintain than professional armies. However, they will still often falter against trained Regulars on the open battlefield.

A kingdom can maintain a maximum number of militia at a given time: 100 troops for every four land hexes, plus an additional 100 troops for each 8 building lots in a settlement.

In order to raise and train a militia unit, your settlement must have a Barracks, Fort, Castle, or Garrison. The number of troops raised is limited by the settlement’s buildings: a Barracks or Fort can train 100 men per turn, a Castle 200 per turn, and a Garrison 500 per turn. Militia units cannot benefit from the presence of a Military Academy. Militia units cost 2 BP per 100 men to train and equip. In order to raise these types of troops, the General makes a Loyalty check:

Success The troops are raised normally
Failure The troops cost 50% more to raise
Critical Failure Raise only 1/2 the expected number of troops

Militia armies require 1 Consumption per week for every 500 troops while in the field. If the cost is not paid, the units suffer a -1 to Combat Rating for each week unpaid (minimum CR 1). A militia unit can be disbanded and placed in Reserve, requiring no Consumption until it is reactivated. The kingdom can use an army recruitment action to call up all reserve Militia units for a cost of 1 BP per 500 troops.

Militia units can have some additional training, and can be equipped with some many of the improvements available to regular armies (see Outfitting Armies below). Basic Militia soldiers have a Combat Rating of 2.

Standing Army

Larger, richer and more militant kingdoms will often rely on standing professional armies. These units consist of primarily career soldiers, although in times of war it is not unusual for their ranks to be supplemented with temporary reinforcements pressed into service with training. Regulars get the best training and equipment, and can tolerate and deal more significant punishment on the battlefield. However, they are also expensive to raise, train, equip and maintain, compared with their less professional counterparts.

A kingdom is limited in numbers of Regular units, as they must be based in specific buildings or terrain improvements. A Watchtower can maintain 50 troops, a Barracks or Fort 100 Regulars, a Castle 200 Regulars and a Garrison 500 troops. Each unit must be assigned to a building/improvement, although they can be easily transferred between locations when needed.

In order to raise and train an Army unit, your settlement must have a Watchtower, Barracks, Fort, Castle, or Garrison in which to station them (as above). Army units cost 3 BP per 100 men to initially train and equip. In order to raise these types of troops from the population, the General makes a Loyalty check:

Success The troops are raised normally
Failure The troops cost 50% more to raise
Critical Failure Raise only 1/2 the expected number of troops

It may also be possible to hire units of Mercenary troops for short or long periods of time, depending on the circumstances. The details of the hire and cost must be negotiated by the Leaders, but will typically cost less to raise, but more to maintain over time.

Standing armies require 1 Consumption per week for every 500 troops while in the field. If the cost is not paid, the units suffer a -1 to Combat Rating for every two weeks unpaid (minimum CR 1). An Army unit can be placed in Reserve, requiring its Consumption to be paid only monthly until it is reactivated. The kingdom can use an army recruitment action to call up a single reserve army unit for a cost of 1 BP per 500 troops.

Regular units can have additional training, and can be equipped with many improvements (see Outfitting Armies below). Basic Regular soldiers have a Combat Rating of 3. Armies raised in a settlement with a Military Academy start with a Combat Rating of 4 (due to a superior officer corps)

Training

Militia and Regular armies can have additional training and drill to improve their ability and skill. Doing so is less expensive than raising a new army, but increases the cost of maintaining a body of troops (due to the need for increased drills and supplies to maintain the skill level). Militia troops lose any training benefits once they are placed in reserve, while Regular troops maintain their skills (but also their increased Consumption).

Level 1 training (Militia or Regulars)
This level of training requires a Barracks, Fort, Castle or Garrison in the settlement where the unit is stationed. It requires 1 BP per 500 troops and one month of time to accomplish (during which the unit costs weekly Consumption). This training increases the unit Combat Rating by +1. This level of training increases Consumption by 1/2 BP per 500 troops (round up).

Level 2 training (Militia or Regulars, Level 1 training completed)
This level of training requires a Castle or Garrison in the settlement where the unit is stationed. It requires 1 BP per 200 troops and one month of time to accomplish (during which the unit costs weekly Consumption). This training increases the unit Combat Rating by +1. This level of training increases Consumption by 1/2 BP per 500 troops (round up).

Level 3 training (Regulars only, Level 2 training completed)
This level of training requires a Garrison in the settlement where the unit is stationed. It requires 1 BP per 200 troops and one month of time to accomplish (during which the unit costs weekly Consumption). This training increases the unit Combat Rating by +1. This level of training increases Consumption by 1/2 BP per 500 troops (round up).

Level 4 training (Regulars only, Level 3 training completed)
This level of training requires a Garrison and Military Academy in the settlement where the unit is stationed. It requires 1 BP per 100 troops and one month of time to accomplish (during which the unit costs weekly Consumption). This training increases the unit Combat Rating by +1. This level of training increases Consumption by 1/2 BP per 500 troops.

Outfitting Armies

Your army starts out with basic melee-focused gear, such as spears and swords. You can, however, beef them up by buying additional stuff for them when they are created, or by enhancing their equipment at a later time. Some types of resources require certain building to be present in the settlement where the unit is raised. If an army’s equipment is upgraded (eg: Gunpowder Weapons to Improved Gunpowder Weapons), the newly equipped army must pay the full cost of the upgraded equipment, but a different army may be given the old equipment at a cost of 1 BP (for transportation, resizing, retraining, etc)

Ranged Weapons All units, 1 BP per 500 troops
By equipping the rabble with ranged weapons such as bows, crossbows, javelins or slings, your army has an advantage in being able to deal damage at a distance: Combat Rating +1

Improved Ranged Weapons All units, 3 BP per 500 troops, requires Smithy
By improving the quality of the ranged weapons, troop effectiveness can be improved. This upgrade supersedes the Ranged Weapons equipment: Combat Rating +2, Armor Piercing 1

Gunpowder Weapons All units, 2 BP per 500 troops, requires Smithy
Gunpowder weapons rule to battlefield and troops not equipped with such are at a significant disadvantage. This upgrade make any Ranged Weapons equipment obsolete: Combat Rating +2, Armor Piercing +1

Improved Gunpowder Weapons All units, 5 BP per 500 troops, requires Smithy
By improving the quality of the ranged weapons, troop effectiveness can be improved. This upgrade make any Ranged Weapons or Gunpower Weapons equipment obsolete: Combat Rating +3, Armor Piercing 2

Improved Melee Weapons All units, 1 BP per 500 troops, requires Smithy
By improving the quality of the basic weapons, whether they be swords, spears or bayonets, troop effectiveness can be improved: Combat Rating +1

Basic Armor All units, 1 BP per 500 troops, requires Smithy
By equipping soldiers with light armor, their resilience in battle improves: Combat Rating +1 (countered by opponent’s Armor Piercing weapons)

Medium Armor Militia or Regulars, 2 BP per 500 troops, requires Smithy
By equipping soldiers with heavier armor, their resilience in battle improves: Combat Rating +2 (countered by opponent’s Armor Piercing weapons)

Heavy Armor Regulars only, 3 BP per 500 troops, requires Smithy
By equipping soldiers with heavy armor, their survivability improves significantly, but maneuverability begins to suffer: Combat Rating +3 (countered by opponent’s Armor Piercing weapons), Pace -1

Mounts Milita or Regular, 5 BP per Army, requires Stable
Cavalry brigades are crucial for shock value, scouting, and running down routed enemy forces: +1 bonus on Knowledge(battle) check, Consumption +1 per Army

Grenadiers Regulars only, 1 BP per 500 troops, requires Alchemist
By attaching a squad of specially trained troops, an army gains shock value and area affect damage: Combat Rating +1, Consumption +1/2 per 500 troops (round up)

Light Artillery Militia or Regulars, 3 BP per Army, requires Foundry
Light, mobile artillery is a crucial aspect of field operations: +1 bonus on Knowledge(battle) check, Consumption +1 per Army

Medium Artillery Regulars only, 5 BP per Army, requires Foundry
Moderate sized artillery pieces are required for small siege operations and bombardment of enemy troops: +2 bonus on Knowledge(battle) check, Consumption +2 per Army, Pace -1

Heavy Artillery Regulars only, 10 BP per Army, requires Foundry
Heavy artillery pieces are required for major siege operations and bombardment of enemy troops: +3 bonus on Knowledge(battle) check, Consumption +3 per Army, Pace -2

Improved Logistics Regulars only, 5 BP per Army, requires Bureau or Military Academy
Better training of supply officers and improving coordination of baggage trains, the cost of maintaining an army can be reduced: Consumption -2 for Army (minimum 1)

Improved Casualty Handling Regulars only, 5 BP per Army, requires Academy, Hospital or University
By including support personnel trained in healing skills, overall causalities can be reduced: Consumption +2 after battle, +1 on rolls to recover lost tokens after a battle (unless routed)

Leading an Army

Each army must have a designated leader. A leader with a good Knowledge(battle) skill can assist the army’s performance on the battlefield. An army’s leader can be a PC or an NPC, but must spend at least 3 days per week (if the army is in the field) or per month (if the army is in reserve), or the army suffers a -1 penalty to Combat Rating. This penalty accumulates each week or month the leader fails to show up. If the army’s Combat Rating drops to 0, it disbands. The leader can alleviate this penalty by simply showing up the required amount of time; each week or month he does so, the penalty is reduced by 1. The penalty can also be reduced by 1 each week or month by doubling the army’s consumption.

Tactics

If an army is initially raised in a settlement with a Military Academy, it can learn a specific tactic to use on the battlefield. Additionally, each time an army wins a battle, the kingdom’s General can attempt a Loyalty check.

Critical Success The Army chooses a new Tactic and gains +1 Combat Rating
Success The Army learns a new Tactic
Failure No change

An army can know a number of tactics equal to its base Combat Rating (1 for Conscripts, 2 for Militia, 3 or 4 for Regulars) plus its Level of Training and number of Combat Rating boosts from winning battles above. When a battle begins, the army must select one tactic to use for that battle.

Cautious Combat: Your army fights cautiously in order to maintain morale. +2 bonus on all Morale checks

Cavalry Experts: The army must have Mounts to gain or use this tactic. +1 to Knowledge(battle) checks against armies that aren’t mounted

Defensive Wall: The army fights defensively, taking actions to protect their fellow soldiers as needed. Reduce casualties by 1 token per round (minimum 1 token)

Dirty Fighters: An army that fights dirty uses trickery and unfair tactics to gain an advantage at the start of a battle. +2 to Knowledge(battle) checks on the first round of combat, Increase Infamy by 1 each time this is used

Expert Flankers: The army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and increasing its vulnerability. +1 to Knowledge(battle) checks but take +1 token damage if lose battle check

False Retreat: Once per battle, your army can make a false retreat, luring the enemy deeper into your territory. On the round you make a false retreat, you cannot cause casualties (but can take them). On the round after a False Retreat, you gain +2 on your Knowledge(battle) check.

Hold the Line: Your army focuses on total defense of the battlefield. *Take -1 penalty on Knowledge(battle) checks, but reduce casualties by 2 tokens per round (minimum 0 tokens)

Relentless Brutality: You throw caution to the wind and attack with savage and gory vigor. Increase causalities caused or taken by 1 token per round.

Siegebreaker: You target the enemy’s artillery in an attempt to destroy them. Each time you damage an enemy army you may reduce their Artillery bonus by one point. This tactic has no benefit once the Artillery bonus is reduced to 0.

Sniper Support: An army must have ranged capability to use this tactic. Sniper fire at leaders and key officers damages enemy morale. The enemy army takes a -1 penalty on Morale checks. For each Success or Raise on your Knowledge(battle) check, enemy named characters take 1d6 damage.

Armies

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