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pathfinder:campaignsystemii:hiring_troops [2024/05/12 20:55] – [Armoury & Stable] johnbpathfinder:campaignsystemii:hiring_troops [2024/05/21 23:20] (current) – [Experienced Troops] johnb
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 These troops are the starting point for most people, and probably all the middle classes need.  They offer security for upmarket families, homes and businesses  in towns, making them less prone to burglaries and theft.  Unless you have accommodation space (either Bunks or lodgings) available -  these troops go home overnight.  The Watch all have Perception-4, while Guards and Soldiers have Profession(soldier)-5 These troops are the starting point for most people, and probably all the middle classes need.  They offer security for upmarket families, homes and businesses  in towns, making them less prone to burglaries and theft.  Unless you have accommodation space (either Bunks or lodgings) available -  these troops go home overnight.  The Watch all have Perception-4, while Guards and Soldiers have Profession(soldier)-5
 ^Name^Class^Description| ^Name^Class^Description|
-|Watch|Commoner-1 |It costs 70gp (DC12) to recruit a unit of 5x Watchmen, although one unit comes free with buildings that include a //Gatehouse// or a //Guard Post// They wear a uniform and might carry a truncheon (club), although that is for their personal defence rather than anything else. They do not have any profession or craft skills.  This profile can be used for a Town Watch, private security guards, footmen or other such NPCs.|+|Watch|Commoner-1 |It costs 70gp (DC12) to recruit a unit of 5x Watchmen, although one unit comes free with buildings that include a //Gatehouse// or a //Guard Post// They wear a uniform and might carry a truncheon (club), although that is for their personal defence rather than anything else. They do not have any profession or craft skills.  This profile can be used for a Town Watch, private security guards, footmen or other such NPCs.  Their main role is to scare intruders and call for the guard.|
 |Guards|Warrior-1|It costs 100gp (DC12) to recruit a unit of 5x house guards.  This includes buying them the most basic of equipment (Leather Armour and Spear).  Guards can only be used to defend something - a town gate, a house, a caravan, ship etc.  This includes low-level policing actions, but does not cover serious fights or large brawls.| |Guards|Warrior-1|It costs 100gp (DC12) to recruit a unit of 5x house guards.  This includes buying them the most basic of equipment (Leather Armour and Spear).  Guards can only be used to defend something - a town gate, a house, a caravan, ship etc.  This includes low-level policing actions, but does not cover serious fights or large brawls.|
 |Soldiers|Warrior-1|It costs 220gp (DC12) to recruit a unit of 5x Soldiers, who are prepared to go to war and fight.  These are the most basic foot troops and are equipped with Leather Armour and Spears.  This is the absolute minimum require to meet the definition of ‘Soldier’.  Soldiers can be deployed to deal with larger fights and brawls if employed by a town or city, or provide more proactive defences for homes, businesses or caravans. \\ **Note:** Basic soldiers can be upgraded to Experienced Soldiers, Skirmishers or Archers.| |Soldiers|Warrior-1|It costs 220gp (DC12) to recruit a unit of 5x Soldiers, who are prepared to go to war and fight.  These are the most basic foot troops and are equipped with Leather Armour and Spears.  This is the absolute minimum require to meet the definition of ‘Soldier’.  Soldiers can be deployed to deal with larger fights and brawls if employed by a town or city, or provide more proactive defences for homes, businesses or caravans. \\ **Note:** Basic soldiers can be upgraded to Experienced Soldiers, Skirmishers or Archers.|
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 You must have an armoury, before you can recruit Experienced Troops.  (except for members of The Watch as detailed below) You must have an armoury, before you can recruit Experienced Troops.  (except for members of The Watch as detailed below)
  
-|Watch (Trained) |Commoner-2|It costs 90gp (DC14) to recruit trained members of the watch, or 20gp to upgrade existing members of the watch.  Experienced member of the Watch are equipped with (and can use) Padded Armour, Truncheon (club) & Sling.   They patrol the town or act as a security guard in a buildingwill add support to ranged defences - but call out the guard to deal with troublemakers and do not (generallyget involved in a melee. \\  [[http://rp.baileymail.net/doku.php?id=pathfinder:fst:commoner_traits#house_ruled_military_traits| See The Watch, Commoner Trait]] \\ **Note:**  Commoners (Watch) do not have useful weapon or armour proficiencies, and it is not good economic value to upgrade them via an armoury. |+|Watch (Trained) |Commoner-2|It costs 90gp (DC14) to recruit trained members of the watch, or 20gp to upgrade existing members of the watch.  Experienced member of the Watch are equipped with (and can use) Padded Armour, Truncheon (club) & Sling.  This profile can be used for Town Watch, private security guardsfootmen or other such NPCs.  Their main role is to scare intruders and call for the guard. \\  [[http://rp.baileymail.net/doku.php?id=pathfinder:fst:commoner_traits#house_ruled_military_traits| See The Watch, Commoner Trait]] \\ **Note:**  Commoners (Watch) do not have useful weapon or armour proficiencies, and it is not good economic value to upgrade their equipment via an armoury. | 
 +|Auxiliary (Trained) |Commoner-2|It costs 100gp (DC14) to recruit trained members of the watch, or 320gp to upgrade existing members of the watch.  Auxiliaries are equipped with (and can use) Leather Armour, Truncheon (club& Darts.   They work in military bases,  and all have skill point in Prof:Soldier in a useful craft or profession.   They do a lot of the basic work in military bases - cook, stable hand, odd jobs, etc -  and assist with guard dutiesassist \\  [[http://rp.baileymail.net/doku.php?id=pathfinder:fst:commoner_traits#house_ruled_military_traits| See The Auxiliary 1, Commoner Trait]] \\ **Note:**  Commoners (Auxiliaries) do not have useful weapon or armour proficiencies, and it is not good economic value to upgrade their equipment via an armoury. |
 === Armoury === === Armoury ===
  
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 |Guards|Warrior-2|It costs 140gp (DC14) to recruit a unit of experienced guards, they expect to be issued with Studded Leather Armour, a Buckler, a Bardiche and a Light Crossbow.   However, they will only carry one of the weapons at a time, depending on their duty allocation. They can be deployed as house guards, wall guards, gate guards, civic guards or to assist a street patrol, but not to fight on the battle field. | |Guards|Warrior-2|It costs 140gp (DC14) to recruit a unit of experienced guards, they expect to be issued with Studded Leather Armour, a Buckler, a Bardiche and a Light Crossbow.   However, they will only carry one of the weapons at a time, depending on their duty allocation. They can be deployed as house guards, wall guards, gate guards, civic guards or to assist a street patrol, but not to fight on the battle field. |
-|Soldiers|Warrior-2|It costs 220gp (DC14) to recruit a unit of experienced soldiers, they expect to be issued with Scale mail, Heavy Steel Shield, Long Sword & 5x Javelins.  The classic FRP ‘Sword and Board’ soldier and mainstay of an army.| +|Soldiers|Warrior-2|It costs 275gp (DC14) to recruit a unit of experienced soldiers, they expect to be issued with Scale mail, Heavy Steel Shield, Long Sword & 5x Javelins.  The classic FRP ‘Sword and Board’ soldier and mainstay of an army.| 
-|Skirmishers|Warrior-2| It costs 280gp (DC14) to recruit a unit of experienced Skirmishers, they expect to be issued with Studded Leather Armour, Buckler, Short Bow & Hand Axe.  The classic FRP ‘Skirmish’ soldier with Ranger-like skills, who normally act as missile or ambush troops. \\  **NOTE:** This is a change from the normal PF Downtime Rules.| +|Skirmishers|Warrior-2| It costs 275gp (DC14) to recruit a unit of experienced Skirmishers, they expect to be issued with Studded Leather Armour, Buckler, Short Bow & Hand Axe.  The classic FRP ‘Skirmish’ soldier with Ranger-like skills, who normally act as missile or ambush troops. \\  **NOTE:** This is a change from the normal PF Downtime Rules.| 
-|Archers|Warrior-2|It costs 310gp (DC14) to recruit a unit of experienced Archers, they expect to be issued with  Leather Armour, Buckler, Long Bow & Short Sword.  The classic FRP ‘Archery’ soldier who expects to be deployed towards the rear of the battlefield, and only get involved in melee  as a last resort.| +|Archers|Warrior-2|It costs 300gp (DC14) to recruit a unit of experienced Archers, they expect to be issued with  Leather Armour, Buckler, Long Bow & Short Sword.  The classic FRP ‘Archery’ soldier who expects to be deployed towards the rear of the battlefield, and only get involved in melee  as a last resort.| 
-|Artillerist|Fighter-2| It costs 300gp (DC16) to recruit a team of artillerists, who capable of firing siege weapons effectively.  Most are Ballista operators, although you can get catapult crew for an extra 50gp (retraining cost) PER HEAD.  They expect to be issued with Scale mail, Buckler, Short Sword and Halberd.  They will fight to defend their siege weapon, and only enter melee when required to. \\ **Note1:**  Fighters have a slightly different build to warrior, although this makes little difference in real terms. \\ **Note2:**To be effective, a siege engine needs a crew, although (apart from a single artillerist) the crew can be of any class, including commoners. \\ **Note3:**  There is little point recruiting artillerists if you do not have the artillery for them to use.|+|Artillerist|Fighter-2| It costs 320gp (DC16) to recruit a team of artillerists, who capable of firing siege weapons effectively.  Most are Ballista operators, although you can get catapult crew for an extra 50gp (retraining cost).  They expect to be issued with Scale mail, Buckler, Short Sword and Halberd.  They will fight to defend their siege weapon, and only enter melee when required to. \\ **Note1:**  Fighters have a slightly different build to warrior, although this makes little difference in real terms. \\ **Note2:**To be effective, a siege engine needs a crew, although (apart from a single artillerist) the crew can be of any class, including commoners. \\ **Note3:**  There is little point recruiting artillerists if you do not have the artillery for them to use.|
  
  
pathfinder/campaignsystemii/hiring_troops.1715540149.txt.gz · Last modified: 2024/05/12 20:55 by johnb