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pathfinder:off-the-shelf:military:infantry_troops

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pathfinder:off-the-shelf:military:infantry_troops [2020/04/29 23:38] – [Training Units] johnbpathfinder:off-the-shelf:military:infantry_troops [2020/05/14 08:32] – [The Midmarch Marines (CR1)] johnb
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 ------ ------
  
-===== House Guard (CR2) =====+===== House Guard (CR1) =====
  
 These are L3 warriors who have generic skills that allow them to operate in a wide range of roles.  In The stolen land game, they are the default troop type for every Privately Owned Building, except training establishments.  This includes privately own mercenary barracks, Fortified manors and every other building with a defence value that is not owned by the state. These are L3 warriors who have generic skills that allow them to operate in a wide range of roles.  In The stolen land game, they are the default troop type for every Privately Owned Building, except training establishments.  This includes privately own mercenary barracks, Fortified manors and every other building with a defence value that is not owned by the state.
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-++++ House Guard (CR2) Profile|+++++ House Guard (CR1) Profile|
  
   * Warrior L3   * Warrior L3
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-===== Midmarch Military (CR2) =====+===== Midmarch Military (CR1) =====
  
 These troop types are the default Midmarch troops that are allocated to 'state' buildings with defence capability.   Tusk, Ringbridge and Olston have currently opted to use these builds for their troops as well.  Other strongholds and residences are generally allocated the House Guard build  (although it probably doesn't make much difference in the broader scheme of things) These troop types are the default Midmarch troops that are allocated to 'state' buildings with defence capability.   Tusk, Ringbridge and Olston have currently opted to use these builds for their troops as well.  Other strongholds and residences are generally allocated the House Guard build  (although it probably doesn't make much difference in the broader scheme of things)
  
-==== The Midmarch Guards (CR2) ====+==== The Midmarch Guards (CR1) ====
  
 Guards are standard troops who are used to patrol locally, keep the peace, defend the walls and keep the Governor Safe.  When the Guard are called, you know it is getting serious.  However, they can be diplomatic when they want to be, and can lay down an impressive hail of cross-bow bolts when they need to.   Guards are standard troops who are used to patrol locally, keep the peace, defend the walls and keep the Governor Safe.  When the Guard are called, you know it is getting serious.  However, they can be diplomatic when they want to be, and can lay down an impressive hail of cross-bow bolts when they need to.  
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 ++++ ++++
  
-==== The Midmarch Scouts (CR2) ====+==== The Midmarch Scouts (CR1) ====
  
 The Midmarch Scouts are standard troops who are deployed for wilderness or remote patrols. They are based in rural and wilderness fortifications, but expect to be away from home (on extended patrols) for days at a time.  While they will deal with small incursions, their main role is to keep their fortification safe and make sure that the news of any incursion or risks get back to HQ in a timely manner, they are generally set up as missile troops.  Scouts have survival and stealth skills, but aren't particularly diplomatic.  This troop type is normally used to patrol Wilderness hexes, including  managed wilderness hexes, that are adjacent to rural hexes. The Midmarch Scouts are standard troops who are deployed for wilderness or remote patrols. They are based in rural and wilderness fortifications, but expect to be away from home (on extended patrols) for days at a time.  While they will deal with small incursions, their main role is to keep their fortification safe and make sure that the news of any incursion or risks get back to HQ in a timely manner, they are generally set up as missile troops.  Scouts have survival and stealth skills, but aren't particularly diplomatic.  This troop type is normally used to patrol Wilderness hexes, including  managed wilderness hexes, that are adjacent to rural hexes.
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 ++++ ++++
  
-==== The Midmarch Marines (CR2) ==== 
  
-Marines are standard troops who have been trained to fight on ships and boats.  They are  lightly armoured melee troops, who are tasked with repelling boarders or fighting their way onto another ship.  Missile support is generally provided by the crew of the vessel they are assigned to, however each marine carries a bandolier of daggers to provide a short range missile capability.  **You need to own a jetty and boats (or ships) to be able to employ marines**. +==== The Midmarch Veterans (CR2) ====
- +
-Equipped with leather Armour, Buckler and Cutlass, marines are the most mobile of all of the Light Foot. +
- +
-++++ Marine Profile (CR2) | +
- +
-  * Warrior L3 +
-  * Initiative: +1   Perception:+
-  * AC: 14   HP:  30 (3d+9) +
-  * Fort +4: Ref 1:  Will +3 +
-  * Melee:  Cutlass +4 (d6+1 18-20x2)  ||||   Dagger +4  (d4+1 19-20 x2) +
-  * Ranged:   Dagger  +4 (d4+1 19-20 x2) Range 10 +
-  *  +
-  * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12  (+1 bonus all abilities) +
-   * Feats:   L1: Toughness (+3hp) , Race: Iron Will (Will save +2),  L3 Athletic (+2 Swim, Climb) +
-  * Skills:  Profession(Soldier) +6, Profession(Sailor) +5, Intimidate +7, Climb +8 (+9), Swim +8 (+9) |  +
-  * Favoured Class: HPx3 +
-  *  +
-  * Gear:  Leather Armour, Buckler, Cutlass, Dagger x6 . +
-++++ +
- +
-Military vessels are crewed by Auxiliary Sailors. +
- +
-==== The Midmarch Veterans (CR3) ====+
  
 Veterans are seasoned and experienced troops who have made a long term career in the military.   When you give them your own flavour you can give them Medium Armour and any Simple or Martial weapon.  These troops are good and do not come as standard in many Kingdom buildings.   Veterans are seasoned and experienced troops who have made a long term career in the military.   When you give them your own flavour you can give them Medium Armour and any Simple or Martial weapon.  These troops are good and do not come as standard in many Kingdom buildings.  
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 ++++ ++++
  
 +==== The Midmarch Marines (CR1) ====
  
 +Marines are specialist troops who have been trained to fight on ships and boats.  They are  lightly armoured melee troops, who are tasked with repelling boarders or fighting their way onto another ship.  Missile support is generally provided by the crew of the vessel they are assigned to, however each marine carries a bandolier of daggers to provide a short range missile capability.  
 +
 +**Note:** You need to build a military jetty before you can employ marines.  A military jetty costs 1 BP to build, but can  support up to 6bp worth of  [[pathfinder:off-the-shelf:ships_and_boats#basic_boatyard|vessels up to 30 feet in length.]]  Once the Jetty is built, 1bp buys a ++Boat|((Fishing Boat. launch/Voaging Boat)++ and marines that add 1 defence point.  2bp buys a Shallop and marines which adds two defence points.
 +
 +Equipped with leather Armour, Buckler and Cutlass, marines are the most mobile of all the Light Foot.
 +
 +++++ Marine Profile  |
 +
 +  * Warrior L3
 +  * Initiative: +1   Perception: 1
 +  * AC: 14   HP:  30 (3d+9)
 +  * Fort +4: Ref 1:  Will +3
 +  * Melee:  Cutlass +4 (d6+1 18-20x2)  ||||   Dagger +4  (d4+1 19-20 x2)
 +  * Ranged:   Dagger  +4 (d4+1 19-20 x2) Range 10
 +  * 
 +  * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12  (+1 bonus all abilities)
 +   * Feats:   L1: Toughness (+3hp) , Race: Iron Will (Will save +2),  L3 Athletic (+2 Swim, Climb)
 +  * Skills:  Profession(Soldier) +6, Profession(Sailor) +5, Intimidate +7, Climb +8 (+9), Swim +8 (+9) | 
 +  * Favoured Class: HPx3
 +  * 
 +  * Gear:  Leather Armour, Buckler, Cutlass, Dagger x6 .
 +  * Each unity comes with a Fishing Boat, Launch or Voyaging Boat and a selection of rowing boats and dinghies, that counts for 1 bp of the jetty space. 
 +++++
 +
 +Military vessels are crewed by Auxiliary Sailors.
  
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 These troops still count as Light Infantry when it comes to working out mass combat stats, but they have been given different skills and feats to  better represent their role in the game. These troops still count as Light Infantry when it comes to working out mass combat stats, but they have been given different skills and feats to  better represent their role in the game.
  
-==== Henry's Company (CR2) ====+==== Henry's Company (CR1) ====
  
 Henry's Company are the troops of House leMaistre, they wear a blue and yellow patch in the same proportion as the leMaistre Estates flag.    They provide protection to DELEM's mule trains and trade caravans, run messages or guard Henry's home and estates.   A few, are issued with ponies to run messages or make caravan work easier, however they are not cavalry and don't fight from pony back. Henry's Company are the troops of House leMaistre, they wear a blue and yellow patch in the same proportion as the leMaistre Estates flag.    They provide protection to DELEM's mule trains and trade caravans, run messages or guard Henry's home and estates.   A few, are issued with ponies to run messages or make caravan work easier, however they are not cavalry and don't fight from pony back.
-++++ Henry's Foot (CR2) +++++ Henry's Foot  
   * Warrior L3   * Warrior L3
   * Initiative: +1,  Perception: +4   * Initiative: +1,  Perception: +4
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 ++++ ++++
  
-++++ Henry'Horse [Mounted Infantry]  (CR2) +++++ Henry'Hobilars [Mounted Infantry] 
   * Warrior L3   * Warrior L3
   * Initiative: +1,  Perception: +4   * Initiative: +1,  Perception: +4
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-==== Iomedae's Chaplains (CR2) ====+==== Iomedae's Chaplains (CR1) ====
  
 Warrior/Adepts trained at a House of Iomedae to serve alongside conventional troops. Warrior/Adepts trained at a House of Iomedae to serve alongside conventional troops.
  
-++++ Military Chaplain Profile (CR2) |+++++ Military Chaplain Profile  |
  
   * Warrior L2 (Equery) / Adept 1 (Military Chaplain)   * Warrior L2 (Equery) / Adept 1 (Military Chaplain)
pathfinder/off-the-shelf/military/infantry_troops.txt · Last modified: 2022/05/30 10:33 by johnb