====== Infantry ====== ===== Overview ===== All military building come with some infantry troops. Like all standard troops these troop types are made up Warriors, although they are configured and equipped for a number of different roles. As far as the rules go, it doesn't matter what sort of troops they are, nor what weapons and armour they have - they all count for one Defensive Point in the [[..:..:campaign_systems:mass_combat| Mass Combat rules]]. Most private buildings come with House Guards as standard, while State Buildings come with Midmarch Standard troops. Tusk, Ringbridge and Oston have chosen to use Midmarch Standard troops within their defensive buildings. Training Establishments come with training units. However, if you want your troops to be configured differently, you can either tweak the troop profiles listed here, or you can design something completely different. Just remember, the tougher the troops are, the fewer of them you get. These profiles are based on my house rule that NPC Classes get full HP at level 1 The troop types listed below are available from General Sword Schools. [[AldoriTroop| Aldori Swordschool]] - Troops from these sword schools are only available in Aldori areas such as Restov, Mivon East Rostland or House Khavortorov lands. ------ ===== Training Units ===== A 'Training' unit consists of a mixture of Cadets, Local Patrol and Basic Soldiers, generally under the command of an Ensign, rather than a Sergeant. They take part in the defense of their town or city, although don't have regular peacetime duties. However, senior students often assist other troop types as part of their training. A 'Basic' soldier is fully trained light infantry soldier, but without the specialist knowledge associated with fully trained troop types. This is the last stage of Sword School Training - raw soldiers, with all the basic knowledge required to be a soldier - but they haven't yet specialized in any particular discipline. During this last months weeks of training they learn all the skills they need to progress. Cadets and Local Patrol fiundertake training and fill the roles normally filled by Auxiliaries in other military buildings ++++ Basic Soldier (CR1) Profile| Almost fully trained, they can fight as well as any professional guard - now they are learning the skills associated with the role they intend to follow during their career. * Warrior L3 * Initiative: +1 Perception: * AC: 14, HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Longsword +4 (d8+1 19-20 x2 | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 20 |||| 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 (not yet spent) * Skills: Profession(Soldier) +5, Intimidate +5, Climb+5, Swim +5 | (+5 spare), * Favoured Class: HPx3 * Gear: leather Armour, light shield, Longsword, LXB, Dagger ++++ ++++ Local Patrol Profile| Often found training of carrying out 'guard duty' around the grounds of the Training Establishment. * Warrior L2 * Initiative: +1 Perception: +1 * AC: 15 HP: 22 (2d+7) * Fort +4: Ref 1: Will +3 * Melee: Spear +3 (d8+1 x2) | Dagger +3 (d4+1 19-20 x2) * Ranged: Dagger +3 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Trait: (Saved til Later) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 (not yet) * Skills: Profession(Soldier) +5, Intimidate +5, Climb+5, Swim +5 | (+4 spare), * Favoured Class: HPx2 * * Gear: Studded Leather, Shield (Light, Wooden), Sap, Morning-Star, Dagger, LXB. ++++ ++++ Cadet Profile | new recruits, normally found practising, drilling or serving guard duty with a more senior colleague * Warrior L1 * Initiative: Perception: * AC: 13 HP: 15 (1d+5) * Fort +3: Ref 1: Will +3 * Melee: Spear +2 (d8+1 x2) | Dagger +2 (d4+1 19-20 x2) * Ranged: Dagger +2 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Trait: (Saved til Later) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 (not yet) * Skills: Profession(Soldier) +5, Intimidate +5, (+1 spare) * Favoured Class: HPx1 * * Gear: Leather, Spear, Darts. ++++ ------ ===== 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. Tusk, Ringbridge and Oston have opted to use the Standard Midmarch Builds and distributions, as they are well suited to guarding and protecting towns. You may, if you choose, design your own troops - however, that is really only worth it for RP purposes. ++++ House Guard (CR1) Profile| * Warrior L3 * Initiative: +1 Perception: * AC: 15 HP: 30 (3d10+9) * * Fort +4: Ref 1: Will +3 * Melee: Short Sword +5 (d6+1 19-20/x2) | Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 80 | 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 Weapon Focus (Short Sword) * Skills: Profession(Soldier) +6, Intimidate +6, Climb+6, Swim +6, Ride +6, Diplomacy +2, Sense Motive +2 * Favoured Class: HPx3 * Gear: Studded leather, Light Shield (wooden) Short Sword, Dagger, Light Crossbow. ++++ ------ ===== 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) ==== 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 wear Chain Shirt, carry a Halberd or a Light Crossbow (although only one at a time) and have a Dagger as a secondary arm. ++++ Guard Profile | * Warrior L3 * Initiative: +1 Perception +6, Sense Motive +6 * AC: 15 HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Halberd +4 (d10+1 x3) Brace; Trip|||| Dagger +4 (d4+1 19-20 x2) * Ranged: LXB +4 (d8 19-20 x2) Range 20 |||| 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 Additional Traits (Suspicious, Eyes & ears of the City) * Skills: Climb +3 (+5), Diplomacy +4, Intimidate +5, Perception +7, Profession(Soldier) +5, Sense Motive +7, Swim +3 (+5) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * * Gear: Chain Shirt, Halberd, LXB, Dagger. * * **Notes** * * Suspicious - You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.. * Eyes and Ears of the City - Your early training involved serving in the city watch of a town/city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. ++++ ==== 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. Scouts wear Studded Leather Armour, and are all armed with a Shortbow, Machete and Dagger. ++++ Scout Profile| * Warrior L3 * Initiative: +1 Perception: +6 * AC: 14 HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Machete +4 (d6+1 19-20 x2) |||| Dagger +3 (d4+1 19-20 x2) * Ranged: Shortbow +4 (d8 20 x3) Range 60 |||| Dagger +3 (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 Additional Traits (Militia veteran (Survival), Eyes & ears of the City) * Skills: Climb +5 (+6), Intimidate +5, Perception +7, Profession(Soldier) +5, Ride +5 (+6), Survival +7, Swim +5 (+6) | (in brackets - without AC Penalty), * Favoured Class: HPx3 * * Gear: Studded Leather, Short Bow, Machete, Dagger * * **Additional Traits Details** * //Militia Veteran Trait// - Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or __**Survival**__. You gain a +1 trait bonus on that skill, and it is always a class skill for you. * //Eyes and Ears of the City// - Your early training involved serving in the city watch of a town/city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. ++++ ==== The Midmarch Veterans (CR2) ==== 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. My standard veterans wear Chainmail and Shield and fight with a Long Sword. ++++ Standard Profile for a Veteran | *Warrior L4 * Initiative: +1 Perception +6, Sense Motive +6 * AC: 17 HP: 38 (4d10+12) * Fort +4: Ref 1: Will +3 * Melee: MW Long Sword +7 (d8+1 19-20 x2) |||| Dagger +5 (d4+1 19-20 x2) * Ranged: MW Heavy Crossbow +6 (D10 19-20 x2)) ||| Dagger +5 (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 Weapon Focus (Long Sword) * Skills: Climb -3 (+5), Diplomacy +2, Intimidate +6, Perception +2, Profession(Soldier) +6, Sense Motive +2, Swim -3 (+5) | & 3 spare (in brackets - without AC Penalty) (ac penalty = -8) * Favoured Class: HPx3 * * Gear: Chain Mail, Heavy Shield (steel), MW Long Sword, MW Heavy Crossbow, Dagger. * ++++ ==== 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_boats: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 unit 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. ++++ ------ ===== Other troop Types ===== 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 (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 Guard Henry's estates - such as towns, villages and homes as well as run messages between them. Some 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 | * Warrior L3 * Initiative: +1, Perception: +4 * AC: 15 HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Scimitar +4 (d8 18-19 x2) |||| Dagger +4 (d4 19-20 x2) * Ranged: Shortbow +4 (d6 x3, Range 60), 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 Alertness (+2 perception +2 Sense motive) * Skills: Climb +5, Diplomacy +3, Intimidate +5, Perception +5, Profession(Soldier) +5, Ride+ 5, Sense Motive +5, Swim +5 * Favoured Class: HPx3 * * Gear: Studded leather, Small Shield (steel), Scimitar, Shortbow, Dagger * Supplemental Gear: When patrolling they have access to Riding Ponies (Not war trained) ++++ ==== Iomedae's Chaplains (CR1) ==== Warrior/Adepts trained at a House of Iomedae to serve alongside conventional troops. ++++ Military Chaplain Profile | * Warrior L2 (Equery) / Adept 1 (Military Chaplain) * Initiative: +1 Perception: +1 * AC: 15 HP: 22 (2d+7) * Fort +4: Ref 1: Will +5 * Melee: Longsword +3 (d8+1 19-20 x2 | Dagger +3 (d4+1 19-20 x2) * Ranged: LXB +3 (d8 19-20 x2) Range 20 |||| Dagger +3 (d4+1 19-20 x2) Range 10 * * Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities) * Trait: (Saved til Later) * Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), Athletic (Clim +2, Swim +2)) * Skills: Profession(Soldier) +5, Know(religion) 6; Climb+4, Heal 7; Intimidate +2, Ride 5, Survival 5; Swim +4 * Favoured Class: HPx2 * Normal Spells- L0:Purify Food and Drink, Light, Detect Magic. L1: Cure Light Wounds * * Gear: Studded Leather, Shield (Light, Wooden), Longsword, Dagger, LXB. ++++ ==== Grayhaven Guards (CR3) ==== Greyhaven Guards are heavily armoured melee troops, who are tasked with defending the settlements of Grayhaven. It is inadvisable to upset the guard in Grayhaven. They are armed with a heavy cross bow to use from the town walls, before they are needed for street to street defence. ++++ Standard Grayhaven Guard Profile (CR3) | * Warrior L3 * Initiative: +1 Perception +6, Sense Motive +6 * AC: 19 HP: 30 (3d+9) * Fort +4: Ref 1: Will +3 * Melee: Battle Axe +6 (d8+1 x3) Brace; Reach |||| Dagger +4 (d4+1 19-20 x2) * Ranged: HXB +4 (d10 19-20 x2) Range 120 |||| 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 Weapon Focus (Battle Axe) * Skills: Climb +1 (+5), Diplomacy +2, Intimidate +6, Perception +3, Profession(Soldier) +5, Sense Motive +2, Swim +1 (+5) | & 3 spare (in brackets - without AC Penalty), * Favoured Class: HPx3 * * Gear: MW Chain Mail, MW Heavy shield (Steel), MW battle Axe, HXB, Dagger. * ++++