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Thread: New Military Units and Equipment

  1. #11
    Keeper of Secrets
    Join Date
    Apr 2014
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    241

    Re: New Military Units and Equipment

    Quote Originally Posted by Kajani View Post
    With cheap I mean the material. Of course the material for bows were not just cut in the open forest (I have read that it was even grown in some cases in special tree-plantations) and often was not "English" but imported. however I think for a crossbow you need (especially for the more advanced types) a little bit more skill and time.
    I guess it would not be any real problem to build longbows for other "nations" - it would be possible to get the people who know how to build it and to get the material, too. The real point was that you had not the men to use it and I guess medieval armies simply had not the patience to build long-lasting "schools" for their own special corps of longbow fighters - some did just buy them in the form of mercs who surely brought their weapons with them (but must get some supply over time, I guess).
    Well, given the special need for the woods of the longbow I'm actually more inclined to think that the longbow would have more pricely material than the a normal crossbow. I don't think that you need special kinds of wood or iron to make a crossbow but without going into the details I think that you need some very special wood to make a proper longbow. An arbalest would surely have been more on the same level as a longbow in terms of skills of construction and so, but materials could probably have been cheaper for an arbalest.

    In regards to getting makers to move, the fact that longbows didn't spread outside of the British Islands kind of shows that either it was to expensive, there were not social factors to make it interesting or the English kings managed to retain their bowyers at home. One could also think that a longbow-making bowyer would know where to get his material and what markets there were for his products in Westeros, and certainly at his own regional market. But if he moved to Essos, what would he know about his prospective chances of keeping up his trade there? Maybe he could attach himself to a sellsword company but the life in the train of a sellsword company might not be what he wants for himself or his family, and so on.

    And finally, like you mentioned, creating and supporting the lifestyle that's necessary to use longbows is a major investment for generations, and presumably it exists in Westeros. But in Essos they use sellswords mostly and the sellsword archers probably joins their companies with skills from the start so there's precious little need to raise new archers from scratch.

    That's how I see it.

  2. #12
    Defender of the Word
    Join Date
    Apr 2014
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    57

    Re: New Military Units and Equipment

    Thanks for the comments and ideas, here come some additional units (cavalry and transport vessels). We will continue with unith of the Wall and byaond and later with some from other parts of the World beyond Westeros

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    Cavalry
    :::::::::




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    Mounted Archers
    ........................

    These units are rare in most parts of Westeros, but very common in Dorne. Beyond the sea the Dothraki horse archers are a well-known thread to all their neighbours. In most cases these fighters have not much armour and use light horses, for example the famous sand steeds of Dorne, which are excellent suited for such sort of warfare. They evade close combat and try to decimate and demoralize the enemy by countless volleys of arrows. North of Dorne, such fighting tactics are uncommon (sometimes even unknown), and this way of war does not really fit with the typical warfare of knights and nobles.

    Power Cost: +5
    Discipline Modifier: +3
    Key Abilities: Animal Handling, Agility, Marksmanship

    Start Equipment/ Equipment Upgrade
    Armor Rating: 2/ 3
    Armor Penalty: -1/ -2
    Bulk: 0/ 0
    Fighting Damage: Athletics/ Athletics+1
    Marksmanship Damage: Agility +1, Long Range/ Agility +2, Long Range




    ...................
    Light Cavalry
    ...................

    These men are a less expensive but also less reliable alternative to regular cavalry. They normally ride on rounseys, wear only light armour and are armed with javelins, spears and side arms. They are not designed to crush units of well-organized infantry or face ‘real’ cavalry, but are useful for swift raids, recognisance operations, border patrol and attacks from the rear or flanks. They are also designed to hunt down light infantry, archers or fleeing forces, act as fore riders, scouts or highly mobile raiders. Light cavalry is often less disciplined than regular cavalry because it is build out of mercenaries and similar less reliable people. Light Cavalry is quite common in Dorne, and many Dothraki fight in similar way. In the northern parts of Westeros, light cavalry is mostly mustered by poorer houses, for patrol duties and as a supplement to infantry or heavy cavalry units.

    Power Cost: +4
    Discipline Modifier: +0
    Key Abilities: Animal Handling, Fighting, Agility

    Start Equipment/ Equipment Upgrade
    Armor Rating: 3/ 4
    Armor Penalty: -2/ -2
    Bulk: 0/ 1
    Fighting Damage: Animal Handling + 2/ Animal Handling + 3
    Marksmanship Damage: Agility +1, Close Range/ Agility +2, Close Range





    :::::::
    Ships
    ::::::

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    Transport vessels
    ........................

    While warships fight the battles at sea and bring the first boots to the shore in any landing operation, a great part of the transport over sea is run by hired merchant ships. Often the need for troops and supply is much higher than the number of warships, which cargo is often limited. Because of this, many lords hire (or force) civilian merchants to support their fleets. However these ships, mostly sailing ships with one or two masts, are vulnerable to attacks by warships (or siege weapons). While they are not completely defenceless, they normally lack heavy weapons and a well trained, well armed crew who can counter ramming or boarding. Some lords invest money and training to solve this problem, but their ships are never an equal opponent for a warship. In wartime transport vessels often form convoys which are protected by warships. However they have one big advantage: If the war is over, they are a good source of income for their owner when they go back to their civilian duties.

    Power Cost: +5/ +6
    Discipline Modifier: +3
    Key Abilities: Awareness, Fighting, Marksmanship

    Start Equipment/ Equipment Upgrade
    Armor Rating: 3/ 5
    Armor Penalty: -/-
    Bulk: -
    Fighting Damage: Athletics/ Athletics +1
    Marksmanship Damage: Agility, Long Range/ Agility +1, Long Range,
    Special Rules: Transport vessels could only be used in terrain with a shore, open sea or at least a river, pond or lake. A unit of transport vessels is build out of five ships and could transport two units of ground forces, four if they are “upgraded” for additional transport capacity, which cost an additional power point. During peace times such units modify the Houses Fortune roll with a +1 modifier because of the trade benefits. A commander or sub-commander could be attached to a unit transport vessels without losing the ability to give commands.
    Last edited by Paedrig; 12-06-2017 at 01:28 PM.

  3. #13
    Defender of the Word
    Join Date
    Apr 2014
    Posts
    57

    Re: New Military Units and Equipment

    :::::::::::::::::::::::::::::::::::::::::
    Units of the Wall and the High North
    :::::::::::::::::::::::::::::::::::::::::



    These Units are only to find in the north of Westeros – at the Wall and beyond. Some of them are in fact more a myth – at least for most people in Westeros, who do not know what deadly foe is marching south from the Land of Ever Winter…



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    Night's Watch
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    Sworn to protect the realms of men (or condemned to stand guard to the day when death release them from duty), the "Black Brothers" are in some eyes a fellowship of guardians who sacrifice a lot for a greater good. Others (especially nowadays) see them just as a form of penalty-company and dumping pit for misfits, bastards and unwanted. However, even if the men who are sent to the wall are nowadays mainly criminals or people who had not place in their families, they are drilled and trained in an efficient and thorough way like few other soldiers in Westeros. The North knows no mercy with the weak, and the Watch is more northern than anything else is southward of the Wall. This harsh and unforgiving training result in a relatively high morale even in these days, but this may also be a weakness. If they ever stray away from the path they had sworn to follow, mutiny surely would be a great problem - and brothers who had abandoned their vows, are among the most dangerous men in Westeros, since they are skilled, ruthless and have nothing to fear.


    General rules
    * Nigth's Watch units who break away from their oath (for example by interfering with the Game of Thrones the Lords play or fighting each other) get a penalty of +3 to their moral tests. This may increase to +6 in extreme cases (narrator decisions). It reflects that the men, starting to lose the strict discipline they are bound to, becoming more and more unable to control.
    * Rangers and Stewards could be trained (for an additional power point) to use siege weapons (with an ability of Warfare 2), although not as efficient like Builders. They can just use two pieces of siege weapons per unit.

     The following Units are based on the Night’s Watch-Units in the Night’s Watch RPG-book, which were in our opinion a little bit flawed (sometimes the stats were different to the normal rules; some of the units did simply not have stats for being upgraded etc.). So we decided to create new stats as close as possible to the book.



    ............
    Builders
    ............

    These are the engineers who protect the Wall from collapsing, who maintain the buildings of the Fortress and use the siege weapons of the Watch with deadly accuracy. They are soldiers, but not very well experienced in close combat. They could use siege weapons and build field fortifications as normal engineers.


    Power Cost: +2
    Discipline Modifier: +0
    Key Abilities: Endurance, Fighting, Warfare

    Start Equipment/ Equipment Upgrade
    Armor Rating: 2/3
    Armor Penalty: -1/-2
    Bulk: 0/0
    Fighting Damage: Athletics/Athletics+1
    Marksmanship Damage: Agility+1, Short Range/Agility +1, Long Range



    ............
    Rangers
    ............

    They are the sharp sword to the shield, the Wall and the Watch as whole presents. They did not just defend the Wall; they travel beyond and strike the wildling tribes on their own territory. They are battle hardened and highly professional soldiers, although they may lack experience in the great scale war, the lords fight against each other. Rangers often use garrons or ponies to increase their movement, but they are not trained in horse combat, except the rare units of mounted rangers (see below).


    Power Cost: +3
    Discipline Modifier: -3
    Key Abilities: Awareness, Fighting, Marksmanship

    Start Equipment/ Equipment Upgrade
    Armor Rating: 3/4
    Armor Penalty: -2/-2
    Bulk: 0/1
    Fighting Damage: Athletic+1/Athletic+2
    Marksmanship Damage: Agility, Long Range/Agility +1, Long Range



    .........................
    Mounted Rangers
    .........................

    Of limited use to defend the Wall itself, this men - of which the Watch rarely had many - are essential in crushing great hordes of wildlings long before they could reach the Wall, or quickly discover, follow and destroy those who had made it through the Wall. The slaughter of the armies of Gendel and Gorne was such a rare occasion. They wear lighter armour than normal cavalry wear, but are as disciplined as their southern counterparts are. They use javelins, light lances and are equipped with shields.


    Power Cost: +4
    Discipline Modifier: -6
    Key Abilities: Agility, Animal Handling, Fighting

    Start Equipment/ Equipment Upgrade
    Armor Rating: 4/5
    Armor Penalty: -2/-3
    Bulk: 1/2
    Fighting Damage: Animal Handling+3/Animal Handling+4
    Marksmanship Damage: Agility, Short Range/Agility +1, Short Range


    ..............
    Stewards
    ..............

    While they had the basic training of all men of the Watch - which is often superior to that normal soldiers got - their main task is to supply the Watch, not fight their battles - if not the Wall itself is attacked or breached. In this case, they are men who should not be underestimated. Stewards are equipped with shields, if they march into battle.


    Power Cost: +2
    Discipline Modifier: +0
    Key Abilities: Awareness, Fighting, Marksmanship*

    * if the Narrator allows it, a Steward unit may increase Healing instead of one this abilities - and by testing this ability, reducing the losses of a fight for another unit (test against 9, if successful +2 to the result of the table for combat results)

    Start Equipment/ Equipment Upgrade
    Armor Rating: 2/3
    Armor Penalty: -1/-2
    Bulk: 0/0
    Fighting Damage: Athletics+1/Athletics+2
    Marksmanship Damage: Agility, Short Range/Agility +1, Long Range



    ::::::::::::::::::::::::::
    Units of the Long Night
    ::::::::::::::::::::::::::



    ..........
    Wights
    ..........

    For most people these undead servants of the Others – reanimated corpses of slain foes and animals – are only a myth. But the wildlings beyond the wall (and in recent times also members of the Night Watch) did know, that there is truth within the legends. While slow, most times unarmoured, unarmed and unable to form any elaborate formation, these walking dead are still a gruesome foe. They need no food, water or rest, they know neither fear nor mercy – and their horrible appearance, cold determination and hate for all living beings can unnerve even seasoned opponents.
    There are stories of ancient human necromancers, who could raise the dead as their servants with dark rituals or artefacts, however the only who are known to do this in recent times, are the Others.


    Power Cost: 1
    Population Cost: 1 (green), 2 (trained)
    Discipline Modifier: - (see Special Rules)
    Key Abilities: Athletic, Endurance, Fighting,

    Start Equipment/ Equipment Upgrade
    Armor Rating: 1/ 2
    Armor Penalty: 0/-1
    Bulk: 0
    Fighting Damage: Athletics/ Athletics +1

    Special Rules: Wights can only be mustered as “green” or “trained”, depending on what people were slain for ‘recruiting’. If a unit is upgraded after a fight, this simply reflects the “recruiting” of new (and better) “raw materials”.
    Every unit, facing a unit of wights the first time, must succeed in a disciple test or becomes disorganized (or routed if already disorganized)
    Wights cannot run, charge or perform any other manoeuvre which changes the speed or built any formation.
    They can only perform two manoeuvres during a combat round, notwithstanding the number of commands of their commander (most probably a White Walker).
    However, their ‘commander’ did not need a Control test, because wights are normally controlled by magic and have no own will or morale that can be broken. Therefore, when disorganized/ routed, there is no negative Disciple Modifier (although they still get the malus for abilities/ fighting tests).
    Fire (for example by siege weapons) or incendiary ammunition deals Damage +1.
    Wights get no negative modification by darkness.


    ......................................
    The Others/ White Walkers
    ......................................

    Even more feared than their undead servants (and even more believed to be a myth by most people in Westeros) are the legendary Others or White Walkers, who came with the Long Night (or were brought by the Long Night?) 8.000 years ago. Most people nowadays think, that these stories are simply a myth, that the Others never existed or were at least extinct 8.000 years ago. But the Wildlings beyond the Wall (and more and more Brothers of the Night Watch too) did know that this is not true. The White Walkers in fact never had left the surface of the earth and their number is rising. No one knows, how many of them exist or what their aims are – but eventually a new Long Night might fall on earth and the Others will start again their bloody march towards south. Since their number is small (at least until now) the Others appear rarely in big groups. However, even a handful of them is strong enough to slay human soldiers like cattle or drive them away simply by their appearance and the terror that they carry with them.
    A “unit” of White Walkers consists of 10 members. They may use mounts - either wights of slain horses, elks, bears etc. or the legendary ice-spiders. but they do not use them as real battle mounts. In this cases, the movement is increased to 60 yards.

    Recruting Cost: - (the Others can never be mustered or controlled by humans)
    Discipline Modifier: -6
    Key Abilities: Athletic, Endurance, Fighting,
    Equipment
    Armor Rating: 8
    Armor Penalty: 0
    Bulk: 0
    Fighting Damage: Athletic +2

    Special Rules:
    White Walkers are always Veteran or Elite Units.
    Every human unit, facing the Others the first time, must succeed in a disciple test +3 or becomes disorganized (or routed if already disorganized).
    After destroying a unit, the next round the Others can raise a ‘green’ unit of Wights with a normal command.
    While operating in snowy terrain, the Others get +1D for Sneak.
    Others get no penalty when fighting in Darkness or in snowy terrain.
    Others get a -1D penalty when fighting in Daylight.
    Units armed with dragonglass (for example arrows or javelin heads) ignore the armour of the Others and deal +1 Damage.

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