Military Skill Explanations
- Animal Training
- These soldiers are trained to fight alongside trained war animals,
usually dogs.They are more likely to destroy foot units that they beat
in a combat (rather than simply repulsing them)
- Archery
- Somewhat obvious. Also count for crossbowman and other missilers.
Archers get attacks at troops within a certain range before melee. Typically
effective agains tmounted opponents though vulnerable if they fail to
disperse their opponent.
- Armor
- Medium Armor: Chain, Studded Leather, and other medium armors. Obviously
more dangerous than light footmen.
Heavry Armor: Plate or similar armors. Incredibly dangerous but expensive.
- Assassination
- Usually only in small units. These people are trained to enter a camp
and eliminate command personnel.
- However, they can be used in full scale battle to attack once
as any other unit against an unmoving foe (wizard, cleric, general).
- Berzerking
- Can be applied to any unit. Berzerkers rush madly into combat and
gain +2 on all dice for the intial round and +1 each following round
that they are not recoiled or destroyed. They also never lose average
level in a combat until they reach an average of zero.
- Charioteering
- These are suicide troops who plow through troops gaiing advantages
on the initial moment of combat then suffering penalties. (For charioteers
that battle in more conventional ways treat as cavalry or knights)
- Endurance
- Can be applied to any units. Those with this skill lose average level
at a rate of one half that of other units (.1 every 2 rounds)
- Hoplite
- Spearmen who fight in in close formation guarding each others flank
with shield..
- Law Enforcement
- Military units trained as police. These unit can be or act as law
enforcement agents and town guard of a city or province. Can be applied
to any unit. Normal troops count as one tenth the number of law enforcement
agents if they have no such training.
- Marine Fighting
- Trained in fighting in ship-to-ship or ship-to-shore combat. Have
some knowledge of swimming and other nautical skills. These are the
warriors who fight on the ship not the sailors themselves. Usually only
applied to Light Infantry (although may be applied to Bows)
- Monster Wrangling
- Trained to manage and utilize in combat monsterous creatures, such
as Elephants, Dinosaurs, or other large ferocious beasts. The number
and size of such units depend on the creatures used. Such units count
at a minimum as Elephants and may count as more depending on the creature.
- Riding (Cavalry)
- Skill in horsemanship. Able to fight from horseback and ride for long
distances. Requires light warhorses for all soldiers in the unit. (Note:
most foot units will have some mounted officers and scouts, but only
whole units of horsemen need this skill.)
- Sailing
- Naval soldiers capable of running and navigating a warship. This skill
may require some specialization, river ship vs galley vs ocean going
destroyers. Most sailors double as marines one round after a vessel
is boarded (boarded ship only) or at the command of the captain.
- Sapping
- People trained in under-mining defenses or tunneling. Usually applied
to unarmored troops but can be applied to any footmen.
- Siege Engineering
- Related to Sapping. These are the soldiers trained in battling around
castles, either from within or without. This also includes the use of
siege engines such as catapults, rams and ballistae. Usually applied
to footmen.
- Skirmishing
- Soldiers trianed to harass and move quickly about the battlefield.
Lightly armored and with mixed weapons these units could be used to
slow the movements of other troops or fight in unusual terrain.
- Spellwarring
- These soldiers are trained to resist and counter spell using forces.
It can be applied to any foot units and grants a +1/level bonus on saving
throws vs magic and +1 on attacks when fighting a unit supported by
a spell caster. The bonuses are doubled when the unit is dug in.
- Spying
- Units trained for scouting and spying on enemy troops, unarmored and
lightly armed they tend to avoid combat entirely. Spies may be mounted
or unmounted. Obviously best used in small groups.
- Stealth
- These are foot units trained to move stealthily and with little trace.
They are hard to track and more likely to surprise opponents. The less
armored they are the greater the chance of a surprise attack. Surprise
attacks get a free round of attack + one free attack for the average
level of the unit.
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