Military Units in Greland | World Anvil

Military Units

The term 'Military Unit' refers to a standardised formation across the setting: twelve men or women led by a Captain. This formation is used both at the Settlement level to recruit, upgrade and maintain units, and in combat where the unit functions as a single entity.   There are, broadly speaking, three types of Military Units, each of which has a slightly different way of determining its attributes, as detailed below:  

Men-at-Arms

Men-at-Arms units are the men and women employed in the service of a house as full-time soldiers. They are not tied to a specific settlement, and are available to be deployed inside or outside of the house's lands at any time with no impact on the settlements.
Men-at-Arms units are available to be hired, trained and outfitted by the holding's Marshal.
The number of Men-at-Arms units a holding can support is equal to a sum of the levels of its settlements, where a Hamlet =1, Village =2 and so on. For each unit beyond this number that the holding has, each of its settlements loses one Revenue each month.
Some units need more support than others: a unit of Cavalry counts as an additional unit when calculating how many units a holding can support; a unit of Household Knights counts as an additional unit when calculating how many units a holding can support; a unit with Minmoths or other animal attachments counts as an additional unit. These penalties all stack, so a unit of Mounted Household Knights with Minmoths would count as four units.
  Anatomy of a Man-at-Arms Unit

Unit Captain:

The captain, if any, that leads the unit. For Player-Character controlled units this will be a named Captain, for other Houses this is likely to be a generic character.

Experience Level:

A number between 1 and 5 that represents their experience, on a scale of Green, Irregular, Regular, Veteran, Legendary.

Leadership:

A number between 1 and 5 that represents how well the unit is led. Some units may have their own Leadership value, but most will only have one if they are led by a character.

Equipment:

Lists the equipment the unit carries along with whatever bonuses it provides. These bonuses are usually listed as a number of d or d - apply these as upgrades or downgrades to the relevant dice pool (turning d into c and so on, the same as with the use of Story Points).

Attacks:

The attacks a unit makes use the 'Experience' and 'Leadership' values to form their dice pool in the same way as the 'Attribute' and 'Skill' values determine the dice pool for a character.

Wounds:

As a Military Unit represents twelve soldiers, it can suffer twelve Wounds before it is taken out of action.
 
 

Levies

A house's levies are a proportion of the healthy men and women of fighting age. When a House is engaged in war it can raise its Levies, though these will generally be less well trained and equipped than its Men-at-Arms.
Raising the Levies will also have a negative impact on the settlements they are drawn from, since they are being taken away from the working population. While a settlement's Levies are raised, add one c to any checks made for that settlement.
A settlement's levies can be trained by the holding's Marshal, and some developments may have an effect on the equipment available to them.   Anatomy of a Levy Unit

Levy Units:

The number of effective Military Units this Levy is made up of. Unlike other Military Units, all the Levy Units from a single settlement fight as a single entity - the additional units provide bonuses as detailed below. This number is calculated by adding the settlement's Attributes together - each full multiple of twelve provides one Levy Unit.

Unit Captain:

The captain, if any, that leads the unit. It is very rare for Levy Units to have a Captain.

Experience Level:

A number between 1 and 5 that represents their experience, on a scale of Green, Irregular, Regular, Veteran, Legendary. As a general rule, most Levy Units will be Green.

Leadership:

A number between 1 and 5 that represents how well the unit is led. As most Levy Units are not led by anyone this will generally be blank.

Equipment:

Lists the equipment, if any, that the unit carries along with whatever bonuses it provides. These bonuses are usually listed as a number of d or d - apply these as upgrades or downgrades to the relevant dice pool (turning d into c and so on, the same as with the use of Story Points).

Attacks:

The attacks a unit makes use the 'Experience' and 'Leadership' values to form their dice pool in the same way as the 'Attribute' and 'Skill' values determine the dice pool for a character. Then add a number of 'upgrades' equal to the number of Levy Units -1 (turning d into c and so on, the same as with the use of Story Points).

Wounds:

The number of Wounds is equal to the number of Levy Units multiplied by twelve.
  Note: The Token for a Levy increases in size depending on the number of Levy Units, equal to 0.5 x 1+the number of Levy Units.
 
 

Guard Units

Guard Units are those men and women employed in the defence and policing of its settlements. They are recruited and improved like any other development on a settlement's entry, but they cannot be deployed outside of a holding's boundaries.   Anatomy of a Guard Unit

Unit Captain:

The captain, if any, that leads the unit. For Player-Character controlled units this will be a named Captain, for other Houses this is likely to be a generic character.

Experience Level:

A number between 1 and 5 that represents their experience, on a scale of Green, Irregular, Regular, Veteran, Legendary. This is the development value for the unit on the settlement's page.

Leadership:

Guard Units use the settlement's Order in place of a Leadership value.

Equipment:

Lists the equipment the unit carries along with whatever bonuses it provides. These bonuses are usually listed as a number of d or d - apply these as upgrades or downgrades to the relevant dice pool (turning d into c and so on, the same as with the use of Story Points).

Attacks:

The attacks a unit makes use the 'Experience' and 'Leadership' values to form their dice pool in the same way as the 'Attribute' and 'Skill' values determine the dice pool for a character.

Wounds:

As a Military Unit represents twelve soldiers, it can suffer twelve Wounds before it is taken out of action.
 
   

Equipment

Armour

 
  Weapons

 
  Other

 
 

Warmaster

For some particularly large battles, an entirely different ruleset may come into play. Details can be found on the Warmaster Unit Profiles.

Resources

Story Points
Military Units
Useful Lists

 

Player Characters

Lady Ophelia Foxworth-Hayford
Lady Terin Gaunt-Foxworth
ser Mattheo Foxworth
Colrin Blest
King Tyon I Cray
Sigrid Ashwood
ser Allon Stormborn
ser Odric Vortane
Lord Tylan Hewlett
ser Callor Perryn
ser Ashtin Phyrefenn
The War For The Foxworth Secession 454KS
 

Player Settlements

The Settlement Creation System
Settlement Management Sessions
Settlement Conquest
Fairstrand
Southbay
Greater Stallken

 

Player Councils

Anatomy of a Ruling Council
Royal Council
The Duchal Council of House Foxworth
The Council of Southbay
The Duchal Council of House Southbay
The Council of Greater Stallken

 

Maps

The Continent of Greland
The Kingdom of Hillhurst
The Kingdom of Rotheval
The Kingdom of Irogonie
The Lamas Plains
The Swamps of Baycotte
The Kingdom of Somercrag
Bayglen
The Foxworth Duchy
Fairdeep
The Blackbar Duchy
The Skanler Duchy
The Gaunt Duchy
The Southbay Duchy
The City of Southbay
The Hayford Duchy
The Continent of Amoth
Tollingbell

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