Northern Adurian
Army Units
Part A: The Adurian
Legion & other common units.
Part B: Auxiliary
& Special Units.
Part C: Nehalim
Units.
Part D: Juh &
Barbarian units.
Part C: Ships.
A: The
Legion & Other Common Units.
Unit Name: |
Cost: |
Maintenance: |
Legionaries* |
4 |
1 |
Spearmen |
1 |
1 |
Swordsmen |
2 |
1 |
Archers |
2 |
1 |
Shield Bearers |
2 |
1 |
Elite Swordsmen |
5 |
2 |
Cavalry |
6 |
2 |
* Only available in the Adurian Empire.
1: Legionaries
Move: 1 |
Melee: 4 |
Defence: 5 |
Missile: 2 |
Morale: X B O |
+2 Def vs Missile |
|
|
1 Hit: |
Melee 3, Missile 1 |
2 Hits: |
Melee 2, Missile 0 |
The Legionary is the most common unit
in the Adurian Empire. For nearly three thousand years the Legion has protected
the empire. They are also the most highly trained soldiers in Aduria, or
Cerilia. Each member of the legion must spend two months in training before
they are ready for battle. This training teaches the soldiers to work together
as a team and gives them an advantage in defence over other units.
The Legionary units are equipped with
a breastplate, short sword, large shield, and spears. General tactics are
to attack first with thrown spears, using the missile rating above, then
close and attack with swords. When fighting hand to hand the Legionary
units are trained to stay in formation no matter what. This cuts loses
and presents a united front to any enemy. When working together in large
numbers then the legionaries can create a virtual wall of metal shields
that will deflect most attacks. Because of this they gain a +2 bonus against
any missile attacks (except those from artillery).
The Adurian Legion is the the main army
of the Adurian Empire. Consisting of seven different legion, one for each
region of the empire. Each legion consists of between fifty and a hundred
units, all up totalling well above one hundred thousand men. The current
legions are,
1st - Aduria (123 units)
2nd - Floresele (52 units)
3rd - Ligurian (67 units)
4th - Genova (54 units)
5th - Udine (112 units)
6th - Bari (95 units)
7th - Bella (108 units)
This gives a total of 611 units or just
over 122,000 soldiers. The 1st, 5rd, 6th, and 7th legions are currently
being used in a war against Nehalim and only the weaker provincial troops
and Auxiliaries remain.
Apart from the legion many cities also
maintain a small army as well, usually of units not found in the legion.
2: Spearmen
Move: 1 |
Melee: 2 |
Defence: 2 |
|
Morale: O |
|
|
|
1 Hit: |
Melee 1 |
Spearmen are the cheapest and often the
most common unit in Aduria. Unarmoured, and armed only with short spears
and daggers they are little use against the powerful Legionaries and more
skilled troops. They can however be mustered in large numbers and sent
out to fight with the hope of overwhelming the enemy that way. Because
they are so common Spearmen can be mustered by any holding (except source)
and require only a level 1 holding to do so.
3: Swordsmen
Move: 1 |
Melee: 3 |
Defence: 3 |
|
Morale: B X |
|
|
|
1 Hit: |
Melee 2. |
Swordsmen are the common military unit
in along the east coast of Northern Aduria. They are equipped with light
leather armour, a short sword, shield and dagger. They are cheap to muster
and train, but not as skilled as the better trained units from the Empire.
4: Archers
Move: 3 |
Melee: 1 |
Defence: 2 |
Missile: 4 |
Morale: X O |
|
|
|
1 Hit: |
Melee 1; Missile 2 |
Not common in Aduria archers are found
in some northern lands. Aduria Archers are usually equipped with short
bows, leather armour, and a dagger. They are of little use in hand to hand
combat and are usually only used to soften up an enemy army before the
attack, or as skirmishers.
However when combined with a Shield Bearer
unit they can prove a dangerous force as the have the protection to hide
behind while attacking the enemy army.
5: Shield Bearers
Move: 1 |
Melee: 1 |
Defence: 6 |
|
Morale: X O B |
|
|
|
1 Hit: |
Melee 1, Def 5 |
2 Hits: |
Melee 1, Def 4 |
3 Hits: |
Melee 1, Def 3 |
This unit is mainly used to protect more
vulnerable units like archers and other missile units. Equipped with breastplates,
large wooden shields, and long spears. Linking their shields together this
unit can create a wall behind which the missile unit can attack from. This
raises the protected units defence to the same level as that of the Shield
Bearers. Anyone attacking the wall of shields is attacked by free members
of the unit with spears.
Shield Bearers can also take a lot of
punishment before being destroyed, and are possible the toughest unit in
Aduria. Unlike other units when damaged their defence is reduced instead
of their melee value.
6: Elite Swordsmen
Move: 2 |
Melee: 4 |
Defence: 4 |
|
Morale: X O B |
|
|
|
1 Hit: |
Melee 3 |
2 Hits: |
Melee 2 |
This unit has only recently been seen
on the eastern coast. The Rebels in Solontara created the Elite Swordsmen
unit to match with the Adurian Legionaries. The two have not met yet, so
a comparison can not be drawn yet. Although equal in fighting skill to
the legionaries, the Swordsmen are not as organized and have a lower defence.
The Elite Swordsmen are equipped with
chain armour, a small shield, and a large sword. Lighter than most other
units they can move quickly and do a lot of damage.
7: Cavalry
Move: 3 |
Melee: 4 |
Defence: 2 |
Charge: 5 |
Morale: X O |
|
|
|
1 Hit: |
Melee 3, Charge 4 |
2 Hits: |
Melee 2, Charge 3 |
Cavalry are not used often in Aduria,
but some realms have mustered one or two units of cavalry to protect their
realms. Cavalry in Aduria are more expensive than Cerilia due to the cost
of horses. The empire of Aduria does not use cavalry preferring to rely
on its legionaries for most battles, and use horses only for scouts, messengers
and chariots.
Adurian Cavalry are armoured in light
leather, carry a broad sword, and a heavy spear. Unlike in Cerilia cavalry
are rarely used to charge enemy armies, instead used to quickly respond
to attacks in far off provinces.
B: Auxiliary
& Special Units.
Unit Name: |
Cost: |
Maintenance: |
Mounted Scouts |
4 |
1 |
Chariots |
9 |
3 |
Catapults |
5 |
2 |
Imperial Guard |
10 |
3 |
Fangs of Azari* |
50 |
5 |
Construction Engineers |
4 |
2 |
* Can only be mustered by a temple 7+
(Azari only)
1: Mounted Scouts
Move: 4 |
Melee 2 |
Defence: 2 |
Missile 3 |
Morale: B |
|
|
|
1 Hit: |
Melee 1, Missile 2 |
This unit is found across Aduria. Used
to scout the vast areas of open land across Aduria these scouts are lightly
armour and usually carry a short sword and a short bow. The Aduria Empire
currently supports ten units of mounted scouts and messengers, and sends
soldiers from these units across aduria.
Their high initial cost represents the
cost of horses in Aduria. Once this initial cost has been paid though the
cost of maintaining this unit drops dramatically.
2: Chariots
Move: 3 |
Melee: 5 |
Defence: 5 |
Charge: 7 |
Morale: X O B |
+ 1 melee vs inf. |
|
|
1 Hit: |
Melee 4, Charge 6 |
2 Hits: |
Melee 3, Charge 5 |
3 Hits: |
Melee 2, Charge 4 |
The Elite Unit in the Adurian Empire,
made up of armoured chariots with heavily armoured warriors. Each chariot
is pulled by two horses, armoured with plate barding. These horses are
usually the best and strongest available and powerful enough to pull the
chariots at high speeds for long periods of time. The soldiers in each
chariot is equipped in heavy plate armour and usually wields a long sword
or a heavy spear when charging.
These units are currently only found inside
the Empire as they are the only realm with the money needed to muster and
maintains such expensive troops. Several cities inside the empire also
maintain a single unit of Chariots as their contribution to the empire's
protection.
3: Catapults
Move: 1 |
Melee: 1 |
Defence: 1 |
Missile: 7 |
Morale: B |
|
|
|
1 Hit: |
Melee 0, Missile 4 |
Catapults are used as lot by the Adurian
Empire when attacking fortifications. If the Legion is going up against
a fortified structure then usually at least 1 unit of catapults will be
sent along with the army. Slaves are usually used to load and move the
weapons, while the overseers will aim and fire the stones.
Catapults are never used in hand to hand
battles between armies and will not enter any battle unless they will be
needed against a fortification.
4: Imperial Guard
Move: 2 |
Melee: 6 |
Defence: 5 |
Missile: 5 |
Morale: B X O |
+1 melee vs inf. |
|
|
1 Hit: |
Melee 5, Missile 4 |
2 Hits: |
Melee 4, Missile 3 |
3 Hits: |
Melee 3, Missile 2 |
In the imperial capital, the great city
of Aduria the Emperor maintains a personal army of two thousand soldiers.
Each of these troops is a member of the Imperial Guard, which is made up
of the most experienced and loyal soldiers from the Legion. Renowned as
the best infantry in all of Aduria the Imperial Guard travels with the
Emperor at all times. Currently they are with the Emperor during his campaign
into Nehalim.
Each member of the guard is equipped with
a long sword, breastplate, chain sleeves and leggings, a short bow, and
a shield. Some of these items may also be magically enchanted as the best
soldiers each year in the Legion are presented with a magical sword or
armour by the Emperor. These items are crafted by the priest of Azari from
the Floresele temple, which is renowned for its skill in crafting magical
weapons and armour.
4: Fangs of Azari
Move: 3 |
Melee: 10 |
Defence: 10 |
Missile: 10 |
Morale: X O B |
|
|
|
1 Hit: |
Melee 9, Missile 9 |
2 Hits: |
Melee 8, Missile 8 |
3 Hits: |
Melee 7, Missile 7 |
The most powerful unit in all of Aduria,
and perhaps the entire planet. The Fangs of Azari are a small collection
(10-12) of powerful priests that can be raised by and large temple of Azari
(7+). Each priest in the unit is equipped with a hideous enchanted mace
that gives the priest his fighting skills and makes the unit so powerful.
While wielding the weapon the priest are
unable to cast spell or heal themselves, but this can be done after the
battle. The weapon also makes the priest immune to all forms of magic,
effectively giving them a magic resistance of 100% while they are holding
it. The missile rating is due to the balls of black glass that can be produced
by the priest using the weapon. When pointed in the direction of an enemy
unit and the command word spoken a ball of glass is created by the mace
and it speeds off in the direction of the enemy unit. When it is over the
unit is drops to the ground and shatters sending large, sharp shards of
glass in every direction. The damage caused by this attack is worked out
similarly to a missile attack. It takes a round of concentration to activate
the weapon so it can not be done at the same time as the priests are engaged
in melee combat.
A temple can only support one unit of
these priests at any one time and the cost of creating the weapons necessary
is very high. Each mace cost around 5 GB to produce, and can only be created
in one place, the temple of Azari in the city of Floresele. Each priest
in the unit must be at least 15th level also, and if the unit created is
destroyed another can not be mustered for another five years.
Currently only two Fangs of Azari units
exist, one in the city of Aduria, the other in Floresele.
5: Construction Engineers
Move: 3 |
Melee: 1 |
Defence: 1 |
Missile: 1 |
Morale: O |
|
A part of the Adurian army the construction
engineers are used to direct the construction of forts and roads as the
army advances. The Adurian legion usually builds large forts during any
invasion to protect its soldiers in case of a surprise attack. If an engineer
unit is present then that army is able to produce a level 1 fortification
within only a few days. This is usually done after a province has been
captured, all fit soldiers are used to cut down trees and builds the fortification.
The cost of this fortification is 1 GB, as it is usually made from wood
and not stone as it would be if it was a more permanent structure. The
GB cost is only for the few supplies that must be abandoned when the fortress
is abandoned.
Each fortress usually consists of a wall
of wooden stakes, about 10 ft high, with towers positioned at regular intervals
along the wall. Inside the armies tents are erected, in neat rows for each
unit. Unlike a Cerilia fortress this one is more open and can hold many
more units. Each fortress can hold up to ten units and they are all protected
against attackers, unless artillery or a general with siege craft is present.
A unit of construction engineers can also
direct the building of a road, cutting the time it takes to do this in
half. In peace times they are also used to help with building temples,
palaces, and fortifications.
C: Nehalim
Units.
Unit Name: |
Costs: |
Maintenance: |
Slaves |
1 |
0 |
Swords |
2 |
1 |
Archers |
2 |
1 |
Scouts |
2 |
1 |
Nobles (Chariots - Spears) |
6 |
2 |
Nobles (Chariots - Archers) |
4 |
2 |
Elephants |
9 |
3 |
War Elephants |
12 |
4 |
1: Slaves
Move: 1 |
Melee: 2 |
Defence: 1 |
|
Morale: O |
|
Slaves are common in both Aduria and Nehalim,
but only Nehalim sends them into battle. Slave units are generally pathetic
fighters, although in large enough numbers they can overwhelm an enemy
unit. Nehalim has such a large slave population that the deaths of thousands
in battle does not impact on this population much. Slaves are usually given
a basic spear and shield, few are ever trained.
2: Swords
Move: 1 |
Melee: 3 |
Defence: 2 |
|
Morale: X B |
|
|
|
1 hit: |
Melee 2 |
The basic infantry unit, the swords are
equipped with a long sword, dagger, and a wooden shield. The generally
do not wear armour, like most of the other Nehalim units. Well trained,
and used in large numbers.
3: Archers
Move: 1 |
Melee: 2 |
Defence: 1 |
Missile: 5 |
Morale: X O |
|
Equipped with a short sword, and long
bow the Nehalim archers are among the best archers in all of Aduria. They
have little in the way of hand to hand skills though, and are usually placed
at the back of any battles.
4: Scouts
Move: 3 |
Melee: 2 |
Defence: 2 |
Missile: 3 |
Morale: B O |
|
|
|
1 Hit: |
Melee 1, Missile 2 |
Nehalim scouts are not mounted, and are
equipped similar to Anuirean scouts.
5: Nobles (Chariots - Spears)
Move: 3 |
Melee: 5 |
Defence: 2 |
Charge: 6 |
Morale: X O B |
Missile: 3 |
|
|
1 Hit: |
Melee 4, Charge 5, Missile 2 |
2 Hits: |
Melee 3, Charge 4, Missile 1 |
3 Hits: |
Melee 2, Charge 3, Missile 0 |
As only members of the nobility in Nehalim
are permitted to own chariots, then these units are generally made up of
the sons of the nobles. Unarmoured, and armed with several large, barbed
spears they can be quite dangerous. Each noble unit is made up of between
40 and 50 chariots, with two horses pulling each chariot.
6: Nobles (Chariots - Archers)
Move: 3 |
Melee: 3 |
Defence: 2 |
Missile: 6 |
Morale: X B O |
|
|
|
1 Hit: |
Melee 2, Missile 5 |
2 Hits: |
Melee 1, Missile 4 |
This is another noble unit, of similar
size to the previous one. Equipped with a large long bow and a sword they
can be very dangerous when using missile attacks. When in close combat
though they are only equal to a unit of swords.
7: Elephants
Move: 1 |
Melee: 4 |
Defence: 6 |
Missile: 5 |
Morale: X O |
|
|
|
1 Hit: |
Melee 2, Missile 5 |
2 Hits: |
Melee 1, Missile 4 |
3 Hits: |
Melee 0, Missile 3 |
Elephants are common in Nehalim and the
army makes good use of them. Standard Elephants have a small platform sitting
on their backs which hold 4 archers in each. A unit is made up of thirty
Elephants equipped this way. The mounts themselves have no attack values,
but do provide protection for their riders. An Elephant unit can continue
to attack with missiles, even if it is engaged in melee combat.
8: War Elephants
Move: 2 |
Melee: 6 |
Defence: 7 |
Charge: 8 |
Morale: X B O |
Missile: 3 |
|
|
1 Hit: |
Melee 5, Charge 7, Missile 2 |
2 Hits: |
Melee 4, Charge 6, Missile 1 |
3 Hits: |
Melee 3, Charge 5, Missile 0 |
War Elephants have been specially trained
to attack enemy soldiers. They attack with their tusks and attempt to trample
the enemy. Elephants can also be sent into a devastating charge, one which
few enemies escape from. Each of the 30 Elephants in this unit are equipped
with armour and are very hard to kill. In the platform on their backs are
two handlers and two archers in each. The handlers control the Elephants,
while the archers attempt to pick off any enemies who survive.
D: Juh
& Barbarian Units.
Unit Name: |
Costs: |
Maintenance: |
Clubs |
1 |
1 |
Axes |
2 |
1 |
Nomad Camel Riders |
6 |
1 |
Nomad Horsemen |
4 |
1 |
Juh Archers |
3 |
1 |
Juh Spearmen |
4 |
1 |
Juh Nobles |
6 |
2 |
Elephant Riders* |
12 |
2 |
Skissshar Warriors |
5 |
1 |
* use Elephant stats from above.
1: Clubs
Move: 2 |
Melee: 2 |
Defence: 2 |
|
Morale: O |
|
The weakest of the Barbarian units, this
unit is equipped only with thick furs and spiked clubs.
2: Axes
Move: 2 |
Melee: 3 |
Defence: 2 |
|
Morale: X |
|
Similar to the clubmen this unit is instead
equipped with metal or stone axes.
3: Nomad Camel Riders
Move: 3 |
Melee: 4 |
Defence: 3 |
Charge: 6 |
Morale: X O B |
|
|
|
1 Hit: |
Melee 3, Charge 5 |
2 Hits: |
Melee 2, Charge 4 |
Found mainly in the deserts of Aduria
the Camel Riders are the elite Barbarian unit. Each is equipped with a
fast raiding camel, a sabre, and a lance. The Nomads of the great desert
have kept both the Nehalim and Adurian empires at bay for many years, and
gain a +1 bonus when fighting soldiers from these empires.
4: Nomad Horsemen
Move: 3 |
Melee: 4 |
Defence: 3 |
|
Morale: X B O |
|
|
|
1 Hit: |
Melee 3 |
2 Hits: |
Melee 2 |
3 Hits: |
Melee 1 |
The Horsemen are the common unit in the
deserts and badlands. They are cheap to muster, and great fighters. They
also gain the same bonus as the Camel Riders vs Nehalim and Adurian empires.
Each Horseman is equipped with a sabre, but is usually unarmoured. Their
high defence is due to their speed and skill in fighting.
5: Juh Archers
Move: 2 |
Melee: 1 |
Defence: 2 |
Missile: 4 |
Morale: X |
|
Juh archers are the weakest of that lands
units. As the Juh do not maintain a army normally then their troops are
not as skilled as other lands. Each archer unit is equipped with a dagger,
leather armour, and a short bow.
6: Juh Spearmen
Move: 1 |
Melee: 3 |
Defence: 3 |
|
Morale: B O |
|
|
|
1 Hit: |
Melee 2 |
The most common Juh unit the Spearmen
are experts with their weapon and can prove quite dangerous. Each soldier
is equipped with a heavy spear, and banded armour. Spearmen like most of
the Juh units are common in the southern provinces, as much of the north
is occupied by Aduria.
7: Juh Nobles
Move: 2 |
Melee: 6 |
Defence: 4 |
Missile 3 |
Morale: X B O |
|
|
|
1 Hit: |
Melee 5, Missile 2 |
2 Hits: |
Melee 4, Missile 1 |
This unit is made up of the chiefs and
nobility of the Juh society. Great fighters and warriors they are dangerous
opponents. Each unit is made up of about 25 nobles, each equipped with
plate armour, and a variety of weapons, including long swords, axes, and
tridents.
8: Skissshar Warriors
Move: 2 |
Melee: 5 |
Defence: 3 |
|
Morale: X O B |
|
|
|
1 Hit: |
Melee 4 |
2 Hits: |
Melee 3 |
3 Hits: |
Melee 2 |
The Skissshar are amoung the most powerful
warriors in Aduria. Grouped in units of fifty warriors and equiped with
large scimitars, although unarmoured, they can be quite dangerous. Fortunatly
for the rest of Aduria the Skissshar are lacking resources and the cost
to muster a unit of warriors is quite high as they must import iron from
outside their empire to make the weapons.
E: Ships.
Unit Name: |
Cost: |
Avail |
MC |
Hull |
Seawor |
Fishing Boat |
1 GB |
All |
A |
1 |
9 |
Scout Ship |
2 GB |
All |
A |
1 |
13 |
Bir-Warqu Raider |
5 GB |
Bir-Warqu |
A |
2 |
14 |
War Galley |
10 GB |
All |
B |
2 |
11 |
Light Transport |
6 GB |
All |
C |
1 |
12 |
Heavy Transport |
12 GB |
All |
C |
2 |
14 |
Adurian Trireme |
20 GB |
Aduria |
B |
4 |
15 |
Adurian Galley |
12 GB |
Aduria |
B |
3 |
14 |
Harman Catamaran |
3 GB |
Harma |
A |
1 |
19 |
Harman Trimaran |
5 GB |
Harma |
A |
2 |
19 |
Harman Flyer |
10 GB |
Harma |
A |
3 |
19 |
Harman Airship |
30 GB |
Harma |
C |
5 |
- |
Subriyan Cutter |
15 GB |
Subriya |
B |
4 |
17 |
Subriyan Clipper |
22 GB |
Subriya |
B |
5 |
18 |
Subriyan Conquistador |
28 GB |
Subriya |
C |
6 |
19 |
1: Fishing Boat
Defence: 1 |
Missile: 0 |
Boarding: 0 |
MC: A |
Morale: X |
|
The smallest of the ocean going vessels,
fishing boats can be found in the coastal fishing waters across Aduria.
They are usually one masted wooden vessels with a single square sail. A
Fishing Boat is generally not large enough to carry cargo or troops, though
it may be used to transport a small party or a chest of gold.
2: Scout Ship
Defence: 2 |
Missile: 1 |
Boarding: 1 |
MC: A |
Morale: B |
|
A small trading or scout vessel that is
common throughout Aduria. Scouts are used mainly as messengers or to spy
on enemy ports, or fleets. They are an extremely fast vessel and can usually
outmanoeuvre most other vessels. If an enemy vessel does catch up with
the scout though it will be little match for the larger warships.
A Scout ship is too small to carry a large
amount of cargo, or troops, but it is possible to cargo up to 1 GB of cargo
if needed. Doing this though reduces the ships MC to B, and seaworthiness
to 10.
3: Bir-Warqu Raider
Defence: 2 |
Missile: 2 |
Boarding: 3 |
MC: A |
Morale: B O |
|
|
|
1 Hit: |
Missile 0, MC B |
These ships are modified scout vessels
used by the kingdom of Bir-Warqu. A second mast has been added to the front
of the vessel and it's hull size has been increased noticeably. The addition
of a small catapult has increased its attack values, and made it a viable
raider. It is slower than the scout, but still faster than the heavy war
galleys. It has a cargo capacity of 2 GB, and can also carry one unit of
raiders or pirates.
4: War Galley
Defence: 3 |
Missile: 3 |
Boarding: 3 |
MC: B |
Morale: X B O |
Rowing: 2 |
|
|
1 Hit: |
Missile 2, MC C, Rowing 1 |
The most common war ship in all the Adurian
lands. It is cheap and fairly powerful, and used by most nations as their
warship of choice. This ship is moved mainly by rowing, with a large square
sail reserved for night, and during the slaves rest break. It usually has
fifty oars to each side, each with 2 slave rowers, although in some nations
slaves are forbidden so paid sailors will take their place.
A War Galley is made for one thing, fighting
other vessels. Because of this all of the space on the ship is taken up
by rowers, and weapons. There is little cargo space, or room for troops.
A War Galley can carry only 1 GB of cargo or 1 unit of troops.
5: Light Transport
Defence: 3 |
Missile: 1 |
Boarding: 1 |
MC: C |
Morale: X |
|
A common merchant vessel in Aduria, especially
in the south. This large vessel is slow, has little in the way of defences
against pirates, but can carry large numbers of troops or cargo. The Light
Transport has a single mast, with a large square sail that pushes the vessel
slowly along the coastline. It can have a cargo of 4 GB, or carry
two units of troops.
6: Heavy Transport
Defence: 4 |
Missile: 2 |
Boarding: 2 |
MC: C |
Morale: X O |
|
|
|
1 Hit: |
Missile 1, MC D |
A larger version of the light transport.
It also only has a single mast, with the single large sail. A Heavy Transport
is very slow, and also has little in the way of defence against pirates.
It can however carry vast amounts of cargo and troops compared to other
vessels. A Heavy Transport can have 8 GB of cargo, or 4 units of troops.
Most large guilds and nations use these ships for transporting their goods
and soldiers.
7: Adurian Trireme
Defence: 4 |
Missile: 5 |
Boarding: 4 |
MC: B |
Morale: X O B |
Rowing: 3 |
|
|
1 Hit: |
Missile 4, MC C, Rowing 2 |
2 Hits: |
Missile 3, MC D, Rowing 1 |
3 Hits: |
Missile 2, MC D, Rowing 0 |
The most powerful vessel in the Adurian
fleet is the Trireme. With one hundred oars on each side of the vessel,
each with three rowers it can move at a fair speed and is often faster
than most sailing vessels. It is armed with four heavy catapults, two at
either end of the vessel and is also equipped with a heavy ram that sits
just below the waterline. Common tactics with Trireme captains is to ram
a vessel then send troops onto the enemy ship to capture it. Trireme's
are also used quite often to bombard enemy ports with catapult stones before
an invasion. These vessel are only found in the Aduria Empire and have
become over the years the main vessel of the Adurian Navy. Rumours currently
speak of a new version of the Trireme, which will be twice the size and
have triple the number of rowers and weapons. A Trireme can carry a cargo
of up to 3 GB, and has space for 2 units of troops if its hold is empty.
8: Adurian Galley
Defence: 3 |
Missile: 3 |
Boarding: 3 |
MC: B |
Morale: X O B |
Rowing: 2 |
|
|
1 Hit: |
Missile 2, MC C, Rowing 1 |
2 Hits: |
Missile 1, MC D, Rowing 0 |
A smaller version of the Adurian Trireme
the Galley is a common navel vessel in the Adurian empire. Other nation
however do not use it, preferring the smaller War Galley. This vessel is
most often used as a troop transport or a light warship. With the Trireme's
as the Empire's main warship this vessel is becoming less and less common,
and is now mainly found only in the northern reaches of Aduria.
This ship has only the two catapults,
but has a ram similar to the Trireme. With fifty oars to a side and two
rowers to each oar there is more space for cargo or troops. The Adurian
Galley can carry 4 GB or cargo, or 3 units of troops.
9: Harman Catamaran
Defence: 2 |
Missile: 0 |
Boarding: 1 |
MC: A |
Morale: X O B |
|
The smallest of the Harma ships, the Catamaran
is a fast, twin-hulled vessel that is used by the Harman's as a messenger
or scout. Because of its construction it gains a +2 bonus to speed when
sailing with, or across the wind, and a +1 bonus when tacking into the
breeze. Like all of the Harman vessels it is almost unsinkable, and very
safe to travel in. As it is so small the Catamaran can not carry troops,
although it can take 1 GB worth of cargo if necessary. These ships need
only two sailors to work them, and generally carry very few crew. The Catamaran
carry little in the way of offensive weapons as it prefers to avoid trouble,
occasionally however they may be equipped with a light ballista or heavy
crossbow mounted on each hull. If this is done the missile rating rises
to 1, and manoeuvrability class drops to B.
10: Harman Trimaran
Defence: 3 |
Missile 2 |
Boarding: 2 |
MC: A |
Morale: X O B |
|
|
|
1 Hit: |
Missile 1, MC B |
The Trimaran is the most common vessel
in the Harman fleet. It operates as a transport or light warship. It is
comprised of three hull, the central one being the largest with a smaller
hull on either side. Large wooden struts join each of the hulls together
and the space in between is covered with netting. Like the Catamaran this
vessel only has the one mast, which usually support two sails. Like the
catamaran this vessel is very fast and gains similar speed bonus.
When used as a warship the vessel the
ship is fitted with a ballista mounted on the central hull. This weapon
has a firing arc that covers most of the ship as the decks are generally
empty of obstructions. The hulls are hollow and each has quite a bit of
empty space inside for crew or cargo. A Trimaran can cargo 2 GB worth of
cargo, or 1 unit of troops. With troops on board there is little room for
anything else though. The Trimaran is mostly used to transport small amounts
of cargo quickly to other lands, and Harman merchants can use it to carry
perishables like fruits to the market in Nehalim and still gain a good
price.
11: Harman Flyer
Defence: 4 |
Missile: 2 |
Boarding: 3 |
MC: A |
Morale: X O B |
|
|
|
1 Hit: |
Missile 1, MC B |
2 Hits: |
Missile 0, MC C |
Until recently this ship was the pride
of the Harman fleet. It is triple-hulled like the Trimaran, but much larger.
Unlike the smaller Trimaran it has two masts, each holding large triangular
sails. A much larger vessel it does not gain the movement bonuses like
the smaller vessels, but it still fast and manoeuvrable when compared to
most ships. Used mainly as a large transport ship now it carries only two
ballistas. Before the Airship took over as the main warship of the fleet
it was armed with several more and higher missile rating. A Flyer can carry
5 GB worth of cargo in its large hulls, or carry 2 units of troops.
12: Harman Airship
Defence: 5 |
Missile: 7 |
Boarding: 6 |
MC: C |
Morale: X O |
|
|
|
1 Hit: |
Missile 6 |
2 Hits: |
Missile 5 |
3 Hits: |
Missile 4 |
4 Hits: |
Missile 3 |
The latest addition to the Harman fleet
the Airship is a flying fortress that is used to crush anyone who dares
to threaten the small nation. The Airship is supported above the ground
by a large balloon positioned above it. The balloon is magically enchanted
so that it can not be damaged by missiles, although it is still vulnerable
to magical missiles, enchanted arrows and the like. The actual ship is
quite heavy and covered with a large number of weapons used to attack anything
below it. It can also be used to carry loads of stone around and dump them
on an enemy fortification. Because of its size it is difficult to manoeuvre
and is generally carried along with the wind. Two giant sails on either
side of the hull can be used though to move the Airship around, and even
against the wind if needed. Each Airship also carries a mage or priest
who can cast control weather to help move the vessel around the sky. It
usually does not go very high above the ground though, as its great weight
tends to hold it back a lot. It must also drop within weapons range to
attack other vessels as well, if it wants to have any chance of hitting
anything.
The pride of the fleet the Airship has
replaced the Flyer as the warship of the Harman fleet. These vessels are
expensive to maintain though, especially paying for repairs, and spells
needed to keep it running. An Airship has a maintenance cost of 3 GB each
domain turn. As a result of this only three of these vessels have been
made so far.
An Airship can carry 10 GB of cargo, or
5 units of troops. It can not carry both at the same time though.
13: Subriyan Cutter
Defence: 4 |
Missile: 2 |
Boarding: 5 |
MC: B |
Morale: X B O |
|
|
|
1 Hit: |
Missile 1, MC B |
2 Hits: |
Missile 0, MC C |
3 Hits: |
Missile 0, MC D |
A large three masted ship similar to an
Anuirean Galleon. It is more seaworthy that a galleon though, with the
benefit of Subriya shipbuilding skills. The Subriya vessel generally carries
no large weapons, but most sailors are skilled with a bow, so the ship
still has a reasonable missile rating. The Cutter is mainly used by the
Subriyans as a large trading ship, and it carries their goods across the
seas to far off lands. A Cutter can carry 6 GB of cargo and 3 units of
soldiers.
An older vessel than the other Subriyan
vessel, currently only seven Cutters remain in service, although they are
common with merchants as they are must cheaper than the other Subriyan
vessels.
14: Subriyan Clipper
Defence: 3 |
Missile: 3 |
Boarding: 7 |
MC: B |
Morale: X O B |
|
|
|
1 Hit: |
Missile 2, MC B |
2 Hits: |
Missile 1, MC B |
3 Hits: |
Missile 0, MC C |
4 Hits: |
Missile 0, MC D |
A large fast ship, the Clipper is the
most common of the Subriyan vessel. Subriya currently supports a fleet
of twelve of these vessels. Subriya is currently replacing its older Cutters
with these newer vessels. A Clipper has four masts, laden with a vast amount
of sails. This mass of sail area makes the Clipper faster than most other
vessels, and it gains a +1 bonus to speed (to movement allowance). This
applies at all times, so even into strong winds the Clipper can make ground,
although only slowly.
All this speed and manoeuvrability comes
at a cost however. A Clipper can only carry 4 GB of cargo, and 2 units
of troops, a small amount for a vessel of its size. Because it can hold
less supplies than a Cutter it is mainly used as a warship and can be found
patrolling the Subriyan waters. The Clipper, when used as a warship, usually
carries one or two units of Subriyan Marines (same values as Brecht marines).
15: Subriyan Conquistador
Defence: 6 |
Missile: 5 |
Boarding: 9 |
MC: C |
Morale: X B O |
|
|
|
1 Hit: |
Missile 4, MC C |
2 Hits: |
Missile 3, MC C |
3 Hits: |
Missile 2, MC C |
4 Hits: |
Missile 1, MC C |
5 Hits: |
Missile 0, MC D |
The latest Subriyan vessel is the Conquistador,
created especially as a deep water vessel. This massive five masted vessel
is designed to transport large amounts of cargo and troops over large areas.
The largest vessel in existence currently the Conquistador is a massive
floating fortress, capable of defending against almost any attacking vessel.
Only one of these vessels exists at the moment, and it is still being tested
in the waters off Subriyan, escorted by 5 Clipper vessels.
A Conquistador is designed to hold 12
GB in cargo, and transport 6 units of troops. When completed this vessel
will be the flagship of the Subriyan fleet, replacing the Clipper which
currently serves in that position.
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