Domain Action Theme

Modify Unit

By Tim Nutting


Okay, this action was in response to a few of my player's wanting to make their own special units (in one case we came up the stats for the Rangers of the Erebanien). These are home brew and work fairly good, I think, but I'm definitely open to suggestions on this one (I was going to push it through to Dragon, but there's been some problems there). DM's: It does have the potential to unbalance the game if overly used. Solution: Attack the PC who uses this as a realm action (his army is cut in half for the action round... just ask my PC regent of Medore/Illien.)

Modify Unit

Success: 10+
Type: Domain, Realm
Base Cost: Special

Several regents across Anuire have their own cadre of elite units particular to each domain. For example, Gavin Tael, Baron of Ghoere, has the Iron Guard of Ghoere. Mhoried has the Guardians of the Mhor. The Imperial City has its own specialized infantry, the Royal Guard, of the highest caliber. This action allows a regent to make a special unit for his domain. The action begins with the mustering of a unit to train. After that, the regent spends a domain action to begin modification of the unit. The unit is considered undergoing training, and not available for use in wars that break out on the same action round. Training costs 1 RP and .5 the muster cost of the unit in question, and can perform one of the following effects:

  • Add a Hit: By putting the soldiers through rigorous physical training, the regent adds 1 Hit to the unit's number of Hits on the War Card. For figuring the new combat values subtract 1 point from the previous attack values. If the unit's melee drops to zero by doing so, a hit may not be added. Note that Move, Defense, and Morale remain the same.
  • Add a Morale Icon: Loyalty training and other techniques would allow the unit to add another pip to it's Morale entry. If the unit already has all three icons, then the Morale is at maximum. Note that some training techniques are more insidious than others, and a canny enemy can turn this against the regent in question, perhaps by insinuating that the training involves hate campaigns against certain races, or that the troops are brain-washed, or some other false (?) accusation.
  • Add a Special Ability: Perhaps the hardest of the options of the DM to adjudicate, this allows the regent to add a new ability to the unit's capabilities. For instance, pikemen are especially effective against charging units and cavalry, while the Warband of Markazor ignore all F and R results, and Scouts are able to see into the next province to catalog enemy troop movements.
  • Increase Attack Rating: This option affects one of the unit's attack ratings, or adds a new attack rating at level 1.
    For example, improving the quality of the knight's swords would increase their melee rating by 1, while upgrading the lances would improve their charge. By following the third option, training and outfitting knights with spears or short bows would give them a missile rating of 1 (as in the case of the Guardians of the Mhor).
    Note that this option only allows one improvement in one mode of attack.
  • Increase Defense: By upgrading the armor type, or improving the quality of existing armor, the regent improves this unit's defense rating by 1. The regent must have access to the type of armor he wishes his troops to be outfitted with.
    For example, the improved chain mail of the Vos and the Khinasi is not readily available in Anuire, so the regent would have to acquire 200 suits to upgrade standard infantry units. (That could be very expensive indeed).
    Units with high defense ratings already can only be improved by 1 point unless another type of armor of better quality exists.
    For instance, the Anuirean knights are already outfitted with field plate and barding for their horses. Improving the armor would give them a 1 point adjustment. The only way a regent could expand beyond this is to improve the units to full plate armor, and then improve that.
  • Increase Move: This option trains the unit to move 1 point faster. How this is performed is up to the player and DM. Cavalry could receive better horses, a knights armor might be made lighter in weight, infantry could be required to undergo rigorous physical training, etc. Units similar to scouts, who already move very fast afoot, could only be improved by adding mounts of some kind. This option would also allow the addition/replacement of mounts with a different kind.
    For example, if the regent had sufficient numbers of flying steeds of some variety, he could outfit a unit with them and train the unit in the steeds's use. Flying units automatically have a maintenance cost of 3 GB per turn.
    Upgrading units to cavalry instantly gives them a base maintenance of 2 GB per turn.
  • Once the regent has decided how to improve a unit, he makes his success roll. If he wishes to improve his chances, he must spend 1 GB for each pip increase rather than 1 RP (with the exception of Morale improvements). If the improvements are successful, the regent now has a new type of unit, with new maintenance and muster costs. Maintenance costs increase according to a variety of factors. For every three abilities improved or added, 1 GB of maintenance extra is required. Changing mounts types (horses to hippogriffs, giving Scouts horses, etc.) does not count as an improvement for maintenance considerations, as these modifications already carry a cost. Muster cost is increased by 1 GB for every two improvements made. A mount change is included here, as it costs more to obtain the necessary mounts. Flying units must have access to the necessary number of mounts already (which may require an adventure for the regent).
    In some cases, it might be possible to use these rules to circumvent expensive unit muster costs. Therefore, training a unit to the equivalent level of an already superior unit costs a minimum amount equal to the superior units muster costs. (Upgrading Cavalry to Knights costs the muster cost of Knights, minimum.) If the cost of advancement exceeds that of a similar units muster, then it stands. The regent's domain must also match the necessary requirements for mustering similar units, regardless. For instance, a regent must have a province (4) to be able to muster knights. This is the same for any unit that equals or exceeds a knight. The regent should begin with a suitable unit to modify.
    Advancing cavalry to Ghoere's Iron Guard is a bit ridiculous, the regent in question should begin with knights for the advancement. Once the unit has been modified to the regent's satisfaction, he may now muster similar units for the modified muster/maintenance costs. Finally, this action may become a realm action by modifying any number of the same type of units under the regent=92s command. Training for each unit must be paid, and success number modification must also be paid separately.


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