Rules Theme

Flying Army Units

Before a regent can muster these units, the regent must first find the area that is populated with these creatures, and then, the regent must build a building that is designed to house, breed, and train these creatures. The closer the building is to the creatures the greater the chances are for successfully breeding and training the creatures to form units. However, building the building in those areas in which these creatures live will double the cost to build. There is a 15% to 45% chance, (DMs choice), that the regent will lose his or her expedition party that is trying to locate the area in which these creatures live.
Once the area is found that contains these creatures, and the housing/breeding/training building is built, one year must pass before the regent can muster these creatures into units. Due to the length of time required for training and for infants to mature, there is a limit to the number of units that can be mustered per year.
Creating a flying army is not one for a cash poor nation. There is a large investment to be made before the Griffon and Hippogriffs can even be caught. Then their are costs for breeding and feed, especially if you intend on breeding Giant Eagles.

Costs:

Once all the cost have been made and some flying creatures captured the regent must then either train them to serve as a unit or breed them and then train their young. If the captured creatures are trained straight away it will take a years and if they are bred for their young then it will take at least three years for the young to grow old enough to carry a rider. Once enough creatures have been either captured or bred then they can be formed into unit as shown on the table below.

Unit Name Min Number Max Units Muster Cost Maintenace
Giant Eagles 20 1 unit per 2 years 10 GB 5 GB
Griffons 50 3 units per year 8 GB 4 GB
Hippogriffs 50 5 units per year 7 GB 4 GB

Notes:
Min Number = Minimum number of creatures required to form a unit
Max Units = Maximum number of units that can be mustered per year
Muster cost also includes feeding and training riders and mounts:

 

Giant Eagles

Move: 1/6 Melee: 2/5
Defence: 3/5 Charge/Dive: 0/9
Morale: X O B Missile: 5
1 Hit:  Melee 0/3, Charge 0/5, Missile 4
2 Hits: Melee 0/2, Charge 0/3, Missile 3
3 Hits: Melee 0/1, Charge 0/1, Missile 2

No# of riders: 2
-- one rider is the driver.
-- second rider is the archer.

Types of attacks allowed:
-- Missle attacks from archers.
-- dive attacks on one enemy unit every other round.

Note: numbers before the / are used when unit is on the ground; numbers after the / are to be used when unit is airborn or is doing the action that has special stats, for example, dive attacks would use the dive stat which is 9.

The Giant Eagle is one of the rarest of flying creatures in Anuire. They can be found only in a few isolated place, including the Seamist Mountains and the small island south of Baerghos Is. When used as part of a military unit they are primarily used to carry flying archers. They can also be used to attack ground units, but they do not fight well and tend to flee from battle once injured. Looking at the values above you will notice that their attack values (except missile) are reduced dramatically once they have been injured. Because they are so large it is fairly hard to kill them, but it is much harder to get them to attack other units when they have been wounded so their attack values have been reduced because of this.
This unit is unarmoured, but the eagles natural AC defends against many attacks. On the ground they are less mobile though and easier to hit.

 

Griffons:

Move: 2/5 Mele: 4/3
Defence: 4/7* Charge/Dive 0/6
Morale: X O
1 Hit:  Melee 5
2 Hits: Melee 3
3 Hits: Melee 2

No# of riders: 1
The Griffons can wear light barding (padded or leather) and the rider is armoured with a breastplate and usually carried a small lance and long sword.

Types of attacks allowed:
-- Dive attaks on one enemy unit every other round.
-- Air-to air combat. *Defense in air-to-air combat is reduced to 4.
-- May land and engage with enemy land units.

Note: numbers before the / are to be used when the unit is on the ground; numbers after the / are to be used when unit is airborn.

Although not a common creature in Cerilia the Griffon can be bred in captivity for use as a mount. Maintaining an army unit of these creatures however like the other ariel units is an expensive process. Once these units have taken a hit then they are forced to reman on th ground, as most injuries will be to the wings of the Griffons. The fierce griffons will continue to fight on the ground, and their melee rating actually imporves after the first hit as the Griffon will use its natural attacks as well as the attacks from its rider.

 

Hippogriffs:

Move: 3/5 Mele: 4/5
Defence: 4/4 Charge/Dive 5/4
Morale: X O
1 Hit:  Melee 3, Charge 4
2 Hits: Melee 2, Charge 3

No# of riders: 1
Light barding and rider armed with lances and long swords.

Types of attacks allowed:
-- Air-to air combat.
-- Dive attacks on one enemy unit every other round.
-- May land and engage with enemy land units.

Note: numbers before the / are to be used when unit is on ground; numbers after the / are to be used when unit is airborn.

Hippogriff units are similar to Griffon units, but has a charge rating once on the ground. The Hippogriff is probably the best unit on the ground of the three listed.

Designed by Dennis J. Mobley
Some Descriptions by Ian Hoskins


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