Here is a rule that I use in my campaign and have found very useful.
When in battle and an unit is routed, but has no where to flee to normally
the unit is destroyed. I instead rule that the unit has surrendered or
been captured by the enemy. This means that soldiers can be captured by
the enemy and are considered prisoners of war.
Also when a unit is attempting to flee the province, but can not do
so they unit can be captured. These prisoners of war can then be put to
work in labour camps or can be drafted into slave units.
Prisoner Unit:
Move: 1
Melee: 1 (Fists and big sticks)
Defence: 1
Morale: None.
1 HIT: Destroyed.
Maintenance:
Prisoner units require 1 GB/3 Turns to maintain their health, otherwise
they will start to die (25/month). Also they must be guarded, but this
can be done by troops in the province.
Labour Camps:
When used to build structures prisoners reduce the cost of construction
by 1d3 GB/Turn. So the cost of construction for each turn is 1d6 - 1d3
GB. Prisoners used to build roads cut the cost to only 1 GB/Province, as
there are not many materials required in the construction on road. Prisoners
require Overseers which will cost 1 GB a turn to pay. If they are not watched
during construction they may sabotage the building.
Escapes:
While in a province with other units the prisoners can not escape,
but if left unguarded they have a chance of escape determined by the Law
Holdings of the province.
No Law Holdings - 75% chance of escape.
1/2 Law Holdings - 50% Chance of escape.
All Law Holdings - 25% Chance of escape.
Enemy Law Holdings - 95% Chance of escape.
Allies Law Holdings - 65% Chance of escape.
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