====== Military Advisor ====== Vargas has military units at its major bases of operations. ===== Castle Karn ===== ====Military Units==== ===The Karn Defenders=== Size d4 Regular (Training) Human (Ancestry) Archers (Type) w/Light Equipment: +2 attack, +1 power, 11 defense, 10 toughness, +2 morale, trait: courageous (once per battle, can choose to succeed on a morale roll it just failed) Cost: (4 + (2 x 2) x 1.75 x 0.66) = roughly 9 x 10 = 90 + 50 + 30 = 170 gp Upkeep: Cost in GP per season (3 months). Size 1d4 = 50 units for purposes of food and supplies. Paying a unit's daily costs by meeting its needs can forestall next 'due date' (example: you have food on hand to feed troops; your 'need to spend gold in X days' is forestalled until you run out of food on hand). Casualty Die: 4 on d4 ===Orcish Recruits=== Size d4 Seasoned (Training) Orcish (Ancestry) Infantry (Type) w/Light Equipment: +3 attack, +2 power, 13 defense, 13 toughness, +4 morale, trait: savage (this unit has advantage on the first attack check it makes each battle) Cost: (11 + (4 x 2) x 1 x 0.66) = roughly 13 x 10 = 130 + 50 + 30 = 210 gp Upkeep: Cost in GP per season (3 months). Size 1d4 = 50 units for purposes of food and supplies. Paying a unit's daily costs by meeting its needs can forestall next 'due date' (example: you have food on hand to feed troops; your 'need to spend gold in X days' is forestalled until you run out of food on hand). ===Gorchak's Archers=== Size d8 Seasoned Orc Archers w/Medium Equipment +3 +4 +3 +2 +5 savage: adv on first Attack check Casualty: 8 Cost: ===Gorchak's Marauders=== Size d6 Seasoned Orc Infantry w/Medium Equipment +3 +3 +4 +3 +4 savage: adv on first Attack check Casualty: 6 Cost: ===Falcon Archers=== Size d6 Seasoned Human Archers w/Med Equipment +3 +2 +3 +2 +3 Cost: ===Falcon Infantry=== Size d4 Seasoned Human Infantry w/Med Equipment +3 +2 +3 +2 +3 Cost: Casualty: 4 ===Kobold Engineers=== Size d4 Seasoned (Training) Kobold (Ancestry) Archers (Unit Type) w/Light Equipment: +0 attack, -1 power, 11 defense, 10 toughness, +0 morale, no traits Cost: (0 + (0 x 2) x 1.75 x 0.66) = roughly 0 x 10 = 0 + 30 = 30 gp Upkeep: Cost in GP per season (3 months). Size 1d4 = 50 units for purposes of food and supplies. Paying a unit's daily costs by meeting its needs can forestall next 'due date' (example: you have food on hand to feed troops; your 'need to spend gold in X days' is forestalled until you run out of food on hand). Casualty Die: 4 on d4 ===Heston Soldiers=== Green (Training) Human (Ancestry) Infantry (Unit Type) w/Light Equipment (Size d4, +2 attack, +0 power, 10 defense, 10 toughness, +0 morale) (Courageous) Cost: (2 + (0 x 2) x 1 x 1) = 4 x 10 = 30 + 50 + 30 = 110 gp for 1 or 2 battles Upkeep: Cost in GP per season (3 months). Size d4 = 50 units for purposes of food and supplies. Paying a unit's daily costs by meeting its needs can forestall next 'due date' (example: you have food on hand to feed troops; your 'need to spend gold in X days' is forestalled until you run out of food on hand). Casualty Die: 4 on d4 ====Other Units==== New units that don't have their details written out yet. d4 Human Seasoned Light Cavalry d4 Human Regular Medium Archers d6 Human Seasoned Medium Cavalry ====Mercenary Units==== Cost 10% less to buy and upkeep due to size of keep. ===Wandering Designs Infantry Strike Team=== Size d4 Super-Elite (Training) Wanderkin (Ancestry) Infantry (Unit Type) w/Medium Equipment: +3 attack, +1 power, 14 defense, 12 toughness, +6 morale, trait: Bred for War (cannot be diminished or have disadvantage on Morale checks) Cost: (10 + (6 x 2) x 1 x 0.66) = roughly 14.5 x 10 = 145 + 100 + 30 = 275 gp base hire cost Upkeep: 550 gp per season (Mercenary Unit) (3 months). If not paid in one season, Morale is at disadvantage; if not paid in two seasons, unit disbands. Size 1d4 = 50 units for purposes of food and supplies. Paying a unit's daily costs by meeting its needs can forestall next 'due date' (example: you have food on hand to feed troops; your 'need to spend gold in X days' is forestalled until you run out of food on hand). Casualty Die: 4 on d4 ===Wandering Designs 'Archery' Strike Team=== Size d4 Super-Elite (Training) Wanderkin (Ancestry) Archery (Unit Type) w/Heavy Equipment: +3 attack, +4 power, 15 defense, 11 toughness, +6 morale, trait: Bred for War (cannot be diminished or have disadvantage on Morale checks) Cost: (13 + (6 x 2) x 1.75 x 0.66) = roughly 29 x 10 = 290 + 100 + 30 = 420 gp base hire cost Upkeep: 840 gp per season (Mercenary Unit) (3 months). If not paid in one season, Morale is at disadvantage; if not paid in two seasons, unit disbands. Size 1d4 = 50 units for purposes of food and supplies. Paying a unit's daily costs by meeting its needs can forestall next 'due date' (example: you have food on hand to feed troops; your 'need to spend gold in X days' is forestalled until you run out of food on hand). Casualty Die: 4 on d4 ===== Highport Smuggling Base ===== ====Military Units==== Size d4 (50) Seasoned Human Infantry (Barbarians) w/Light Equipment: +3 attack, +1 power, 11 defense, 11 toughness, +3 morale, trait: courageous Cost: (6 + (3 x 2) x 1 x 0.66) = roughly 4 x 10 = 40 + 50 + 30 = 120 gp Size d6 (100) Seasoned Hobgoblin Infantry w/Medium Equipment: +3 attack, +2 power, 13 defense, 12 toughness, +3 morale, traits: bred for war (unit cannot be diminished and cannot have disadvantage on Morale checks), martial (if successful on a Power check and size is greater than defending unit, inflict 2 casualties) Cost: (10 + (3 x 2) x 1 x 1) = roughly 16 x 10 = 160 + 200 + 30 = 390 gp Size d4 (50) Seasoned Hobgoblin Archers w/Medium Equipment: +3 attack, +3 power, 12 defense, 11 toughness, +4 morale, traits: bred for war (unit cannot be diminished and cannot have disadvantage on Morale checks), martial (if successful on a Power check and size is greater than defending unit, inflict 2 casualties) Cost: (9 + (4 x 2) x 1.75 x 0.66) = roughly 20 x 10 = 200 + 200 + 30 = 430 gp Size d4 (50) Regular Goblin Archers w/Light Equipment: +0 attack, +1 power, 10 defense, 10 toughness, +2 morale, no traits Cost: (1 + (2 x 2) x 1.75 x 0.66) = roughly 5 x 10 = 50 + 0 + 30 = 80 gp ====Other Units==== New units that don't have their stats sorted yet. d4 Human Regular Medium Archers d4 Human Regular Medium Infantry d4 Elven Seasoned Medium Infantry ===== Hill Fort Smuggling Base ===== ===Military Units=== Size d6 (100) Regular Elven Archers w/Light Equipment: +3 attack, +2 power, 11 defense, 11 toughness, +3 morale, trait: eternal (cannot be horrified, always succeeds on morale to attack undead and fiends) Cost: (7 + (3 x 2) x 1.75 x 0.66) = roughly 15 x 10 = 150 + 50 + 30 = 230 gp Size d6 (100) Regular Elven Infantry w/Light Equipment: +3 attack, +1 power, 12 defense, 12 toughness, +2 morale, trait: eternal (cannot be horrified, always succeeds on morale to attack undead and fiends) Cost: (8 + (2 x 2) x 1 x 0.66) = roughly 8 x 10 = 80 + 50 + 30 = 160 gp