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    Birthright War compendium

    Based on Ad d 2.0edition- first RELEASE

    BETA Version

    1.5; 23 April

    2013

    Rules team:

    Stanios

    Betos

    Rock Star

    Chapter developer/editors:

    Stanios

    Cover art /Interior art:

    All interior art is copyrighted by TSR or free distributed by artists throught out the internet. Artwork is not used for

    commercial purposes

    Special Thanks:

    Vigilant-Undercover Nazgoulis

    "heThom

    Reginald

    Gary Foss

    Arjan Duijs

    Travis Doom

    Ian Hoskins

    All the people of Birthright.net

    and all the lads that will tolerate all the playtesting

    This copy is a free document meant for personal and private useonly. It is not for commercial sale, resale or distribution in whole or in part. Furthermore,

    its contents may be quoted, duplicated, revised or become the basis of derivative worksunder the understanding that such works must properly reference this text, its author, and

    are themselves released free of charge and under a comparable license.

    Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arnesonand the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip

    Williams, Richard Baker, and Peter Adkison.Based on and including BIRTHRIGHT material created by Rich Baker, Colin McComb, Jean Rabe, Ed

    Stark, Dale Donovan, Duane Maxwell, and Carrie Bebris.This rulebook contains copyrighted material used with permission of Wizards of the Coast. This

    rulebook is not for sale or resale and no profit can be made from the use of this material.DUNGEONS & DRAGONS, DUNGEON MASTER, BIRTHRIGHT, and the BIRTHRIGHT logo, and the

    Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc. TheSystem logo is a trademark owned by Wizards of the Coast, Inc. All characters,character names,and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Thismaterial is protected under the copyright laws of the United States of America. Any product is a

    work of fiction. Any similarity to actual people, organizations, places, or events is purelycoincidental.

    2011Evangelos Batalis

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    Prologue

    Why War?

    You might want to introduce a war into your campaign for any reason. War can set the tone of a campaignworld, herald large-scale changes in its political structure, or simply provide new adventuring options for

    characters who have grown bored with the same old plotlines.The sheer drama and grandeur of warfare can add sparkle to a campaignnothing quite equals the sights andsounds of armies on the march. The measured tramp of booted feet on the road; the color and pageantry ofmilitary standards, coats of arms, and uniformed troops; the sight of cheering commoners waving flags astheir troops pass in reviewall these elements bring with them a special sort of excitement. Eventually, thismovement of troops culminates in the flash of steel in the morning sun and the clash of arms as two armiesmeet, struggling for supremacy on the battlefield. By playing up these aspects, you can use a war to bring outthe heroic nature of your world. The foregoing describes the bright side of war, but it has a grim side as well.Troops and animals can become mired in a muddy field on a cold, rainy day, or have to flee for their lives beforeinvading forces, or end up starving in a ravaged countryside. Treachery and deadly ambushes can put a quickend to even the best-laid plans.Finally, the grim picture of carrion feeders flocking to the aftermath of a battle brings home the reality of war in

    a way that nothing else can. By emphasizing these aspects, you can use war to underscore the gritty realism ofyour world. War touches nearly every aspect of life in the area where conflict rages and sometimes in locales farremoved from the fighting as well. Player characters who live in a country at war may find themselves eludingpress gangs or perhaps running press gangs of their own. Some might take more active roles and serve theircountry by fighting on the battlefield, commanding troops, carrying messages, or performing any of myriad othertasks suited to their abilities.

    Even when a war is far away, adventurers can still feel its effects. They may find themselves shelling out extragold the next time they shop for supplies, and some goods may be unavailable at any price. War also tends tobring intrigue to distant places, as diplomats, spies, and saboteurs work to bring allies into the fray and to keeptheir foes from doing the same. Any war can present new challenges to the PCs in a campaign, no matter whattheir level. Epic-level characters can hardly ignore a large-scale invasionespecially if other epic-level characterslead the invading armybut even low-level characters can find roles to fill.War also provides an excellent opportunity to make a change in your campaign world. You can eliminate aspectsyou dont like,such as troublesome non-player characters (NPCs) or even whole countries. At the same time, youcan introduce new elements, such as new allies for the PCs, new villains, or even new cultures and religions.In short, war can take center stage in your campaign, provide a backdrop for the action, serve as a vehicle forchange, or merely provide the occasional adventure hook. Few campaign developments can prove so versatile.

    Before playing

    Before you start reading you have to keep in mind that what you are about to read is nothing other than work of

    people found all over the internet but compiled in a way that it makes sense and adaptable to a book of rules

    that can be used in our conversion system for BIRTHRIGHT. If you do heed our words and read carefully you

    can find yourself caught in a midst of a battlefield or atop a rampart watching fiery rain coming down on you. Sea

    spray and warm summer breeze can wind upon your hair at the helm of your Galleon and full winds blow on its

    sails. This is what this book is about. We aint professionals, and surely we aint developers, what we are is

    hobbyists. Our love for this game has driven us to come to these rules in order to enjoy our game.

    This battle system has been designed to use the BIRTHRIGHT war cards as unit indicators, so if you have

    bought the game and you have the war cards you can either use the war map the game provided or print a new

    one as we have done, much larger to suit some strategic movement and give our battles some time to evolve. A

    single war game can take from two to five hours depending on the number of players and units involved. If you

    dont have the game war map or the cards you have to come up with something to correspond to the metric

    system used here. Finally if you have any questions, remarks or even corrections to give us feel free to contact

    us via our webpage or blog.

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    Chapter 1: WAR

    The battle was all but won. Our enemies were huddled in a loose formationbefore us. They had fallen back towards the forest, driven by our charging cavalry and the

    relentless push of pikemen. Yet they did not flee or surrender. They had retreated in good order, and as many ofour dead littered the ground as theirs. Nonetheless, their position was dire, and it was only a matter of timebefore their ranks broke and they would be crushed.For the first time in hours, men began to smile as the relief of victory began to wash over them. The princeordered a final charge as the enemys formation began to press into the trees at their backs.

    Do not let them escape! he ordered.Show them no more mercy than they have shown our own people!

    He led them himself. It was just as the first knight lowered his lance that we heard the hissing sounds andfleshy thumps that fill the soldiers heart with dread. There were archers in the trees! The whole of our cavalrywas exposed to their fire! More arrows leapt from the right and left, and I realized that this enfilade that lookedlike such a perfect place to force our enemies also gave anyone waiting for us a perfect view of our flanks. Wehad been lured into a cunning trap. Many have told the tale of that brave charge, and that the prince fell

    swinging his blade, surrounded by foes. I tell you truthfully, that I saw him fall in that first volley, and it was thefeathered shaft of an arrow that stuck from his gorget that silenced him. Without our leader, many found theyhad little stomach for the coming slaughter. I count myself among them, and that is why I am here to tell youthe tale rather than feeding the crows upon some distant field.

    THE ROLE OF COMMAND

    Strategy can play a vital role in military endeavours. In this system, Strategy takes place during strategicdecisions made by characters. But more dramatically, Strategy takes place on the battlefield during the

    Advantage phase of the combat round. At that time, leaders are able to get points that can be used later in thecombat round to alter the effects of the various actions. In a Birthright campaign, Strategy is the purview of thePCs, usually in their role as regents. In a typical D&D campaign, PCs can be devastatingly powerful in combat in away that is difficult to portray in large scale combat. One of the conventions of this system is that the characters

    who lead a military force do just that: lead. By directing combat, rather than engaging directly in it they are ableto wield forces beyond even their own powers. The coordination and teamwork involved in an organized militaryunit makes that force more powerful than even high level characters, and one of the points in delving into a largescale combat system is the assumption that even the most powerful character would not be able to confront anorganized military force in any realistic way.

    Thats not to say that PCs dont influence events at the large scale combat level. Their presence can still bevital to the outcome of a battle. However, their role is relegated to that of the commander. In this system, thatmeans their influence is determined early in the combat round as an abstract pool of points that is doled out bythe player as he sees fit during the remainder of the round. The strategy non-weapon has the correspondingdescription about advantage points and its use.

    The Battle Round

    Each battle round has two main stages and lasts 10 actual rounds (10 minutes of fighting). Each combat roundis conducted in the following order: The Action Phasewhich is comprised from: Initiative,Activation/Scouting/Ambush, Advantage, Stationary Range attacks, Cavalry charge, Movement/Formation and theBattle Phase which is comprised by Magical Attacks, Combat ( Melee, Range attacks),and the Morale Phase.

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    *Special Maneuvers

    Unit activation:The commander spends advantage points at a ratio 1to1 for activation points for his troops.Forced Move: The commander spends advantage points in order to double a units move this battle round.Units ordered to force move twice in a row must rol l a morale check.Rally :The commander spends advantage points to Rally units in his army. By doing so the unit rolls a moralecheck at the morale phase of the battle. Leaders can opt to save advantage point to rally check at the end ofbattle to negate an in round morale event, this happens with -2 morale penalty. If the check fails the unit losesone level of morale.Assume Formation: By spending advantage points the commander can order a troop to assume strategic

    formations in order to fight more efficiently. Not all troops are trained in formations. See unit descriptions.Fortify:By spending advantage points a unit can be ordered to fortify and wait for an assault. A fortified unit inorder to move next round needs double its activation points and can only do a half move. A fortified unit receivesa +2 bonus on its AC value. All units can fortifyTargeting:Units employing long range missile weapons can use advantage points to use targeting for theirmissile attack this round, Targeting can only be used by stationery missile attack. Targeting allows the missileunit to shoot at already engaged units choosing target. Targeting Missile attack on stationary targets gets a +4Bonus on Battle rolls.Ambush:Only units mentioned in their description that are able to ambush can use this advantage. Ambush is avery powerful advantage and can be performed only once from a unit that has appeared in a battle ground. Unitsspoiling their cover cannot ambush any longer. Ambush units resolve attacks immediately and deal a +4 Battleroll with a x2 damage die.Charge:The commander orders his men on a furious assault. The unit can make a free move towards theenemy as part of the charge. The unit rolls 2 dice of damage for damage resolution. Only units capable ofcharging can use this advantage.Fire Support:This advantage can be used by units which employ close combat and some sort of rangeweapons, the moment this unit is about to engage in a melee combat round if points have been spent the unit isentering the melee using a free attack and damage rolls using its missile rating first and then resolving the meleeaction.Hit & Run:Hit and run is a guerrilla warfare tactic used by specific type of units and its very difficult to perform.The unit makes a move in the Movement sequence performs a missile attack depending on the weapon it usesand then must use any remainder movement points to fall back.Fast Attack:Fast Attack is a basic attack action executed very swiftly. All Fast Attacks are resolved prior toother actions in the round. If both sides use Fast Attack, then first Fast Attacks are resolved in initiative order andthen other actions are resolved as normal. Fast attacking units roll first battle and damage on their opponents

    and then if their opponent survives it can retaliate. All units can try to fast attack.Tactical Withdraw:A unit can perform a tactical withdrawal during Movement Step, if the commander has theinitiative there are no further effects; the unit has simply used the benefit of initiative to break off contact andpull back a short distance from the enemy unit. Withdraw is allows backwards. Units withdrawing are doing sowith half move.

    Movement/formation

    Units can been assigned to either move or change their formation if able to do so, activated units can nowperform the move that is allowed to them or if designated by advantage can assume a special formation. If a unithas been activated and designated to change formation this will happen before the unit moves and uses half ofthe units move allowance. Units in formations can take only half a move.

    Action Advantage point cost

    Targeting 4

    Ambush* 4

    Charge* 4

    Fire Support 4

    Hit & Run* 4

    Tactical Withdraw 4

    Fast Attack* 6

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    III. The Combat Phase

    Stationary range attacks

    All units that are capable of a range attack and not assigned perform any moves are capable of taking the missileattacks at this phase if an enemy unit is within range. The units roll five battle rolls with the proper modifiers for

    range/cover etc. This is considered one attack. Stationary missile units can perform Targeting at half the cost.Cavalry Charge

    Units who are capable of performing a charge advantage action can do so now. Charging will make the unit movedouble its base move speed. The Charge deal a battle roll in damage plus two damage rolls on the defender.

    Magic and magical Attacks

    Spells, monster magical abilities and unusual power are resolved at this step. Wizard's are treated as individualsand are subject to skirmish rules. Wizards cast spells in battle in the same manner they cast at other occasions.Range, number of targets and all factors are taken into account for resolution.

    Combat (Melee/Missile)

    When two or more unit come in the same hex during the movement phase their movement stopsand a melee starts, the units are locked in battle and cannot escape till it has been resolved. MissileUnits that have moved at this phase and have not come into melee can perform any of its missileattacks with a -4 penalty to its battle rolls. Shooting missile attacks in a melee causes the damage tobe distributed evenly among friend or foe. Roll five battle rolls and calculate the results, this is considered oneattack. When 2 units are engaged in battle they occupy one hex and no more units can enter that hex, what can

    be done though is that friendly units can occupy the surrounding hexes in order to provide bonus tothe units Battle roll and an extra Damage roll per skirmish round. The bonus is calculated dependingthe number of units supporting. (1 unit +2 to battle roll, 2 units +4 to battle rolls, 3 units +6 to battlerolls, 4 units +8 to battle rolls) Morale modifiers for outnumber do count.

    IV. The Morale Phase

    After attacks are resolved, every military unit can be subject to a morale check. During the morale phase eachunit rolls 2d10 and the result must be equal to or less than the morale of the unit for it to succeed the check. A

    simple failure indicates that the unit is losing one step of morale. A morale check fail that exceeds the totalmorale of a unit by 9 or more means the unit has surrendered.

    Morale Changing Events

    These events will cause a unit to roll morale to resist losing a step of morale. One success is required to resistsuch a shift, Make a morale change check at the end of every mass combat round in which such situations haveoccurred.

    1. The leader takes a serious injury. (-2 Morale, roll at Morale Phase)2. The leader dies. (-4 Morale, immediate roll to avoid two steps of morale loss)3. Unit moves more than once consecutively using a forced move action. (Roll at Morale Phase)4. 75% of the unit has fallen. (-4 Morale, immediate roll to avoid two steps of morale loss)5. Over 50% of the unit is fell with one attack (-4 Morale, immediate roll to avoid two steps of morale loss)6.

    The unit realizes it's outnumbered by 5:1 or worse. (-4 Morale, Immediate roll to avoid two steps ofmorale loss)

    Morale Modifiers

    1. 25% of the unit has fallen. (-1 Morale)2. 50% of the unit has fallen. (-2 Morale, roll at morale Phase)3. The unit realizes it's outnumbered by 2:1 or worse. (-1 Morale, roll at morale Phase)4. The unit is within 2 spaces of another friendly unit that has lost a step of morale. (-1 Morale, roll at

    morale Phase)5.

    Over 25% of the unit destroyed with one attack. (-2 Morale, roll at morale Phase)6.

    Received a charge from a charging unit. (-2 Morale)

    Fallback:

    If a fallback occurs a special combat is fought at the moment the fallback takes place. All enemy units

    in battle with the retreating unit are allowed to make a normal attack against the retreating unit--but theretreating unit cannot attack. Casualties and any required morale checks are resolved for the withdrawing unitbefore it can perform the withdrawal movement. If the unit routs, then it performs rout movement instead of thewithdrawal that had been planned for it. Half move is allowed to withdraw.

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    Rout: A unit that becomes routed has only one real objective: to get to a place of safety as soon as possible.

    Rout movement simulates the action of a unit whose morale has been shattered, and which is running away fromthe battlefield in panic. A routed unit will normally try to avoid coming into contact with other units (enemy orfriendly), but will not stray too far from the most direct path possible between its present location and the place itwants to get to (the edge of the tabletop). A routed unit that cannot an enemy unit is considered destroyed, andshould be removed from the field and placed with the other casualties. A routed unit that cannot complete itsmovement because of battlefield terrain is also considered destroyed. A routed unit performs rout movementeach turn until it rallies or it leaves the battlefield. If the unit does not rally and is not destroyed by running intoan enemy unit or impassable terrain, then it is removed from play as it leaves the field. Treat a routing unit as afalling back unit but add a +4 on the battle roll of attacking units and double the damage rolls (x2).Table 1-3: Steps of Morale

    CAUSES ConsequencesResults of a failed

    Morale CheckBonuses/Penalties

    1. A good unit that has beentargeted by a rally check and

    succeed two consecutivemorale rolls.

    2. A good unit that roots or

    destroys at least 2 differentenemy units. Fanatical

    1.Unit cannot be used to support,must engage an enemy at fastest

    speed.2.Unit cannot be targeted by

    formations unless it passes a moralecheck.

    3.Unit will not fortify.4.Unit will not hit and run.

    1.The unit becomes Good andfor the next round suffers -1

    on all Battle rolls.

    1. +2 Total Morale.2.+1 on Battle and Damage

    rolls.3.1/2 Cost to perform a

    Charge attack.

    1. A unit always start at goodorder

    2.A shaken unit that makes asuccessful rally check regains

    good order.Good 1.Has no restrictions penalties; can

    function with no penalties due tomorale status.

    1.The unit becomes shakenand must fallback.

    N/A

    1.A unit in good order thatfails a morale check.

    2. A routed unit that makes arally check.

    3.A unit that performs acharge and fails to dealdamage is automatically

    shaken.

    Shaken

    1.Cannot perform specialmanoeuvres.

    2.Cannot deliberately attack anenemy

    3.If not in battle it can take a rallycheck or perform movement, not

    both on the same round.

    1.Unit must reroll morale androut immediately;

    2.Inside a Keep the unitremains shaken.

    1. Unit has -1 Morale, -1 onBattle and Damage rolls.

    1.A good order unit that failsa morale check by 7 or more

    becomes routed.2. A unit that has no room to

    fallback becomes routed Routed

    1.A routed unit that cannot fallbackis immediately to a adjacent

    unoccupied space it is disbanded2. May affect morale of friendly units

    it nears.3. Cannot attack, will not defend.

    4. Must continue with routmovement until it leaves the

    battleground or leader makes asuccessful rally check

    N/A1.Unit has -2 Morale, -2 on

    Battle and Damage rolls.

    V. LULL

    Battles are long, tactical affairs in which soldiers jockey for position and engage in a wide range of activities.

    Inevitably there are breaks in the action. During these periods a commander has several options to choose from.A commander can engage in only one of the following actions per lull.

    Aid Casualties:A military unit that has lost hits can receive medical care that temporarily returns to a level ofactive duty. Returning wounded soldiers to combat requires a healing group or specialists. Success means themilitary unit gains a lost hits for the duration of the battle.The commander who orders to aid the casualties cando so only in a disengaged unit, the unit forfeits its next move option and focuses only on healing the wounded.Treat this as a 2d6 hits healed from specialized help of 1d6 from soldiers helping fallen comrades.Retreat:A retreat is an attempt to break contact with the enemy and leave the current province. Retreatrequires that a commander disengage from a battle, which can be a very tricky proposition. A commander canorder some of his troops to stay behind and act as a rear guard, effectively sacrificing them to save theremainder of the troops (and their leader.)Withdraw:A withdrawal is a strategic maneuver in which the commander breaks combat with an opponent in

    order to return to defensive positions, evade contact or otherwise prolong the period of conflict. Unlike a retreat,units that withdraw remain in the province. Successfully withdrawing from combat ends the current conflict.Hostilities are resumed in the next war move.

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    Units by cultural/race

    All units must select one of the following basic unit types to represent their basic weapon and formation training:

    Archer (Achr):Archers include bowmen, crossbowmen, slingers, and other units whoseprinciple training is in coordinated missile attack. Archer units are carefully trained to focustheir fire as directed by officers on vital points in advancing lines or to evenly distribute firethroughout the enemy ranks. Archers are generally equipped with light armor and a simplemelee weapon in addition to their missile weapon. Archer units are most effective if theyare mobile enough to flank and evade slower, more heavily armed units.Special: +3 for stationary targets; -3 for targets moving at a rate of up to 12; -6 for targets moving at a rategreater than 12; +4 for the second and subsequent shots at a stationary target; +2 for targets whose largestdimension is greater than 30';+4 for targets whose largest dimension is greater than 90';+6 for targets whoselargest dimension is greater than 270'. -2 for targets at medium range; -5 for targets at long range.

    Artillerist (Art): Artillerist units consist of soldiers trained in the use of heavy missile devices and in theconstruction and use of siege equipment. Artillerists are commonly armed with arbalests, ballista, light catapults,and other slow, cumbersome, but powerful missile artillery weapons. Artillery soldiers are specialists in the use ofartillery weapons; they generally wear little armor and are relatively unskilled in hand-to-hand combat. Artillerists

    are most useful when the can be protected from direct engagement with the enemy by other units, terrain, orprepared fortifications. Artillerists carry equipment including tools, and the soldiers are trained in theconstruction of heavy siege equipment, including catapults, mangonels, covered rams, scaling ladders, and siegetowers. A unit of artillerist provides significantadvantages to an army attempting to take afortification by siege or storm. When attacking withtheir missile rating, artillerist units have increasedrange and can ignore any defensive bonus their targetwould normally receive from fortification or defensiveterrain.Special: Ignore any terrain/fortifications defencebonuses to their target. Artillerists can perform

    targeting. Bombards, catapults, and trebuchets andballistas fire their projectiles in a high arch: thev are inaccurate and cannot really be aimed at anything; the crewsimply points the engine in the target's general direction and hopes the missile will land somewhere nearby. Theattack roll is modified as follows: +3 for stationary targets; -3 for targets moving at a rate greater or less than12; -6 for targets moving at a rate of 12 or greaterl; +4 for the second and subsequent shots at a stationarytarget; +2 for targets whose largest dimension is greater than 30';+4 for targets whose largest dimension isgreater than 90';+6 for targets whose largest dimension is greater than 270'.

    War Machine Indirect Fire

    Assuming the artillery unit is aiming at the yellow marked square and concerning theskill of the main engineer coordinating the fire the rookie artillerist group while aimingwould roll 1d12 to determine the actual place the fire lands . A more coordinatedgroup will be lowering the chances of a miss during battle.

    Artillery can shoot at an arc while aiming but that if not totally aligned with their target willbe done with a total of -2 to their battle roll. Only direct fire artillery can change facing.

    Artillery units can employ several type of bombardment weapons but the type of weapondetermines and the units rate of fire and mobility.

    Cavalry (Cav): Cavalry units include any unit primarily composed of swift animals and their riders. Calvary unitscan charge their opponents to inflict heavy initial damage. A well-timed cavalry charge can smash almost anydefense. When charging, cavalry units receive a +2 bonus to their melee attack. Light cavalrymen wear mediumarmor and generally fight with spear, crossbow or shortbow, and sword. Heavy cavalry units wear heavy armorand generally fight with a lance or with a medium martial weapon and shield.Special :Cavarly can perform Charge as per the advantage. Cavalry units gain a +2 attack bonus when charging.Cavalry units can assume formations. Cavalry units can Raid.

    1 2 3 4

    5 6 7 8

    9 10 11 12

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    Infantry (Inf):Infantry units consist of well-trained, well-equipped foot soldiers. They attack in formation tomaximize their offensive potential and defensivecapability. Infantry formations are particularlyeffective in hand-to-hand battle against ill-trained troops or troops poorly equipped forclose quarters battle. Infantry units are generally

    equipped with medium or heavy armor and arearmed with martial weapons.Special : Infantry units gain a +1 melee attackbonus against irregulars and pikes. Infrantryunits can assume formations.

    Irregular (Irr):Irregulars include volunteers,conscripts, skirmishers, barbarians, marauders,and other soldiers that, regardless of individualskill, lack the cohesive unit training and disciplineassociated with a regular military unit.Special : Irregular units can be

    drafted/conscripted. Irregulars can perform raid,ambush, hit and run.

    Pikemen (Pike): Pikemen consist of highly trained footman who are equipped with long weapons (such aspikes or spears) and trained to operate in dense formations. Front rank pikemen wield large martial weaponswith reach (such as long spears) and a simple weapon (often a short sword) for close range battle. Pikemenoften wear light or medium armor.Special : Hits inflicted by Pike units do damage during the "charge" phase of tactical battle during the first roundof an engagement. This attack inflicts double damage against charging units. Pike units gain a +2 attack bonusagainst mounted units. Can assume formations.

    Special training

    Some military units are provided with specialized or advanced training in one or more areas. Green units may nottake advanced training. Veteran units may have a single area of special training. Elite units may have two areasof special training.Advanced training (Melee+, Missile+, AC+, Mrl+):Units with advanced training gain a +2 bonus to melee,missile, AC, or morale ratings due to their special training. Unit modifier: +2 to selected rating, +1 GB mustercost.Berserk: Berserk units fight with total abandon and disregard for themselves and others. OnlyRjurik,Vos, andgoblinoid units regularly train Berserks. Unit modifier: +2 melee, +2 morale, +1 GB muster cost.Special: +2 attack bonus to melee when charging (mounted or afoot).Magical support: The soldiers have been trained to coordinate their activities with the aid of battle magic, and theunit contains a battle spell wagon with necessary ritual components. This special does not include the costs ofarranging for a spell caster to man the spell wagon. Unit modifier: +1 GB muster cost.Special: An appropriate trained spell caster can cast battle magic to support the unit .Marine: Marine units are seasoned in ship-to-ship combat. Only, human units may take marine training. Unitmodifier: +1 GB muster cost. Special: +2 to melee and AC at sea, move freely through swamp terrain.Scout:Units with scout training are trained in quickly traverse hostile territory and returning with militaryintelligence. Scouts are well-versed in stealth and wilderness lore, thus they are often able to move rapidly, eventhrough difficult terrain. Scouts identify hostile units in adjacent provinces and or during Battle. Can Raid,

    Ambush at no cost.Scout units are relatively small and thus have reduced melee and hits ratings. Scout unit combat training focuseson the use of missile weapons, stealth, and mobility. Unit modifier: -2 melee, +2 missile, -1 hit, +1 move, +1 GBmuster cost. Special: Foot units in light or no armor may move freely through any terrain.Toughness:Members of the unit are trained rigorously to increase their endurance and morale. Unit modifier:+1 HD, +2 morale, +1 GB muster cost.Siegemasters:Siegemasters are trained and equipped to besiege fortifications. Siegemasters gain +2 to Battle

    Attack rolls to attacks made using war machines and narrow the scatter dice to d8. Siegemasters also reduce thetime needed to destroy fortifications by 1/4.Unit Cost: +4 GB Muster Cost

    http://www.birthright.net/forums/showwiki.php?title=BRCS:Rjurikhttp://www.birthright.net/forums/showwiki.php?title=BRCS:Rjurik
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    Archery from Horseback.Archers on horseback are very effective against foot troops without missile weapons.(If the character on foot has a weapon to reply to the horse archer's fire, it's a different story.) Weapons suitablefor use while mounted include short bows, composite short bows, hand crossbows, light crossbows, and size Sfirearms. If the archer remains still (takes a no-move action), his rate of fire and range modifiers are unaffectedby his mount. If he rides a half-move his rate of fire is reduced by one category and he suffers a -2 penalty tohis attack rolls. If his mount takes a full move, his rate of fire is reduced as above, and h suffers a -4 penalty

    to his attack rolls. These penalties can be reduced by expertise in mounted archery; refer to Chapter Four formore information. The best way to exploit the archer's mobility is to gallop in for a round of fire and tt en retreatwhen the foot troops try to respond. This tac:ical system was one of the most successful ever dev sed, and for atime rendered infantry nearly obsolete. Unit modifier: +1 GB muster cost.

    Formations

    Units must be specificaly trained in a formation in order to employ it.

    Shield formation:Units with shield formation are trained to use overhead shield walls to blunt the impact of

    offensive missile. All members of the shield wall and any allies behind it are considered to be behind 50% cover(-4 AC bonus) versus missile fire. Shield walls block lines of fire indoors or underground. Since the members ofthe wall are in close order, shield walls allow them to concentrate their fighting power. They are also good forcontroling enemy movement, especially in narrow areas such as dungeon corridors. Because the shields overlap,

    all members of the wall gain a -1 AC bonus vs all other forms of attack.Creatures forming a shield wall must be of the same size or the wall wont work. A shield wall can only takehalf-move without breaking apart ,.Unit modifier: +1 GB muster cost. Foot units only. movement when shield wall is formed.Spear Hedge Formation.Units withLarge Pikes or Spears can have PikeWall formation training. Large pikesare equipped and used in a deadlyway during battle. Pike Wall formationdeals four times damage to any sortof charging unit and deals doubledamage at normal melee units duringthe first round of engagement. PikeWall damage is resolved during the"Charge" damage phase. Unitmodifier: +1 GB muster costSpecial: movement when SpearHedge is formed.

    Wedge Formation.Wedge

    formation can be employed by allunits trained at it. Only Cavalry unitscan perform a wedge in order tolessen the impact of the first charge and squeeze in the pike lines. Unit modifier: +1 GB muster costSpecial:Unit negates the damage bonus of pikes vs charges. Reduces by half the initial damage the unit receives.Units assuming Wedge formation cannot change heading.

    Skirmish Formation: Skirmish formation is not an actual formation but rather a state at which non regulararmy or trained warriors would opt during a large scale battle. Skirmish as an option for regular troops is used inorder to avoid ranged missile attacks and gain mobility during a fight. All Irregular, Levy, Scout, Elven, Goblin,Gnoll, Orog and Monster units are considered to be in skirmish formation at the start of any battle unlessotherwise noted.Special:Skirmishers can move up to their move allowance more during a battle turn. Skirmish formationgrants -2 AC bonus vs all range attacks and -1 AC vs cavalry attacks. In order to assume skirmish formationtactical units need a Morale Check.

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    Combat resolution

    What happens when 20 of the King's Guard fight over 30 Brigands or Bandits? It is easy to determine whathappens for the PC but what takes place all around them? What is the fate of NPCs involved or what happensduring the short fight for the participants on both sides? Do the brigands overwhelm the guards? What are theresults of this fight? The following skirmish system is set to determine such small-scale battles or it is used when

    2 units in a large scale battle are locked in melee combat. First is needed to determine the statistics of thecombatants involved. If 100 soldiers are fighting 50 goblins and 20 orogs, statistics must be generated for all theparticipants.

    The total number of Hit Dice for the groups is treated as their Hit Points for the skirmish. 100 soldiers of

    1 HD are treated as 100 HP in total, 20 orogs of 4 HD are treated as 80 HP. Figure the Battle Roll needed to hit the target of each group. The Soldiers having an overall of 20 Thaco

    hit the AC 10 Orogs over 10, each roll over 10 on the d20 roll is treated as a hit. The 17 Thaco Orogs hitthe AC 10 Soldiers over 7, each roll on the d20 over 7 is treated as a hit.

    Double the base damage if the creatures are capable of dealing more than 12.

    Each combat round roll for damage on all opposed group. The winning group modifies its damage by thedifference of the die rolled. e.g The humans roll 1d8 and roll 7 and the Orogs roll 1d8 and roll 3, the damage of

    the humans is modified by +4 for this combat round. There are some modifiers involved:

    +1 bonus per two levels of magic used on the battle ground. +1 bonus per major NPC or PC involved in the unit. +2 bonus if the group surprises the opponents.

    -1 penalty if the enemy has the terrain advantage

    Numerical advantage (2vs1 +2 on rolls, 3vs1 +4 on rolls, 4vs1 +6 on rolls, 5+vs1 +8 on rolls. Determine the Defense rating of each unit, Leather units are considered to have DR of 2, Mail units are

    considered to have DR of 3 and Plated Units are considered to have DR of 5. When hits are determinedreduce the hits depending on the units DR. Thus if the Orogs mentioned above rolled a 7 on the d8 rollthey are dealing 5 hits on the soldiers who are padded geared to reduce this damage by 2 points dealing5 hits of damage.

    When a group loses half its starting hit dice its die value drops to 1d6 for resolution. When a group reaches onequarter of its starting hit die it's resolution die is reduced to 1d4. Attrition will take its toll in morale sooner orlater. If an army wins too consecutive resolution rolls the army gains a momentum and the opposing forcesbegin to demoralize. On the next roll the winning army gains +1 bonus, and +1 for any subsequent rounds heretains momentum to his resolution roll .Following are tables that randomly determine the roll of a PC or NPC in the field of a large skirmish battle.Consult the following tables to determine the outcome and involvement of characters or role play the eventstaking place during the fight.

    Level of engagement modifiers

    Disengaged:If you remain disengaged during a skirmish battle you can opt to avoid any Critical Random event

    that you roll on table 1. Pc takes 1d3 HP and 1d6 FP per round. Leather modifies by -1 HP, Mail armour Modifiesby -3HP damage but increases by 1D fatigue loss d6d8, Plate modifies by -5HP loses but increases by 2Dfatigue loss d6d10.

    Engaged:If you remain engaged during a skirmishbattle you roll normally on your Critical Event table 1.Pc takes 1d6 HP and 1d8 FP per round. Leathermodifies by -1 HP, Mail armour Modifies by -3HPdamage but increases by 1D fatigue loss d6d8, Plate

    modifies by -5HP loses but increases by 2D fatigueloss d6d10.

    Heavily Engaged:If you remain heavily engagedduring a skirmish battle when you roll for the CriticalRandom Event you subtract 2 if you roll from 6-10 oryou add 2 if you roll from 11-16. Pc takes 1d8 HP and1d10 FP per round. Leather modifies by -1 HP, Mailarmour Modifies by -3HP damage but increases by 1Dfatigue loss d6d8, Plate modifies by -5HP loses but increases by 2D fatigue loss d6d10.

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    \\Combat Random Events

    If an NPC randomly decide his fate if a PC you must play out this dramatic situationTable 1-4: Roll d20 to determine the results

    Roll Results

    1-4 Critical Event Table 1-5

    5-15 No Random Events16-19 Heroic Event Table 1-6

    20 Reroll Twice*

    *If you get a heroic or critical random event from the first roll you dont roll a second time.

    Table 1-5: Roll d20 to determine the results

    Roll Result

    1-4 Knockdown-out

    5-7 Battlefield event

    8-10 Weapon Trouble

    11-13 Close Quarters

    14-16 Break the Line

    17-19 Save a wounded comrade20 Few against Many

    Knockdown/Knockout

    The character is struck from overrun beasts or enemy warriors. The character is struck down or out 85% chancefor down and 15% chance for out. If down the character does not contribute to the unit the next round. If thecharacter is struck unconscious he will stay down for 1d3 Battle Rounds. (15xp)

    Battlefield event

    Something in or around the battlefield gets affected by the combat fray. If the fight occurs indoors, it might be apiece of furniture, a window, or a keg of ale. The damage on the area affects the character directly and it is up tothe DM to determine the cause. (Tree braches, artillery attacks, deadfalls, fire exposed areas etc) Roll 1d6 to

    determine the effect. (15xp)1-3:Character gets damaged from the debris taking 1d4 damage4-5:The character takes 2d4 damage from the area affected6:The character gets a moderate (2d4) critical hit area effect, save vs reflex to avoid, from the effect

    Weapon Trouble

    The combatant experiences difficulty with his weapon. Roll 1d6: (15xp)1-3:Combatant disarmed. In the fray the character cannot retrieve his weapon.4-5:Hard parry may break weapon. Roll a successful item saving throw vs.crushing blow to avoid.6 :If the character killed an opponent last round, his weapon is stuck in thefoe's body. Take a round to pull it out.

    Close Quarters

    Two or more enemies threaten the character and thus find themselves inside one another's reach and areeffectively locked in close combat. Roll 1d6: (35xp)1-2:One opponent of -2 HD of the character (min 1 HD, 5 HP)3: Two opponents of -2 HD of the character (min 1 HD, 5 HP)4:Three opponents, two of them are -2 HD and one is at -1 HD.5:Sergeant of the enemy troops with equal HD of the character6:Lieutenant of the Enemy Troops, if not designated or a noted NPC he is at least +1 HD of the character.

    Break the Lines

    You receive the command to charge the enemys front line!The character must face 1d4+1 opponents tosuccessfully attack the front line. The character is immediately moved to the Heavily Engaged level. During the

    next Battle Turn, reduce the characters Critical event roll by 2, but add 2 to his commanders Battle Roll. (35xp)

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    Save a wounded comrade

    In the midst of battle, you notice an ally has fallen! You have the opportunity to save him.While saving his comrade, the character cannot undergo any other Heroic Opportunities until the ally is on safeground. Each Battle Turn, the character faces two or three opponents. If the character successfully defends thefallen comrade, he can roll for leadership if he has the skill each round he defends the fallen comrade. He canraise his skill only once though. He also grants a +2 Morale modifier to his unit. (50xp)

    Few against Many

    The character is caught in the middle of the an enemy detachment. The enemy flag carrier, lieutenant andentourage are all around him. Roll 1d20 for NPC, Treat this even as a melee for Pc's (100xp)1-9:Character is put down rendered unconscious or surrenders (50%) for either10-14:The character is severely wounded and left down to die. Will die in 1d6 Battle Rounds.15-17:The character sustains a critical hit (2d6) severity save vs fort and left to die18-19:The character is killed outright20:The character makes a break for it and runs, turning the tables on his opponents, taking courage hiscomrades rally to help (+4) on next round battle rolls. A melee against 1d4+2 opponents If the characters allysurvives, the character can roll for Leadership, if he has the skill he can freely raise it by one rank, if not he maybe awarded with a henchman, GMs discretion.

    Table 1-6: Roll d20 to determine the results

    Roll Result

    1-4 Lucky Break

    5-7 Lucky Opening

    8-10 Hold this Ground

    11-13 Heal and Help

    14-16 Regroup

    17-19 Pick Up the Banner

    20 Overwelm

    Lucky Break

    The combatant is favoured by fate and gains a +3 bonus to his next critical event table roll and -1 per die of

    battle damage.

    Lucky Open

    The combatant sees his chance and takes it on the battlefield, he rallies troops near and guides them to theenemy flanks,. he contributes a +2 bonus to the battle roll of his unit for the next battle round but he isconsidered Heavily Engaged.

    Hold this Ground

    The combatant is holding fast his ground against all enemies who are coming towards him and he is standing ontop a field of dead bodies. The character must fight 1d4+2 opponents to resolve this event. The characterinspires all around him granting them a +2 Morale bonus for the next combat round a +2 bonus to the battle rollbut he gets a -2 on his Critical event roll table and will be considered Heavily engaged for the next round. (Grantsa Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).

    Heal and help

    The combatant stops and aids a fallen or injured comrade. If the character has any appropriate healing skills orspecial powers he may even save the life of someone who is dying at the same time, the character is urgingmore people to help around wounded comrades thus narrowing the casualty rate of his army at the end of thebattle at the end of the battle. Although totally distracted from the battle he penalizes his army with a -1 on theirbattle roll. (Grants a Skill Roll on the battlefield to raise Healing if the character already has the skill, grants aSkill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).

    Regroup

    The combatant manages to regroup his troops around him, with a successful morale roll the warriors are nowready to re-enter the fight with more discipline and order, the event adds a 1d4 die to the next damage roll.(Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).

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    Pick up the banner

    You see the banner carrier fall to arrows. You have the opportunity to carry the armys banner, boosting yourarmys morale. However, the banner carrier is a choice target for enemy soldiers. The character that accepts theburden of the armys banner will be attacked by many enemy soldiers and archers every Battle Turn until heabandons the banner. During every Battle Turn the character holds the banner, his general gains a +3 bonus tohis Battle Roll and the character can roll every turn he holds the banner for leadership, If he succeeds he canraise his skill by 1 point.)

    Overwhelm

    You and the troops in your unit see an enemy commander in the midst of battle with no guardians, separated inthe chaos of battle. Though it may not be the most honourable thing to do, overwhelming him might give yourarmy a deciding advantage. The character and any others in his unit may decide to attack the enemy unitcommander (3HD at least). If this Opportunity is successful, the opposing unit suffers a5 penalty to his nextBattle Roll. (Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already hasthe skill).

    Unit Types per culture

    Typical Anuirean units

    Anuirean (An):Anuirean military forces are highly disciplined and form the standard from which the militaryunits of other nations are judged. Anuirean forces generally fight in tight formations and have excellentleadership. Anuirean units consist almost exclusively of well-trained, heavily armored soldiers. The Anuireans arefamed primarily for the might of its cavalry, the skill of its officers, and the awesome size of its armies.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Infantry, light 20 1/2 10 2 1d6 12 12 200 100

    Infantry, Heavy 19 1 10 4 1d8 13 12 100 100

    Archers 20 1/2 10 1 1d4 * 12 12 150 75

    Cavalry 20 2 9 3 1d8 13 24/48* 75 150Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Scouts 20 1 8 1 1d6 1d4 12 24 35 35

    Knights 18 3 10 5 1d10 14 24/48* 50 150

    Artillery 19 1 10 1 Varies 12 3/6 25 25

    Levies 20 1/2 10 0 1d6 9 12 200-400 100-200

    Pikemen 20 1/2 10 2 1d6 12 12 150 75

    Typical Rjuven units

    Rjurik (Rj):Rjurik forces are undisciplined but eager to do battle. Bands of unschooled Rjurik tribesmen canform infantry and cavalry forces comparable to any in Cerilia. In their homelands, Rjurik forces are particularly

    fierce, for the support of the druids provides them with nature, itself, as an ally. The Rjurik cannot field pikemen,artillerists, or heavily armored cavalry. Rjurik commoners are largely skilled woodsmen. Rjuven archers arelongbowmen.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Infantry 20 1/2 10 2 1d6 12 12 200 100

    Battleragers 18 3 10 0 1d10 14 12 50 150

    Cavalry 20 2 9 2 1d8 12 24/48 75 150

    Housecarls 19 2 10 4 1d8 13 12 100 200

    Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Tribesmen 20 1 10 1 1d6 10 12 100-200 100-200

    Scouts 19 1 8 0 1d6 1d4 12 12 35 35

    Archers* 20 1/2 10 1 1d6 * 12 12 150 75

    \

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    Typical Brecht units

    Brecht (Br):The Brecht culture has a high regard for individual fighting prowess. Its hot-tempered warriorshave little interest in training or fighting in formation. Once a Brecht unit is engaged, the melee often devolvesinto hundreds of individual duals. Characteristically, heavy armor is scorned by most Brecht warriors in favor ofhigher personal mobility. Brecht do not field Pikemen. Brecth lords never field Levies due to the political status in

    Brechtur. Brechts field Marines almost 100% in naval battles.Type Thaco

    Hit Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Archers 20 1/2 10 1 1d4 * 12 12 150 75

    Light, Infrantry 20 1/2 10 1 1d6 12 12 200 100

    Elite, Infantry 19 1 10 5 1d8 14 12 150 150

    Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Scouts 20 1 8 0 1d6 1d4 12 12 35 35

    Cavalry 20 2 8 1 1d8 12 24/48 75 150

    Artillery 18 1 10 1 Varies 12 3/6 25 25

    Marines 19 1 7 1 1d6 1d4 13 12 50 50

    Typical Khinasi units

    Khinasi (Kh):The lightly armored, swift cavalry strikes of the Khinasi are widely respected throughout Cerilia.Due to the heat of the native terrain, Khinasi military units wear little or no armor, depending on speed, insteaddepending on mobility to defend them from reprisal following a strike. The Khinasi do not field pikemen.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Archers 20 1/2 10 1 1d4 * 10 12 150 75

    Spearmen 20 1/2 10 1 1d6 1d4 12 12 150 75

    Infantry, Light 20 1/2 10 2 1d6 12 12 200 100

    Infantry , Mamluk 18 1 8 2 1d8 14 12 100 100

    Cavalry, Light 19 2 8 1 1d6 1d6 12 24/48 75 150

    Cavalry, Medium 19 2 10 3 1d8 14 24/48 50 100Scouts 20 1 8 1 1d6 1d4 12 12 35 35

    Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Artillerists 19 1 10 1 Varies 12 3/6 25 25

    Typical Vos units

    Vos (Vo):In the wastes, every man must be a warrior. Vos warriors are highly skilled, ruthless, and seeminglywithout fear on the battlefield. Armored in heavy hide and fur and wielding spears, swords, and other massiveweapons, the unorganized Vos hordes are easily able to match units of professional soldiers. The primaryweakness of the Vos is their lack of organization, their superstitious beliefs, and their tendency to fight amongthemselves. The Vos cannot field Artillerist units. Special: All Vos units take toughness training.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Archers 20 1/2 10 1 1d6 * 10 12 150 75

    Irregulars 20 1/2 8 0 1d6 1d4 10 12 150 75

    Cavalry, Light 19 2 8 0 1d6 1d4 12 24/48 75 150

    Berserkers 17 3 10 0 1d10 - 12 50 150

    Scouts 20 1 9 0 1d6 1d6 12 12 35 35

    Light, Infantry 20 1/2 10 1 1d6 12 12 200 100

    Heavy ,Infantry 18 1 10 3 1d8 12 12 100 100

    Varsk Riders 19 3 10 2 1d8 14 12/24/48 50 150

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    Dwarf (Dw):Dwarven units are always well-trained and well equipped. Their highly organized formations arenearly impossible to penetrate. The slow but inexorable dwarven units are prized as mercenaries. Ceriliandwarves do not field Cavalry and cannot take Marine training.Special: All dwarven units take advanced training in defense. Dwarven units move through mountain terrainfreely. +2 to morale saves involving magical attacks.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Guards 19 2 10 5 1d8 14 6 100 200

    Crossbow 19 2 10 3 1d8*

    12 6 75 150

    Elf (Elf):Elves are superior archers, and their cavalry are the swiftest and most dangerous in all Cerilia. Elvesserve non-elven leaders in only the most unusual circumstances and are never available as mercenaries. All elvenmust take Scout special training. Due to their long life spans, most elven units consist of veteran warriors. Elvesdo not field units of levies, pikemen, or artillerists. Elven units do not normally use heavy armor.Special: All elven units take scout training. Elven units have no limit on the number of special training optionsthat they may take.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Archers 19 2 6 1 1d6 * 13 12 75 75

    Cavalry 19 2 5 5 1d8 1d6 14 24/48 50 100

    Gnoll (Gn):Bands of fierce, but ill-equipped, gnolls are always ready to fight for gold and loot. Due to theirfierceness, Gnoll units are usually veteran units. Gnolls prefer use light armor. Characteristically, gnoll unitsmuster quickly, demand the right to pillage, and have relatively low morale; thus they are treated asmercenaries. Gnoll units may only be Irregulars or Infantry.Special: +2 morale in home terrain. All gnoll units are mercenaries.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Infantry 18 2 9 2 1d8 12 12 100 200

    Marauders 18 2 10 3 1d6 1d4 12 12 75 150

    Goblin (Go):Although goblin units are usually undisciplined and poorly equipped, they compensate with sheernumbers and bloodlust. Goblin cavalry forces are generally mounted on wolves or other dangerous beasts. Tribalgoblin units are often available as mercenaries (or feared as marauders) in any area bordering goblin lands.Characteristically, tribal goblin units muster quickly, demand the right to pillage, and have relatively low morale;thus they are treated as mercenaries. Due to their lack of organized training, such units are often Green troops.It should be noted, however, that goblin realms often have disciplined and skilled armies that rival those of anyhuman nation. Special : Tribal goblin units are mercenaries. Tribal goblins do not pay any increasedmuster/maintenance cost for being mercenaries.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Infantry 20 10 0 1d6 9 12 200 100

    Wolfriders 19 1 9 1 1d6 12 12/24 75 75

    Archers 20 10 0 1d4 * 9 12 100 50

    Orog (Or):Both fierce and well-disciplined, Orogs are fearsome opponents. Orogs only field heavily armored,veteran units. Orog cavalry are generally mounted on giant lizards.Special: Orogs units always take toughness training.

    Type Thaco

    Hit

    Die

    AC DR

    Damage

    Melee

    Damage

    Missile

    ML Move Number

    HITS

    Pikemen 18 3 10 4 1d8 12 12 50 150

    Warband 18 3 10 5 1d8 12 12 75 215

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    Chapter 2: Siege Warfare

    The Approach of a Castle

    The area around a castle usually provides clear lines of fire out to the maximum range of the castle's defensiveweapons. For example, a castle equipped with light ballistae offers a clear line of fire out to 360 yards. Theencounter range is always the same as the maximum missile range. Footing around a castle varies with theterrain. A castle built on a plain has good footing. Mountain castles are surrounded by rocky slopes (2/3 or 1/3movement when going uphill), forest castles tend to be surrounded by masses of stumps where trees havebeen cut to provide clear lines of fire (1/3 movement). Cover is generally not available to creatures attacking acastle once they enter maximum missile range, regardless of the quality of the footing. A castle's walls present anobvious obstacle to attackers . In addition, castles often are surrounded by ditches or moats, usually from 10 to20 feet deep.

    Walls

    One way to capture a castle or fortress is to climb the walls and overpower the defenders inside. This sort ofundertaking is very dangerous, but its simplicity and speed makes it an obvious choice for small bands of heroes.There are four basic types of castle walls in the AD&D game:

    Wooden Palisades: These walls usually are made from sharpened logs about six inches thick. They typically are10 to 15 feet tall. Defenders cannot fight from atop a palisade unless it is provided with a catwalk or hoardings(see below).Stone: These walls are made of a single layer of stone or brick and are otherwise similar to palisades.Curtain Walls:These walls are built of two layers of dressed stone with dirt and rubble packed in between.Curtain walls generally are thick enough to provide a fighting platform and are usually battlemented (see below)to provide extra cover. Curtain walls are usually 30 to 60 feet high and can be from 10 to 30 feet thick.Ramparts:These walls are mounds of dirt, usually carefully packed and braced. Unlike the other three types ofwalls, which are vertical, a rampart slopes upward at a steep angle. Defenders can fight from atop a rampart, buta stone wall, palisade, or catwalk often is added at the top to provide extra cover. Ramparts are usually 20 to 40feet high and 40 to 80 feet thick.

    Wall Defenses

    A simple wall offers no cover to charactersstanding on it. Castle designers, however,hadseveral ways to rectify the problem:Battlement:This is a barrier about six feethigh with alternating solid parts (merlons)and openings (embrasures). A battlementgives Man sized creatures standing behind it50% cover while actively defending the wallagainst attacks coming from below thebattlement. The best cover an activedefender can claim from attacks coming from

    the battlement's level or higher (for example,from attackers atop a siege tower) is 25%. Awall less than 10 feet thick requires a catwalkto make a battlement useful.Catwalk:This is a narrow ledge that allows defenders to hide behind the wall. It grants 25% cover againstattacks coming from below.Embrasure Shutter:These heavy wooden shutters can be added to a battlement to increases the cover valueto 75% against all attacks.Hoarding: This wooden construction is similar to a catwalk, but it is built on the outside of the wall. It gives90% cover to creatures attacking opponents at the base of the wall, an d 75% cover otherwise. A hoarding madeof stone is called a machicolation.Splay:This is an angled area at the base of a wall. It helps support the wall, and makes it difficult for siege

    engines to attack the wall directly. If the defenders drop rocks from atop a wall fitted with a splay, the weaponsscatter if they miss. Use the bombardment engine scatter diagram, but treat a roll of 5, 6, or 7 as a roll of 2. Therock bounces one square in the indicated direction.

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    Scaling Walls

    It is possible for most characters to climb a castle's walls. See the Player's Handbook Chapter 14, for basicclimbing rules. Treat palisades as rough surfaces, stone and curtain walls as very smooth surfaces, and rampartsas sloping walls (see PHB, Table 27). Note that climbing movement is measured in feet per round. Charactersscaling a wall suffer a number of restrictions and penalties:

    A climber loses all Armor Class bonuses from a shield and Dexterity;

    A climber suffers a -2 penalty to attack, damage, and saving throw rolls;

    Attacks directed at a climber from the ground gain the standard +2 bonus for rear attacks. Attacksdirected at a climber from atop the wall gain the standard +1 bonus for an attacker on higher ground;

    A climber struck for any amount of damage must succeed with an immediate climbing check or fall to theground. If an attack also causes a knockdown chance or a forced retreat, the climber must make asuccessful saving throw roll vs. death or fall to the ground;

    A climber cannot employ a twohanded weapon.

    Ladders

    This is the best way for an unskilled climber to get up a wall. Carrying a ladder requires two Man-sized creaturesper 10 feet of length. The carriers move as though heavily encumbered. A ladder can be put in position against awall in the End of Round step of any round when it is carried to the base of the wall. A ladder must be at least aslong as the wall is tall, plus five feet. A character can climb four feet of ladder per movement point each round.Defenders atop a wall can use an attack to push a ladder away. If the ladder is not braced or loaded withclimbers, the attempt always succeeds. Otherwise, the ladder falls if the defender makes a successful open doorsroll. Trying to push a ladder away provokes attacks of opportunity if the defender is threatened.When a climber reaches the top of a wall, he can step onto the wall during the round's resolution phase if thereis an empty square in front of him (this could provoke an attack of opportunity). If there is no empty square, theclimber must slay a defender or force a retreat and create an empty square before stepping from the ladder

    Grappling Hooks.

    To set a grappling hook, the wielder makes an attack roll vs. Armor Class 5, adjusted for range. It takes a fullround to hurl the hook and set it firmly or to recover the grapple after a miss. A character climbing by means of arope an d grapple moves at the rope and wall rate and receives a bonus to his climbing chance (seePHB , Chapter 14). A defender can cut the rope attached to a grapple by attacking it with a slashing weapon. Therope has an Armor Class of 5 and 5 hit points. A length of light chain can be attached to the grapple to makecutting more difficult. A chain reduces the grapple's maximum range in half. The chain has an Armor Class of 0and 20 hit points.

    Sieges and War Machines

    Sieges are ponderous affairs that involve a lot of waiting and general inactivity. The attacker's main goal is tobatter down the defending walls so they can launch an escalade or to drive the defender out through starvationor thirst. The following system allows you to simulate the effects of an extended siege, handling months ofoperations with a single die roll.Attacker: The type of engine

    attacking the wall. This assumes oneengine attacking each 30' section ofwall.Defending Wall Type: This refersto the wall types described in theEscalades section. Curtain walls aretreated as hard or soft stone,depending on the materials used toconstruct them. Ramparts are treatedas earth. Palisades are treated asthick wood. Normal buildings,mantles, and abatises are treated asthin wood. Note that ramparts are

    difficult to batter down but fairly easyto climb.

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    Table 2-1 Siege Machines

    Attacker SiegeWeapon

    Defending Wall Type

    Hard Stone Soft Stone Rampart Thin Wood Thick Wood

    Ballista Medium 3/Month 10/Day 5/Day

    Ballista Heavy 3/Month 4/Month 11/Day 6/Day

    Catapult, Light 2/Month 6/Month 4/ 3 Months 20/Day 13/DayCatapult, Medium 3/Month 7/Month 5/Month 20/Immediate 14/Day

    Catapult Heavy 4/Month 6/Month 6/ 3 Months 20/Immediate 15/Day

    Trebuchet 5/Month 9/Month 7/ 3 Months 20/Immediate 16/Day

    Ram, Simple 20/Hour 20/Day

    Ram, Suspended 20/Immediate 20/Hour

    Siege WeaponRange

    M/S/M/LThac0 Damage*1 ROF Movement

    Type offire

    CrewHardpoints/Softpoints

    Ballista, Light 0/12/24/36 12 0/D3 1/BR 12 Direct 1 0/1

    Ballista, Medium 0/12/24/38 14 0/D4 1/2 BR 6 Direct 3 0/2

    Ballista, Heavy 0/12/24/48 17 D4/D3 1/3 BR 3 Direct 5 1/0

    Catapult, Light* 12/0/0/24 14 D4/D3 1/BR 6 Indirect 3 1/0Catapult,Medium*

    12/0/0/36 15 D6/D4 1/2 BR 3 Indirect 5 2/0

    Catapult Heavy* 18/0/0/48 16 D8/D6 1/3 BR 3 Indirect 9 3/0

    Trebuchet* 24/0/0/60 17 D10/D8 1/3 BR 3 Indirect 9 4/0

    Misc. WarMachines

    Cauldron 0 15 D8 1/2BR 0 Indirect 2 1/0

    Ram, Simple 0 N/A 0 1/R Varies Direct 2

    Ram, Suspended 0 N/A 0 1/R Varies Direct 4

    * The range penalty for medium and long range does not apply for indirect siege weapons.*1 Anti-personnel damage

    Saving Throw FailureIf a wall section fails its saving throw once, it becomes damaged. The center 10 foot section loses 1/3 of itsheight and special cover such as hoardings, parapets, and splays are destroyed. The debris creates a crumblingslope that any character can attempt to climb. If a wall section fails its saving throw twice, it is destroyed. Thecenter 10' section is breached and reduced to 1/3 of its original height. The breech becomes a rocky slope aslong as the wall's original thickness. In addition, the 10' section to either side of the breech becomes damaged.

    Any piece of potentially useful battlefield equipment, offensive or defensive, can be considered a war machine ifit is too large for a single character to use. Any large device intended to hurl missiles qualifies as a bombardmentengine. The most common types and their basic statistics are listed on the table above.Bombardment engines are difficult to aim at individuals. Generally, a bombardment engine can target only unitsof creatures, buildings, other war machines, vehicles, ships, and single creatures of Gargantuan size; see the

    individual bombardment engine descriptions for exceptions.It takes time and effort to set up a bombardment engine and prepare it to fire for the first time. The minimumpreparation time is 10 minutes or the time required to change facing, whichever is greater. The number increasesby 50% if a trained artillerist is not on hand to direct the operation.

    BallistaThis engine looks something like a giant crossbow mounted on a swivel. It usually fires spear like bolts, but someversions fire round shot of stone or metal; both types use the same basic statistics. Ballista projectiles have arelatively flat trajectory, and they are fairly accurate. A light ballista can be aimed at any target in sight, providedthe weapon is fully crewed. A light ballista with a partial crew can fire at single creatures of Large or greatersize. A medium or heavy ballista can fire at a single Huge creature, or at a Gargantuan creature if partiallycrewed. Any ballista's field of fire is limited to 45 degrees left or right of the weapon's facing at the

    beginning of the round. A ballista's facing can be changed up to 45 degrees during the last phase of any roundwhen it fires.

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    CatapultThis engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing armand is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air.Tension provides the catapult's power. In primitive catapults, the lever was made from some flexible material(usually green wood) and provided its own power when it was bent back and released. More sophisticatedcatapults were equipped with a rigid arm powered by a

    mass of twisted skeins (usually horsehair). Ancientcatapults often resembled ballistae aimed upward to fireindirectly; all types of catapults use the same basicstatistics. Catapults usually fire large stones, but theycan be loaded with almost anything: small stones,chains, dead animals, or anything else small enough tofit in the sling or cup and not so heavy that it overloadsthe lever. Large objects inflict the damage listed on thetable. Masses of small objects can inflict an extra die ofdamage against most creatures but are useless againststructures and any creature with a natural Armor Classof 0 or better (including characters with an Armor Class

    of 0 before shield or Dexterity modifiers).A light catapult with a full crew can target Hugecreatures. A light or medium catapult can change facing45 degrees during the End of Round step of any roundwhen it fires. Heavy catapults generally are left in placeonce they are sited for a battle. A full crew can change a heavy catapult's facing after 20 minutes of work.

    TrebuchetThese massive engines are similar to catapults, but they derive their power from gravity. A trebuchet's throwingarm is a rigid beam with a heavy weight at one end and a sling or cup for projectiles at the other. When thebeam is released, the force of the falling weight hurls the projectile in a high arch. Like catapults, trebuchets firelarge stones or masses of smaller objects. Trebuchets generally are left in place once they are sited for a battle.

    A full crew can change a trebuchet's facing after 30 minutes of work.

    Flaming Projectiles:Catapults and trebuchets can be loaded with missiles soaked in pitch or a similar flammable substance. Themissile's range is reduced by 1/3. When it strikes, the missile scatters flaming debris over its normal area ofeffect. The debris burns for two rounds, inflicting 2d6 points of damage the first round and 1d6 points of damagethe second round. The effect on wooden structures is the same as flaming oil.

    Battering RamIn its simplest form, a battering ram consists of a sturdy beam that one or more creatures can pick up and swingagainst a portal or wall to batter it down. More complex rams have beams with reinforced heads and a frame tosupport the beam. Any long, heavy object (such as a log or bench) between five and 30 feet long can be used asa simple ram, provided there is at least five feet of free space behind the ram (to allow the crew to swing it). A

    minimum of one Man sized creature is required of each 5 feet of ram, and a maximum of two Man sizedcreatures is allowed per five feet of ram. A ram can affect only portals or wooden structures or objects .Creaturescarrying or wielding a simple ram move and defend as though heavily encumbered, regardless of the ram's actualweight. A ram suspended from a frame can be from 10 to 60 feet long. A suspended ram allows the crew toemploy its strength more efficiently, inflicting more damage. A ram crew can swing the ram once a round, duringthe very slow phase.

    CauldronThe most common form of this weapon is a huge kettle placed in a frame that allows it to tip and spill itscontents on unfortunate opponents below. The same effect can be obtained by suspending a barrel, bucket, orbladder from a beam and tipping or splitting the container so that its contents spill out.Unless otherwise noted, the contents of a cauldron pour down in a stream one square wide. When it hits the

    ground, it forms a puddle three squares wide and three squares long, centered on the point of impact. If there isa wall or similar barrier that keeps the pool from spreading out, the pool is five squares long and two squareswide, with the long side lying along the barrier.

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    The amount of damage a cauldron inflicts varies with the type of material in it: Flaming oil burns for two rounds, inflicting 2d6 points of damage on the first round and 1d6 points of

    damage on the second round;

    Boiling oil must be heated for at least one hour before use or it is treated exactly like flaming oil (onceheated its temperature can be maintained as long as fuel is available). Boiling oil burns for two rounds,inflicting 4d6 points of damage the first round and 1d6 points of damage on the second round;

    Boiling water is much cheaper than boiling oi l. It must be heated for 30 minutes before use. Boiling waterinflicts 2d4 points of damage when it strikes a creature and 1d4 points of damage the round thereafteras it soaks into fur or clothing and continues to scald. Creatures entering the area of effect on the secondround take no damage;

    Molten lead must be heated at least four hours before use, and the volume of hot liquid is generallysmall. Molten lead forms a puddle two squares wide and two squares long, with one square directlyunder the cauldron and spreading away from the cauldron to the left or right as the attacker chooses.Molten lead sears its targets for three rounds, inflicting 4d6 point s of damage the first round, 3d6 pointsof damage the second round, and 2d6 points of damage the third round.

    Table 2-2: Fortification Levels

    Level ofFort.

    DescriptionHardpoints

    /SoftpointsGarrisons Maint.

    1 (ThinWood)

    These are small forts or garrisons, designed to provide minimal protection to a province. Suchforts would not be built along the border with a dangerous foe, as they could quickly be crushedby a superior invading army. They might, however, be used in a regent's smaller provinces, used

    to provide a base of operations for his soldiers, as well as protect the local law enforcementauthorities. Level 1 castles are usually comprised of just a single building, which may or may not

    be surrounded by a moat.

    0/2 100-3001GB/Ye

    ar

    2 (ThinWood)

    Castles of this level are average sized forts or garrisons. They serve as garrisons for largerarmys, but still provide a province with little protection against a large army. As with level 1

    castles, they are mainly used to provide protection for soldiers from rebellions, and to serve as abase of operations for an army.

    0/4 200-4002GB/Ye

    ar

    3 (ThickWood)

    Castles of this size are still too small to provide adequate protection for a province, but they areoften built by the local lord to act as his headquarters.

    1/4 300-5003GB/Ye

    ar

    4 (ThickWood)

    Once fortifications reache this size, they becomes suitable as a protectivestructures, as it can now hold enough men and supplies to hold off a large

    force of invaders. Most kings will have at least one castle at this size,usually more than one. Unlike smaller castles, a level 4 structure will always consist of more than

    one building, usually a central keep, as well as several towers, a wall, and other buildings.

    2/6 400-7001GB/Season

    5 (SoftStone)

    These are medium sized castles. As above but with 2 main keeps in the province. 2/8 500-8002GB/Season

    6 (SoftStone)

    This is considered a heavily fortified province, and few rulers will have more than onefortification as big as this. They provide protection for a wide area, and if well

    protected can hold off a strong invasion force for several months.4/8 600-1000

    2GB/Season

    7 (HeavyStone)

    Fortifications of this size are very rare, and are built only by the mostpowerful lords. They are comprised of at least onelarge fortress, providing protection for an

    entire town, mostly the province capital or the domain Capital. If the regent is willing to spenddouble the original cost, then he can extend the walls of the castle around an entire town,

    providing protection for all holdings within that town.

    4/10 1000-12503GB/Season

    8 (Heavy

    Stone) Fortress of this size can provide protection to large towns within a province. 6/12 1200-1500

    3GB/Se

    ason

    9(Ramparts)

    Huge fortresses, that can protect entire towns and their populations. As above, the regent canchoose to pay double the cost and extend the castles walls around the entire town. If this is

    done then he also gains a +1 GB bonus to taxation from the province, due to increased securityand patrols of his guards.

    8/14 1500-17004GB/Season

    10(Ramparts)

    These gigantic castles would only ever be constructed in the capital city of the rich and powerfulempire. Their size is immense, and they also double as the home for the regent, and his

    consolers. So big are these fortresses that in times of war they can hold much of the citiespopulation and protect them from enemies. As with other fortresses the regent can choose to

    extend the walls of the castle around the city it protects, withthe same benefits as above. Additional Benifits: -2GB/Court, -1GB to the muster cost of any unit

    created in the province. (min cost of 1 GB)

    12/24 2000+5GB/Season

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    Pre-Deismaar

    Whileelves,dwarves,andgoblins inhabited Cerilia many ages beforehumans appeared, none of theseraces everdisplayed much interest in seafaring; however, even in ancientAduria,humans were a race of mariners. By farthe most accomplished of these early voyagers were the Masetians, the most civilized of the old races. From theirwalled cities on the placid waters of theSuidemiere,Masetian galleys explored the coasts of Cerilia long beforethe first of the Six Tribes began theirFlight from Shadow.The Masetian galley was an elegantvessel,light and

    swift. They fought by ram, archery, and boarding.The Andu,Rjuven,and Brecht peoples were tribal barbarians at this time, organized by clan andholding.Theybuilt longboats that could be rowed or sailed. Unlike the Masetian galleys, the longboats were open, with nodecking or raised structures. Despite their simplicity, they were durable and hardy vessels, better suited to therough waters of theSea of Storms than the fragile Masetian vessels. Unlike the Masetians, who viewed theirarmies and their fleets as property of the state, the more barbaric humans built their ships one-by one as the

    work of a family or clan. They had noconcept of fighting at sea and used theirvessels in war-time for nothing moreorganized than a raid.Over the years of the Flight from Shadow,the Brecht and Rjuven relocated one clan at

    a time to the northern stretches of Cerilia,going by sea. The Andu marched overlandinstead, and thus settled much closer to theoldland bridge to Aduria. Meanwhile, theMasetian cities fell one-by-one to theadvancing evil. As the situation in the southworsened, more and more Masetian outpostsand colonies were founded on Cerilias

    southern shores. At Deismaar, the Masetianfleets stood against the navies of the other

    Adurian powers that had fallen underAzrai?s sway. Unknown sea monsters and other horrors rose from thedeeps to fight on the side of evil that day, but the Masetians?the most skillful seafarers in the world in that

    era?defeated the southern fleets in a naval action that paralleled the epic struggle on land. Between the ghastlylosses inflicted by Azrai?s sea monsters and the violent upheavals that followed the gods? deaths, the ships ofthe Masetian fleet?and indeed, Masetia itself?were destroyed beyond recovery.

    Early Imperial

    In the years following Deismaar, the Andu organized themselves into the Anuirean Empire beneath the leadershipof the firstRoele.For two or three centuries, they were busy taming their own lands and pushing overland towhichever lands were closest. But two great natural barriers?theStonecrown Mountains in the north, and theIron Peaks in the east?hemmed in the growing power ofAnuire.In order to circumvent these formidableramparts, the young Empire began to develop a navy. The cog?a sturdy, clinker-built sailing vessel with raisedplatforms at bow and stern?was coming into common use, and theAnuirean navy consisted of merchant shipspressed into military service whenever the legions needed totravel by sea. All in all, cogs (and a variety of similar

    vessels, such as the nef and theknarr)represented an improvement over the old longships that had been builtby humans in simpler times. Although they lacked the rows of oars that gave longships the ability to defy thewind, the cog was a far better sailing vessel and much more seaworthy. It was partially decked, and could carryseveral times the amount of cargo?or fighting men. Andu and Brecht-built cogs were very similar, but the Rjuvenpreferred to maintain some small rowing ability and developed the knarr instead. Meanwhile, in the southernwaters, the Masetians weredying out andvanishing into the new race of theBasarji.These people had come toCerilia in the years before Deismaar on sailing rafts made from reeds. Along Cerilia?s calm southern shores, theold Masetian galley was still quite suitable for both trade and war, and the Basarji generally adopted Masetianshipbuilding techniques. Galleys were maneuverable by northern standards, and their ability to ram made themextremely dangerous in battle, even if they were not as sturdy as the cog or knarr.While the Brecht andRjurik peoples clearly required sturdy vessels such as cogs to survive their northern seas,theAnuireans had a harder decision to make. Their cogs did not fare well in battle against the southern galleys.For centuries, the Anuireans wavered between the northern tradition of merchant sailing ships and the southerntradition of war galleys.

    Rjuven Longship

    http://www.birthright.net/forums/showwiki.php?title=Elveshttp://www.birthright.net/forums/showwiki.php?title=Dwarveshttp://www.birthright.net/forums/showwiki.php?title=Goblinshttp://www.birthright.net/forums/showwiki.php?title=Humanshttp://www.birthright.net/forums/showwiki.php?title=Raceshttp://www.birthright.net/forums/showwiki.php?title=Aduriahttp://www.birthright.net/forums/showwiki.php?title=Suidemierehttp://www.birthright.net/forums/showwiki.php?title=Masetianhttp://www.birthright.net/forums/showwiki.php?title=Flight_from_Shadowhttp://www.birthright.net/forums/showwiki.php?title=Vesselhttp://www.birthright.net/forums/showwiki.php?title=Lighthttp://www.birthright.net/forums/showwiki.php?title=Rjuvenhttp://www.birthright.net/forums/showwiki.php?title=Holdinghttp://www.birthright.net/forums/showwiki.php?title=Sea_of_Stormshttp://www.birthright.net/forums/showwiki.php?title=Land_bridgehttp://www.birthright.net/forums/showwiki.php?title=Azraihttp://www.birthright.net/forums/showwiki.php?title=Roelehttp://www.birthright.net/forums/showwiki.php?title=Stonecrown_Mountainshttp://www.birthright.net/forums/showwiki.php?title=Iron_Peakshttp://www.birthright.net/forums/showwiki.php?title=Anuirehttp://www.birthright.net/forums/showwiki.php?title=Anuireanhttp://www.birthright.net/forums/showwiki.php?title=Travelhttp://www.birthright.net/forums/showwiki.php?title=Knarrhttp://www.birthright.net/forums/showwiki.php?title=Dyinghttp://www.birthright.net/forums/showwiki.php?title=Vanishinghttp://www.birthright.net/forums/showwiki.php?title=Basarjihttp://www.birthright.net/forums/showwiki.php?title=Rjurikhttp://www.birthright.net/forums/showwiki.php?title=Anuireanshttp://www.birthright.net/forums/showwiki.php?title=Anuireanshttp://www.birthright.net/forums/showwiki.php?title=Rjurikhttp://www.birthright.net/forums/showwiki.php?title=Basarjihttp://www.birthright.net/forums/showwiki.php?title=Vanishinghttp://www.birthright.net/forums/showwiki.php?title=Dyinghttp://www.birthright.net/forums/showwiki.php?title=Knarrhttp://www.birthright.net/forums/showwiki.php?title=Travelhttp://www.birthright.net/forums/showwiki.php?title=Anuireanhttp://www.birthright.net/forums/showwiki.php?title=Anuirehttp://www.birthright.net/forums/showwiki.php?title=Iron_Peakshttp://www.birthright.net/forums/showwiki.php?title=Stonecrown_Mountainshttp://www.birthright.net/forums/showwiki.php?title=Roelehttp://www.birthright.net/forums/showwiki.php?title=Azraihttp://www.birthright.net/forums/showwiki.php?title=Land_bridgehttp://www.birthright.net/forums/showwiki.php?title=Sea_of_Stormshttp://www.birthright.net/forums/showwiki.php?title=Holdinghttp://www.birthright.net/forums/showwiki.php?title=Rjuvenhttp://www.birthright.net/forums/showwiki.php?title=Lighthttp://www.birthright.net/forums/showwiki.php?title=Vesselhttp://www.birthright.net/forums/showwiki.php?title=Flight_from_Shadowhttp://www.birthright.net/forums/showwiki.php?title=Masetianhttp://www.birthright.net/forums/showwiki.php?title=Suidemierehttp://www.birthright.net/forums/showwiki.php?title=Aduriahttp://www.birthright.net/forums/showwiki.php?title=Raceshttp://www.birthright.net/forums/showwiki.php?title=Humanshttp://www.birthright.net/forums/showwiki.php?title=Goblinshttp://www.birthright.net/forums/showwiki.php?title=Dwarveshttp://www.birthright.net/forums/showwiki.php?title=Elves
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    Late Imperial

    Over the course of time, the technology of shipbuilding continued to improve, especially in the northern powers.Once the shipwrights began to view banks of oars as more of a hindrance than a help, ship design progressedrapidly. Gradually, cogs and nefs evolved into vessels with complete decking and two or more masts. In Anuire,this lead to thedevelopment of the greatship, afloating castle with towering fore- and stern castles. Thegreatship required a crew of hundreds and, including soldiers, could carry over a thousand men. Yet, for all the

    greatship's splendour, it was not an efficient fighting ship. It was ponderous and not very seaworthy; at leastonce or twice a generation, nothing more than a badgust of wind that heeled her over too far would sink agreatship. The greatship had other disadvantages, as well. It was enormously expensive, and only the richestnations could maintain a fleet of them. In Cerilia, this meant that Anuire (and some of her more prosperouscolonies) could afford them. Due to their expense, the Rjurik sea powers never built greatships in any number,while the Brecht found the design too unwieldy in the treacherous waters of the Krakennauricht.In the southern waters of Anuire and Basarji, ship-building remained fairly stagnant. The oared galley was stillthewarship of choice. Even the mighty greatship had to fear the galley's ram. In the easternmost Basarji lands, anew ship type called the dromond wascoming into use. Oared and sailed like agalley, the dromond raised its ram abovethe waterline, which improved its

    manoeuvrability and seaworthiness. Themost important development in this periodwas theintroduction of missile weapons int