Showing posts with label Load-Out. Show all posts
Showing posts with label Load-Out. Show all posts

Thursday, June 26, 2014

Dwarven Loadouts, Encounters, and Mass Combat Encounter

My dwarves are a bit shorter, but wider in proportions compared to humans. So they even out a bit but clothing and armor that has a "dwarven" descriptor cannot be worn by humans, but have enough material to be adjusted for humans. Evening-out is important because it saves the GM tons of calculations.


Dwarves


Dwarven template plus social background even out to zero cost template.

Dwarf Template


-15 points


  • Slow Move - They begin with Move 4 instead of Move 5
  • Lifting  Strength +3 – Calculate Basic Lift for Dwarves, as though they have 3 levels greater ST.
  • Night  Vision 9 – Dwarves have excellent night vision, negating 9 levels of darkness penalties.
  • Extended Lifespan – Dwarves are long lived and slow maturing, they become a young adult at around 36 years, an adult at around 60 years, middle aged at around 100 years, old at around 120 years, and Venerable at around 140 years.
  • Workaholic – Dwarves are hardworking to a fault, they are so single minded with their work their relationships suffer. They suffer -1 reaction penalty with those who are affected by it.  
  • Stubborn – Dwarves unusually stubborn people, it takes a great amount of effort to change a Dwarves mind. Double the time and resources it takes to argue an opposing point across to a Dwarf. Because of this inherent nature Dwarves are get along better with each other intoxicated or not minding the business of others. Often the Dwarf suffers a -1 reaction penalty to anyone affected by their stubborn nature.
  • Taciturn – Dwarves are a naturally grumpy, cranky, and taciturn people. Other peoples find these offensive and rude. The Dwarves suffer a -1 reaction penalty to other races.
  • Elven Ire – Dwarves have don't get along with Elves in many levels.
  • Social Stigma: Minority Group – Dwarves are a Minority Group, they suffer -2 reaction penalty to other races and +2 reaction bonus to their own.
  • Features:
    • Stocky and Heavy Build (Height x0.85, Weight x1.3 of a human of the same strength).
    • Male facial hair grows faster than head hair.

Dwarven Social Background

15 points
  • Language Speak/Comprehend Dwarven (Native) [0]
  • Cultural Familiarity: Dwarven (Native) [0]
  • Literate in Dwarven (Native) [3]
  • Cultural Familiarity (Imperial) [1]
  • Language Speak/Comprehend Common (Fluent) [3]
  • Language Read/Write Common (Fluent) [3]
  • Numerate [5]

These dwarves have all the traits of a strong culture, that is destined to self destruct lolz. Because of magic, consider them at TL3+2 economically and infrastructure. In this setting dwarves have evolved separately from humans but can breed with them (the evolutionary difference between neanderthal and humans, you can say that dwarves are more neanderthal like descendants with their obscene strength that it bends/deforms their bones - hence the squat nature of dwarves). 

In this setting elves are superior because of magic and intelligence, and humans are their vassals, slaves, and playthings (the way modern fantasy gamers would see goblins and kobolds). They interact so much that some humans can "appear" attractive to elves. Elves in this setting are Iron alergic, and they use their magic to affect the economy - banning the use of Iron and lead and requiring all metal to be bronze and copper (see GURPS magic notes: earth spells; its possible to have a high tonnage bronze industry see Chinese dynasties before Qin and add magic) and have TL2+4 level of economy and quality of life because of their magic. (the elves are inspired by John Wicks' Ven)  

Dwarven Archer


Equipment   $7,061,  59.65lbs lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4] Med Plate Helm DR6 $600 4.8lbs 
  • [Face 5] 1d6 
    • 1-3 Nasal, Cheek and Ear Guards DR6F
    • 4 Fine Mail Ventail DR4 (-2 vs cr) $27, 0.45lb
  • [Neck 17-18] Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs (covers the rear of the face) 
  • [Torso 9-11] Medium Lamellar DR4F (-1 vs cr) $275, 12lbs
  • [Arms Right 8, Left 12] 1d6
    • 5-6 Medium Lamellar Pauldaons  $110 4.8lbs 
    • 1-3 Medium Lamellar Vambraces $137 6lbs
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] 1d6
    • 5-6 Medium Lamellar Fauld DR4F (-1 vs cr) $69 5.4lbs     
  • [Feet 16] Shoes DR2, $40, 2lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Composite Bow $4,500 2.5lbs 
    • Bow-14, Acc4
    • Dmg 2d-1 impaling 
    • 60 arrows, $154 8.5lbs (Quiver is 2.5lbs see LT34 containers)
    • Bow Holster $34 2.5lbs (Quiver is 2.5lbs see LT34 containers)
  • [Secondary] Fine Balanced Axe 
    • Axe-12, Parry-11U (3base, 6skill, 1cr, 1db) $750, 4lbs
    • Axe Dmg 2d+2 cutting



Dwarven Horse Archer




Equipment
$10,017,  45.65 lbs
  • [Body] Light Leather DR0 (+1 vs cut), $360, 5lbs
  • [Skull 3-4] Light Plate Helm DR4 $240 3lbs
  • [Face 5] 1d6
    • 1-3 Nasal, Cheek and Ear Guards DR3
    • 4 Fine Mail Ventail $27, 0.45lbs
  • [Neck 17-18] Fine Mail Aventail $45 0.75lbs
  • [Torso 9-11] Light Lamellar DR3 (-1 vs cr) $160, 8lbs
  • [Arms Right 8, Left 12] see body
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] see body
  • [Feet 16] Boots DR2, $80, 3lbs
  • [Pouch] Wooden 1 Quart Water 2.5lbs $15
  • [Primary Weapon] Composite Bow $4,500 2.5lbs
    • 60 arrows, $34 8.5lbs (Quiver is 2.5lbs)
    • Bow Holster $34 2.5lbs
  • [Secondary] Fine Balanced Axe and
    • Axe-13, Parry-11U (3base, 6skill, 1cr, 1db) $750, 4lbs
    • Axe Feint-17
    • Axe Dmg 3d-1 cutting
  • [Shield] Metal Heavy Small Shield $160 4.5lbs
    • Shield-12, Block-11 (3base, 6skill, 1cr, 1db)
    • Shield Dmg 1d crushing DR4/HP15/OP7


War Pony $1800 (Move 6/12)
264lbs Carrying Capacity (Move 3/7)
Rider 180lbs, Rider Gear 51lbs, Horse Gear $425, 27lbs, 258lbs/264lbs
Stirrups $125. 5lbs; Horseshoes $50, 4
lbs; Riding Saddle $150, 15lbs, Saddlebags $100, 3lbs



Dwarven Scout

Equipment: 
$2,778; 45.7lbs
  • [Body] Winter Camouflage Clothing DR0 (+1 vs cut), $360, 5lbs
    • Camouflage Cloak $40, 2lbs
  • [Skull 3-4] Light Plate Helm DR4  $240, 3lbs 
    • [Face 5] 1d6 
    • 1-3 Nasal and Cheek Guards DR3F
  • [Neck 17-18]  Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs
  • [Torso 9-11] Fine Mail DR4F (-2 vs cr) $450, 7.5lbs
  • [Arms Right 8, Left 12]  see body
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] see body 
  • [Feet 16] Shoes DR2, $40, 2lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Composite Bow $900 2.25lbs
    • Bow Case $34 2.5
    • Quiver of 60 Arrows $154, 8.5lbs 
  • [Secondary] Balanced Axe $200, 4lbs
  • [Shield] Heavy Small Steel Shield $220 4.5lbs
    • DR4/HP15/OP7   
    • Rim Edge Cutting Sw-2

Dwarven Heavy Infantry

Equipment  $5,268;  71.7lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4] Med Plate Helm DR6 $600 4.8lbs 
    • [Face 5] 1d6 
    • 1-3 Nasal, Cheek and Ear Guards DR6F
    • 4 Fine Mail Ventail DR4 (-2 vs cr) $27, 0.45lb
  • [Neck 17-18] Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs (covers the rear of the face) 
  • [Torso 9-11] Medium Lamellar DR4F (-1 vs cr) $275, 12lbs
  • [Arms Right 8, Left 12] 1d6
    • 5-6 Medium Lamellar Pauldaons  $110 4.8lbs 
    • 1-3 Medium Lamellar Vambraces $137 6lbs
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] 1d6
    • 5-6 Medium Lamellar Fauld DR4F (-1 vs cr) $69 5.4lbs 
    • 1-3 Medium Lamellar Greeves DR4F (-1 vs cr) $69 5.4lbs 
  • [Feet 16] Shoes with Lamellar Sabatons DR4 (-1 vs cr), $95, 4.4lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Very Fine Balanced Axe $2,700 4lbs 
    • Axe-16, Feint-20, Parry-U
    • Dmg 3d-1 cutting  
  • [Secondary] Fine Balanced Large Heavy Steel Shield $1035 15lbs
    • Shield-13, Block-13
    • DR4/HP22/OP9   
    • Rim Edge Cutting 1d+2 cutting

Dwarven Sapper

Sappers are not supposed to be near the front lines. No armor to conserve fatigue which is their most precious asset to activate their gauntlets of shape earth and stone. 

Equipment   14lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4, Face 5] None
  • [Neck 17-18] Beard Notch of Earth to Stone (M51)
  • [Torso 9-11] see Body
  • [Arms Right 8, Left 12] See Body
  • [Hands 15] Gauntlets of Shape Earth and Shape stone  4lbs (M50-51)
  • [Legs Right 6-7; Left 13-14] See Body
  • [Feet 16] Shoes 2lbs
  • [Pouch] Wooden 1 Quart Water 2.5lbs $15
  • [Primary Weapon] Gauntlets
  • [Secondary] Very Fine Balanced Small Knife $720 0.5lbs

Dwarven Encounter

Maul'doon's Mountain
Appearance: Heavily terraced mountains, sculpted with decades of work to serve as a stronghold and home. 
Population: ~100,000 or ~20,000 dwarven families. 15,000 human servant and slave population. 
Land: 8,000 Mountainous Acres (3,200 ha)
Economy: Annual Administrative Revenues of $72M; 15% is in reserve, 40% is in military upkeep, 20% is Administration and the rest is maintenance and public services (25%). The treasury has $42M reserves in gold surplus for the past 10 years. 
Because of earth spells, the dwarves have made the mountain into a kind of Arcology. The level of agricultural productivity and the population need to support this is similar to TL3+2 despite terrain (the food technology would be considered TL3+4), with a large specialist, merchant, and military population. This is effectively a city, drawing raw materials in human settlements and cities, selling high quality durable hard goods to humans in return for slaves (human cast-offs), fodder, hardwoods, metal ores, textiles, and surplus food. 
of the 5,000 dwarves standing force the mountain can mobilize 5,000 reserve and 2000 support personnel. 
of the Standing 5,000 force they are divided into bands/battalion of 500 and rotate paroling operations.  

A battalion of 500 dwarves is made up of 10 50-dwarf companies. 10% of the force is made up mountain horse archers (mountain ponies), 40% Scouts, 20% Archers, and 30% Heavy Footmen. All of them are Mountain Terrain feature and the Scouts and Horse Archers have Woods terrain feature. Among the reserve force are the Sappers - which is a humble term for Engineers who are armed with Gauntlets of Shape Earth and typically do full time work building and maintaining infrastructure. 

A Battalion is made up of men and women of a clan, who typically have steadings, terraces carved out of the mountain or large cave complexes, to oversee when in reduced readiness.  Dwarves use human servants and slaves as sharecroppers and factory laborers. 

Mountain Pony - this is not a horse, but a large Goat able to bear a rider and gear that has been domesticated. It has lost its horns in the domestication but most of its instincts are like those of goats, but its size and strength are comparable to ponies. Its called a mountain pony because of their appearance from a distance, but up close the goat-ness is unmistakable. 

The Hook
The dwarves of Mauldoon have made a few human settlements near by practically economically dependent on them. It has brought these settlements wealth and population, growing to small towns and the dwarves even helped them build their roads and walls. This is pissing the elven overlords mightily. 

Elven overlords have found dwarven trade disruptive to their economy, and despite treaties dwarves continue to circulate Iron and Steel into their Vassal economies (Iron is banned).  The town of Versef, a mere 60 miles (100km) away is being audited, and the Elven auditor is not satisfied with the results - this "village" is as wealthy as a town and should be taxed as such. Many of the stead holders are contesting as they have lived to the letter of their oaths and the dwarven merchant families who have their second home there are caught up in the argument.  In the middle of the auditor and its arguments, is a dwarven canal carved into the mountains (built to bear to bear 10dton flatbottom boats) that lead to the Versef. Once finished will give the Versef more access to dwarven goods which they can resell to its neighbors. 

The sides are - the Auditor (elves), The humans (who may want no trouble or want more prosperity), the Dwarves (who want to keep their trading partners) . 

Dwarves
5 Fine Horse Archers TS20 (F, Rec, Cv, Wood, Mountain)
20 Good Scouts TS30 (Rec, Wood, Mountain)
15 Fine Hvy Infantry TS120 (Mountain)
10 Fine Archers TS40 (F, Mountain)

Dwarven Mass Combat Encounter

Crap has hit the Fan and the Imperial Elves mobilize human vassal armies against the dwarves. The dwarves have holed up in Versef and a relief force is being assembled. Still a vasal human brigade of 3,000 men (20% light cavalry, 40% heavy infantry, 20% archers, 20% light infantry) have camped nearby.

60 Light Cavalry TS120 (Cv, Rec, Wood)
120 Hvy Infantry TS480 (Wood)
60 Bowmen TS120 (F, Wood)
60 Scouts TS120 (Rec, Wood)




Thursday, June 19, 2014

Female Armor Notes; Sword Sisters Dilemma

Female armor choices suck. after this video I had to rethink a lot of female armor even the ones found in women in reasonable armor. I'm more conscious of the sternum. If you think women have it hard, what if your ST13 character has Terry Crews pecks getting in the way of his two handed sword use. Recently the obyrn mountain fight highlights the importance of breastplate tailoring (watch it again and see how his arms move, take note of what the video below highlights).

 

Skallagrim is a good follow.



  • Breast plates has to be limited to the width of the sternum, and has to be articulated or flexible from that point.  
  • because of the sternum problem, female armor will be more reliant on Pauldron armor (the shoulder armor) 
  • Mail is a woman's best armor, if you watched the video.   
  • "Sword and Board" or Pole-Arms/Spears are ideal, hence the popularity of Nagijustsu or Yari jutsu among samurai ko and "shield maids".    

This is actually a female character, but one should not be able to tell anyway.
Her character sheet is here.


















Equipment $2,457.5; 57.7/58lbs

  • [Body] Winter Clothes (DR1 vs cutting) 5lbs
    • Light Cloak $20, 2lbs
  • [Head 3-4] Light Plate Pot Helm w/ Brim, Cheek, Ear, and Nasal Guards with padding and with… DR4
    • [Face 5] 1-5/d6 DR 3
      • 1-3 Cheek Plates
      • 4 Brim
      • 5 Heavy Mail Ventail DR5 (-2 vs cr)
    • Perforated Ear Guards, Hard of Hearing penalty reduced by 2 (only -2 penalty).
    • $334 3.7lbs
  • [Neck 17-18] Light Mail Aventail DR3 (-2 vs cr)   $25, 0.6lbs
  • [Torso 9-10; Groin 11] Cheap Heavy Mail DR4F (-2 vs cr) $450, 9lbs
  • [R. Arm 6-7; L. Arm 12]  R. Arm Only Light Mail $125 3lbs; 1-3/d6 L. Arm Light Mail $67.5 1.5lbs
  • [R. Leg 8; L. Leg 13-14] Front Cheap Heavy Mail Leggings DR4 (-2 vs cr) $450 9lbs
  • [Hands 15] DR3 (-2 vs cr) Light Mail $50, 1.2lbs
  • [Feet 16] Shoes and Sabatons DR3 (-2 vs cr) $90, 3.2lbs
  • Balanced Metal Heavy Medium Edged Rim Shield ($60*CF +4 metal, +4 balanced, +0.5 Rim Edge) $570 427.5; 10.5lbs
  • Fine Balanced Spear ($40*CF +4 Balanced, +2 Fine) $280; 4lbs
  • Hip Quiver 2x Javelins $75, 5lbs
  • Small Knife $30 0.5
  • Pouch and Wooden Water Bottle 1L $16 2.5lbs

Equipment $1,553; 56.2/58lbs

  • [Body] Winter Clothes (DR1 vs cutting) 5lbs
    • Light Cloak $20, 2lbs
  • [Head 3-4] Light Lamellar Pot Helm w/ Brim, Cheek, Ear, and Nasal Guards with padding and with… DR4 (-1 vs cr)
    • [Face 5] 1-5/1d6 DR3
      • 1-3 on the skull DR3 (-1 vs cr)
      • 4 on Lamellar Ventail DR3 (-1 vs cr)
      • 5 hits Brim
    • Perforated Ear Guards, Hard of Hearing penalty reduced by 2 (only -2 penalty).
    • $106 5.3lbs
  • [Neck 17-18] Light Lamellar Aventail DR3 (-1 vs cr)   $16, 0.8lbs
  • [Torso 9-10; Groin 11] Light Lamellar Cuirass DR3F (-1 vs cr) $160, 8lbs
  • [R. Arm 6-7; L. Arm 12]  R. Arm Only Light Lamellar $80 4lbs; L. Arm Light Lamellar $40 2lbs
  • [R. Leg 8; L. Leg 13-14] Front Legs 1-4/d6 Light Lamellar $88 4.4lbs
  • [Hands 15] DR3 (-1 vs cr) Light Lamellar $32, 1.6lbs
  • [Feet 16] Shoes DR2 $40, 2lbs
  • Balanced Metal Heavy Medium Edged Rim Shield ($60*CF +4 metal, +4 balanced, +0.5 Rim Edge) $570 427.5; 10.5lbs
  • Fine Balanced Spear ($40*CF +4 Balanced, +2 Fine) $280; 4lbs
  • Hip Quiver 2x Javelins $75, 5lbs
  • Small Knife $30 0.5
  • Pouch and Wooden Water Bottle 1L $16 2.5lbs

Adventure Seed: Sword sisters

Warrior women would face a lot of trouble in a setting that takes account the same factor that have marginalized women in history. In such a setting, like Game of Thrones, having such NPCs would be rare and would require a lot of interesting things to happen. Organizationally, they have what more open and communicative culture - more organized, independent thinking, and very quick to harness its numbers and collective strength. It would require and engender very good leaders, because it will live and die by the will power of its leaders because of how easily assaulted such an organization both physically and socially. Such a group would draw a lot of Ire from the church, men, and most painfully their loved ones.

Still such a group of women adventurers in a harsher setting would be very interesting and more amazing even if their life span would be relatively short. An adventure seed is putting PCs in a tight spot if the PCs are of a goody or at least a conflicted nature. Either killing the "Witches and Whores" as many of the people would brand such women would quickly make a one sided judgement for the PCs (the GM makes everyone the PCs meet gossip and disparage, playing on the natural biases of the PCs). if the PCs happen to be Open Minded, play to the consequences of such Dangerous notions (hit the PCs where it hurts - the Pocket, they lose a deal because they are thought to be sympathizers).

Note that its common to attribute disasters and catastrophe to women thinking for themselves and upsetting the status quo. If you think the terrible things that happen in modern times is upsetting and can turn your stomach, a GM with sense of history and horror would easily find more terrifying things color such a situation.
 It would be a wonderful tragedy if the PCs would be killing them, the female warriors, only to realize they were all women (since they would be in armor) and play to the weakest (and morally corruptible of the Playe..ehem) PCs. One constant inspiration are Nuns who are constantly thrown under the bus by various popes and who fight the real internal corruption (like the sexual abuse) only to be beaten and bowed. If you want an exhilarating underdog get a bunch of sisters (nuns) and have them be under assault , burned in the stake as witches, after having saved a town - like convincing a Cathar-like town to pretend to re-converted but the cat is out of the bag because their overseeing priest sees through the rouse and some glory seeking knights have some indulgences to win by slaughtering heathens. PCs as mercenaries to kill the sword sisters and the cathar town.
Never let a good deed go unpunished.
  • Everyone disparages the Sisters, the GM plays to the natural intolerance of the PCs
  • If the PCs are goody, then they get the butt end of the deal and someone uses it to remove the PCs out of the "game". 
  • If PCs end up in the killing side of the Sisters, they choose either be the one to kill them or let the Knights and mercenaries Rape, Torture and Kill them. There are no Prisoners - they are witches and heretics. the best the PCs can hope for his giving them clean deaths, not extended suffering and tragedy. 
  • If the PCs end up helping the sisters, which is very unlikely if the GM is doing his job right, - the Odds are against are great and they will have forfeited their reputation. If they manage to survive, its only to embarrass the Princes of the Church enough to earn the full force of an army to descend on them. 
Side Notes about Social Issues
Hopefully this is constructive enough not to count as a rant. Basically in low tech settings there is an opportunity to deal with inequality, racism, poverty and various other social and psychological concerns. Its a game, where we can be comfortable and always step out of character when some "simulated" injustices disturb us. Its part of the story to have such elements appear, as much as "evil exists" in the game.
I find it strange when "evil exists" in some social accepted form, while the past is re-envisioned with various evils removed (like when WW2 re-en-actors are not allowed to have "german soldiers" as part of the re-enactment or to downplay misogyny and intolerance in settings which match and already downplay the dehumanization). The dangers of "evil in a social accepted form" are plenty - from revisionism to creating an engine for demonization and propaganda.
What I find even more disturbing is that it ROBS (as in a violent theft) female heroes of the challenges that made their success and survival even more amazing - and it is replaced by exaggerating what the hero has accomplished to compensate (my disposition after watching too many Chinese movies with propaganda inserted and the sad state of philippine cinema lolz).
Let it turn your stomach, if you get disturbed that means your are in the right place and you are not some monster. In the game of imagined worlds it sharpens your ability to see the nuances since it places you in a "safe" place to view it and actually play out the consequences. The same reason Drama and Tragedy can be entertaining, emotional and allows us to project our own challenges in conflict in a different and comfortable form... if your up to that kind of game lolz.

Oh how rewarding it is for me when emotions get complicated in the game, and people remember that they are in a comfortable gaming environment where they can play it out with no ill consequences. In that zone, Imagination takes a life of its own and empathy channels it and allows us to predict the human consequences of various paths (for me at the least lolz).

Thursday, March 13, 2014

Mass Combat Templates with load Outs

Making a bunch of templates for this long project I had for years. Basically its GURPS Low Tech Lite, for my own uses. So basically have a GURPS lite with enough details for a campaign and for low tech. Trying to do each professional template at this level of detail. It appears that the booklet is about 80pages (currently at 30 pages thats been proof and so much more to type and prep) of letter size in Liberation Sans 10.5.

My philosophy is done enough to start ASAP. I know people are busy, expecting anyone to read anything that would eat up 5 minutes is too much these days lolz (snif). Here even a newbie GM can just cut and paste things and start right away. So here is a piece of the chapter in Professions. So basically key units of Mass Combat will be represented and various types of Agents (social focused professions like Courtiers, Bureaucrats, Charismatics/Politicians, Thiefs and Scoundrells).

I had some breakthroughs particularly keeping the format pretty nice and being to index everything. I keep trying to have in mind that people would just need to cut and past with little alteration. If they bother to read the Notes they will understand why the skill levels are of this way so that they can change it according to their own needs and expectations.

More importantly I guess is that It focuses on some Medieval Demographics in stats. You will see a lot of 10s and working with the assumptions that 1:100 has at least 10 in ST, DX, and HT. If you adhere to those demographics then Manpower is in short supply and valuable. At the same time you will notice a bunch of other things about population demographics that paint and interesting scenery for the setting... for me at least.

The template does not fill up all the points. I kept a 60pt budget for skills and 35 to 60 for advantages. People have TALENTS and are gifted in a narrow field. Players can splurge their remaining points that make the character heroic or round out the character.

Mass Combat Notes is for Advanced Players and GMs. basically they want to zoom in and out in the Scale they are playing. There will be a map for this purpose and demonstrations. I cannot emphasize the importance of Demos. Demos make what looks complicated simple.

Heavy Infantry

40 / 100 points
Heavy Infantry is the term for warriors that fight in an organized close formation. Because of their manner of fighting, they often rely on medium to large shields.

Template Notes

This heavy Infantryman below, begins play with a shield and skilled in either shield wall. They all have shield of 14. Their primary weapon skill is 14, and secondary weapon at 12, and ranged weapon at 12.
Heavy infantry is typically armed with Spears as their primary weapon. Axes/Maces were common in much more ancient eras, Swords in more later eras.
Long Spears, Heavy Spears, and Pole-Arms were used by Pikemen and Halberders respectively. They are a kind of heavy infantry, with the former using slung shields to allow them to wield the spear two handed, while the other relies on heavier armor. Typically these variants rely on Teamwork Perk instead of Shieldwall.
Typically Heavy infantry is a blocking force or a slow moving, coordinated, and determined attacking force. Their range weapon is to add shock and disrupt their main engagement for the day.
Attributes [0]: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]
Secondary Characteristics [0]: Damage 1d-2/1d; BL20lbs.; HP10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; SPD 5.00 [0]; Move 5 [0].
Social Background [0]: Primary Language (example: Greek) Speak/ Comprehend (Native, Fluent) [0]; Greek Read/Write (None) [0]; Innumerate [0].
Advantages [30]: Wealth: Above Average (x1.5) [5]; Warrior Talent 2 levels (Hiking, Tactics, Survival, Soldier, Savoir-Faire: Warrior, Running) [20]; Combat Reflex [15]; Patron (Duty, Hazardous Freq-12) [0].
Disadvantages [-50]: -50 points choosen from among Callous [-5]; Code of Honor (Soldier) [-10]; Obsession (self-control-12; long term goal) [-10]; Intollerance (against one people or class) [-5]; Secret (worth being exiled or shunned) [-10]; Greed (self-control-12) [-15]; Bloodlust (self-control-12) [-10]; Social Stigma (Minority) [-5]; Disicpline of Faith (Ritualism) [-5]; Odious Personal Habits [-5]; Nightmares (self-control-12) [-5]; Flashbacks, Mild (3/3d6 on any stressful event) [-5]; Phantom Voices, Annoying (3/3d6 on any stressful event) [-5]; Post Combat Shakes (self-control-12) [-5]; Selfish (self-control-12) [-5].
Primary Skills [33]: Choose between Shield Wall Perk, Weapon Bond Perk, or Team Work Perk; Choose a Primary Weapon: Spear (A) DX+4 [16]-14, Axe/Mace (A) DX+4 [16]-14, Shortsword (A) DX+4 [16]-14, Polearms (A) DX+4 [16]-14, or Broadsword (A) DX+4 [16]-14; Shield (E) DX+4 [12]-14; Hiking (A) HT+1 [4]-16;
Secondary Skills [19]: Choose a Secondary Weapon: Spear (A) DX+2 [8]-12, Axe/Mace (A) DX+2 [8]-12, Shortsword (A) DX+2 [8]-14 (or Broadsword-2), Polearms (A) DX+2 [8]-12, Knife (E) DX+3 [8]-13, or Broadsword (A) DX+2 [8]-12 (or Shortsword-2); Choose a between Throwing Axe/Mace (E) DX+2 [4]-12, or Throwing Spear (E) DX+2 [4]-12; Soldier (A) IQ [2]-12; Wrestling (A) DX [2]-10; Survival (Forest) (A) Per [2]-12; Tactics (H) IQ-2 [1]-10; Savoir-Faire (Warrior) (E) IQ [1]-12; Running (A) HT-1 [1]-11.
Background Skills [8]: Area Knowledge (Homeland) (E) IQ [0]-10; Farming (A) IQ+2 [8]-12.

Sample Load-Out

Light Encumbered
[body] Regular Clothes $240; 2lbs
[head 3-4; face 5] Light Plate Pot Helm,(DR4) $210; 2.7lbs
[neck 17-18] None
[torso 9-10; groin 11] Light Scale Front (DR3F; -1 vs cr) $160; 8lbs
[r. arm 6-7 ; l. arm 12] None
[hands 15] None
[r. leg 8; l. leg 13-14] None
[feet 16] Shoes (DR2*) $40; 2lbs
[Shield] Large Shield $64; 10lbs
[Primary Weapon] Fine Balanced Spear $280; 4lbs
[Ranged Weapon] x2 Javelin $60; 4lbs
[Secondary Weapon] Long Knife $120; 1.5lbs
Pouch (holds ceramic water bottle 1L 3lbs; $3) $13; 3lbs
Light Cloak $20, 2lbs
Total Cost: $1,207
Total Weight: 39.2lbs

Setting Notes

It takes a level of professionalism to train heavy infantry. Often they are made up the smallest land holding station (Freemen, Citizens, Sergeants, ) the weaker the civiliztion's logistics the more they self equip wealthier each soldier has to be, while the more organized the civilization they become more uniform, professional, and provide the basic war-making necessities.
The Background Skills of Heavy Infantry reflects their status, a land owning farmer who delegates the labor to tenant farmers who are either serfs or slaves.

Mass Combat

In GURPS Mass Combat, this defaults as Poor Average Heavy Infantry. 

Tuesday, January 5, 2010

On Wealth and Horses

Medieval horse Types and Traits is an awesome contribution by Icelander. Especially since Horses would be more central realistic/gritty games. They are tools of combat, logistics and travel. Thus their strategic relevance to certain games can be immense.

I draw mostly from my byzantine sources, which have pretty much the most detailed medieval sources of incomes and costs thanks to its bureaucracy (the Logos). As a basic rule of thumb, the cost of equipment (investment capital) is proportional to the a character's annual income.

In the 11C and onward byzantine soldiers were roughly middle class (average wealth, and not working class at struggling). Constant man power shortages and demand is what influenced this. Note that these middle class infantry men were Skilled archers comparable to English Yeomen (who were middle to upper middle class- average to comfortable wealth). These soldiers would have a budget of their annual disposable income for pack horses or work horses (for their farms).

The Cavalry was x3 the Income of Infantry men but had more land, so we can chuck that into "wealthy" (x5 average income) for the sake of simplicity.

Men-at-arms who earn $42,000 (wealthy) have disposable income at around $6,000. Given the risks of war many soldiers or their patrons would hedge around up to the disposable income for replacement gear. Patrons are usually the ones who take care of this because its cheaper and more secure if it left to the owners discretion than to leave it up to the soldier (examples of which can be found in the Gothic Campaign and Belisarius and other byzantine texts on waging war).

From my experience in studying pre-capitalist business owner behavior - Patrons typically will not be paying the Full Market Price when purchasing gear. Economies of scale play a strong role in much of equipping vassals, retainers and soldiers. Patrons like the army would get horses at 7 solidi or $2100 for horses that have a market value of 21 solidi ($6300).

The biggest buck can be made selling to the state or lords, and orders for horses are raised with scale in mind. (brokers will always haggle for their patrons) Like many pre-capitalist economies basic principles of future sales were very risky. Hence the high cost multiplier for individual sales. This principle can be applied to all war-related production costs.

A sword at $600 could actually follow the same rule. At market price it is the books listed price, but when ordered by a lord or the state to equip their armies the costs would fall to 1/3 the individual sale market value. So a Cheap Sword market value at $360 would fall to roughly $120 close to historical prices kept in war time ledgers by bureaucrats.

Basic rule of thumb - Market Price in pre-capitalist eras is pricing heavily modified by uncertainty of sale. It ranges opportunistically from x2 to x5, more dependent on the arbitrary value of the merchant.

At the +100% enhancement of patron, a retainer can expect gifts (aka employment fee or loyalty bribe) up to their annual income. the higher the wealth level, the more of this "gift" is made up of Land Assets used to generate income. (its hard to cite the sporadic sources that talk about gifts of land from patrons, the byzantine practice is better documented and makes for a better example; Emperor Nikopheros 12C).

Of course, rarely do patrons "provide" for their retainers so when pricing your patron advantage minimal intervention -50% and freq-6 x1/2 are very common point modifiers.

One must understand that pre-capitalist patrons cheapen their over all costs when they take on the logistics of their retainers instead of letting them run their own logistics. Unfortunately this is a lot of work and not all Patrons will do this (or have a retainer who is good at doing this).

Emperor Generals like Maurice who took good care of these details were rare. In my readings of Chinese warlords (from anecdotes in Tsun Zu) this was also the case.

in reference to: Medieval Horse Types and Traits - Steve Jackson Games Forums (view on Google Sidewiki)