Wednesday, August 19, 2015

Southland: Commonwealth Marines

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Commonwealth Marines
These are the primary waterborne assault force of the Commonwealth.  The Commonwealth is the only nation with a specially trained corps for this purpose.  The most aggressive and capable of recruits are often directed into this service.  High physical standards are applied to each applicant as well.  From there, a marine is harshly trained in all manners of warfare.  Units are typically deployed in combat to seize the most difficult objectives and pacify dangerous areas.    

The Marines were original guardians of the initial settlements.  Most coastal lands were initially deserted and did not have to be taken by force.  But once there, they had to be held by tenacious, determined defense and aggressive patrols and raids.  Once the main settlements were fortified and the immediate area pacified, regular army troops became the garrison.

The danger surrounding the waters of the Southland necessitates a nominal Marine unit aboard each vessel.  The smallest warship will carry a squad (11) for shipboard defense and to board enemy vessels, while the largest will carry a full company (50) capable of land assault.  There is some natural antagonism between the sailors and the Marines on board, as the marines are usually bored silly training, while the sailors are busy with the ship.  Likewise, violent (drunken) incidents during shore leave, usually involve at least one Marine.  Needless to say, they don’t get along with Regular Army troops, much less Militia or Frontier troopers. 

Being shipboard most of the time and requiring maximum agility, Marines only use leather armor.  Marines are trained to function as a unit and are brought in to take a specific objective or serve a specific function.  Various members may be NCO’s (non-commissioned officers, sergeants), though they have the same HD and stats.     

Veteran Marine Shieldman
+3 Str, +2 Con +1, Dex +1, Wis +1
HD 3 (d10), Hp 21, AC 17 (Leather, Tower Shield)
Fort +5, Ref +2, Will +2
Melee: Heavy Spear (not subject to breakage) +6 to hit 1d8+3, Reach
Shield Wall: When at least 10 Shieldmen are in formation, those behind them gain +2 to AC, can protect up to 10 others for each Shieldmen unit, takes 1 rd to get into formation and an officer.  Once in formation, they can steadily advance on an objective.  Two Shieldmen may protect 1 other person with +2 to AC, as long as they are stationary.

Veteran Marine Grenadier
+1 Str, +1 Con, +2 Dex, +2 Int, Wis +1
HD 3 (d10), Hp 18, AC 14 (Leather), AC 16 behind Shield Wall
Fort +4, Ref +3, Will +2
Melee: Crossbow Bayonet +4 to hit 1d6+1
Ranged: Repeating Crossbow +5 to hit 1d8, 5 bolt clip, 1 rd to change, 1 extra clip, M range
Explosives: Grenadiers will also be handling a variety of alchemical devices.  What they have with them depends on the mission.  They are usually the only ones who can handle them safely. +4 to use [(Int + Wis Bonuses)/2 + ½ level] otherwise the device is a dud, on a Natural 1-4 it goes off on the user. 
Grenade: DC 12 to use, S range, 4d6 damage to everyone in 10’, 1/2 damage with successful Ref Sv.  These have a 1 rd fuse, and the thrower will need to have cover or they will take damage as well.  Failure means it's a dud, but roll again.  A second failure means a late fuse, and it goes off in 2 rds.  Usually used to break up concentrations of troops or cavalry charges.
Bomb: DC 18 to use (another explosives expert may work on it, adding +2 to the attempt), C range, used against a fortification, must be placed against it, requires two people to move.  1 rd to set, 3 rd fuse.  Usually destroys anything it is placed against.  Will stun everyone within S range.  
Stun: DC 12 to use, S range, causes a flash and loud bang in 20’ area (usually pitched into a room), DC 18 Fort Sv, stunning and deafening them for 2 rds.  Usually used to take out a fortified position or for taking captives.
Smoke: DC 12 to use, S range, covers 50’ area in smoke, usually used to cover a retreat or some other action.
Acid: DC 12 to use, C range, can burn through locks and hinges.  Usually used for stealth raids.
Greek Fire: DC 12 to use, S range. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, each effected target takes an additional 1d6 points of damage and may spread to others and flammables in the area.  Takes 2 rds to smother.  Usually used as a panic weapon on massed infantry.  

Veteran Marine Sharpshooter
+1 Str, +1 Con, +3 Dex, +1 Wis
HD 3 (d10), Hp 18, AC 15 (Leather) AC 17 behind Shield Wall, Enhanced Init.
Fort +4, Ref +4, Will +2
Melee: Short Sword +4 to hit 1d6+1
Ranged: Long Bow +6 to hit 1d8, L range

Marine Officer
+2 Str, +2 Con, +2 Dex, +2 Wis, +2 Int
HD 5 (d10), Hp 35, AC 15 (Leather, Light Steel Shield) AC 17 behind Shield Wall
Fort +6, Ref +3, Will +3
Melee: Long Sword +7 to hit 1d8+2
Ranged: Repeating Crossbow +7 to hit 1d8, 5 bolt clip, 1 rd to change, 1 extra clip, M range
Command: An officer is required to keep the men in formation and advancing on an objective and to start a charge.  Troops will never need a morale check with an officer.  Add +2 to any Will Saves for the unit.  

Typical Marine tactics involve the Shieldmen disembarking and forming a Shieldwall.  Equal numbers of Grenadiers and Sharpshooters form up behind them.  The group then methodically, but quickly, moves as unit on its objective.  Once in close range, they fix bayonets, ready spears, and charge.  Heavy equipment such as catapults, ballista, and heavy crossbows may be set up behind large numbers of Shieldmen. 

By and large, only veteran Marine units are sent into the Southland theater.  Most are aboard ships, with a few units serving special tasks inland.  Sydney and Melbourne are their usually home ports.  Captain is highest field rank for a Marine and they are usually Knights as well (though they have little opportunity to lead cavalry charges).  They are company commanders, usually present for full waterborne land assaults.  Remember that Ship’s Captains and Admirals ultimately make all the decisions about Marine deployments.  There is one Marine Commandant in the Southland, who is in charge of the Marine training facility and garrison next to the Sydney Naval Base.

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