Thursday, August 20, 2015

Southland: Commonwealth Regular Army

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


Commonwealth Regular Army
The bulk of the Commonwealth’s land military are the national militias of the member nations.  The Regular Army, however, is a multi-national force (as are the Navy and Marines), who garrison important fortresses, guard international borders, and protect the Emperor (the prestigious Honor Guard).  They are the backbone of the Commonwealth military, tracing their origin to the war with the Prophecy Empire and the formation of the Commonwealth itself. 

Soldiers come from any and every background.  Their main trait is that they want to travel around the Commonwealth, as units are rotated all over the member nations.  Officers (of this and the other branches) are generally all trained at the Academy.  It is prestigious honor to be accepted, as their standards are high, not just physically, but mentally.  This does drive a bit of a wedge between the enlisted ranks and the officers, as the officers enter the military through a totally different path.

In the Southland, this is not a large group (roughly a battalion in each major city, about 200 to 250 troops), but they are the most important.  The units and their officers were all assigned here.  None of them volunteered.  Morale is generally low as the soldiers all mark their time until they are shipped back home.  That said, they are all well trained, well equipped, highly disciplined professional soldiers.  With support troops and city fortifications, nothing short of a full invasion will dislodge the colony from the Commonwealth military’s strong hand.  Most troops will want to serve their time, retire and take a pension and settle down in their home country, though a few have chosen to stay in the colony.

Generally, companies rotate duties; one garrison, one on patrol, one guarding caravans.  The Southland Army corps would require significant reinforcement to conduct any sort of major assault.  Engineers would be needed to attack any fortification (currently there aren’t any units in country).  Marine units would be used to attack and hold any enemy weak point (most Marine units are currently assigned to ships).  Army forces would be used for large set battles in the field.  Militia units would generally guard the rear and supply lines, with Frontier forces guarding the flanks and reinforcing weak points.  Large scale actions, such as this, have so far only been used once, in retribution for the Cairns massacre.

Enlisted Soldier
+1 Str, +1 Con, +1 Dex
HD 1 (d10), Hp 6, AC 16 (Chain mail, Steel Shield)
Fort +3, Ref +1, Will +0
Melee: Spear (or Lance) +2 to hit 1d8+1, Reach, Longsword +2 to hit 1d8+1
Ranged: Longbow +2 to hit 1d8, L
Cavalry Skills:
Charge: Max damage + Stun, breaks Lance, except on Natural hit
Mounted Archery Skill

Troops are normally a specialist in a certain field: formation, cavalry, archery, or engineer (there aren’t any engineer companies in the Southland currently) and are grouped together into squads (companies for large scale actions).  

Sergeant
+2 Str, +2 Con, +1 Dex, +1 Int
HD 3 (d10), Hp 21, AC 16 (Chain mail, Steel Shield)
Fort +5, Ref +2, Will +1
Melee: Spear (or Lance) +5 to hit 1d8+2, Reach, Longsword +5 to hit 1d8+2
Ranged: Longbow +4 to hit 1d8, L
Cavalry Skills:
Charge: Max damage + Stun, breaks Lance, except on Natural hit
Mounted Archery Skill

NCO’s (non-commissioned officers) typically command a squad (11 men).  Sergeants are experienced soldiers with a bit more capabilities. 

Lieutenant
+2 Str, +2 Con, +1 Dex, +1 Int, +1 Wis, +1 Cha
HD 5 (d10), Hp 35, AC 16 (Breastplate, Steel Shield)
Fort +6, Ref +2, Will +2
Melee: Spear (Lance) +7 to hit 1d8+2, Reach, Long Sword +7 to hit 1d8+2
Ranged: Longbow +6 to hit 1d8, L
Cavalry Skills:
Charge: Max damage + Stun, breaks Lance, except on Natural hit
Mounted Archery Skill

Typically platoon commanders (multiple squads).  Lieutenant is the starting rank for Commoner (non-noble) Academy graduates and those given a field commission.  It is also often the highest rank for those individuals.  It is very hard for such individuals to rise higher in rank without very distinguished and noteworthy service.   

Captain
+2 Str, +2 Con, +1 Dex, +2 Int, +2 Wis, +1 Cha
HD 6 (d10, Knight), Hp 42, AC 17 (Breastplate, Light Metal Shield)
Fort +7, Ref +3, Will +4
Melee: 2 attacks/rd, Long Sword +8 to hit 1d8+2
Ranged: Longbow +7 to hit 1d8, L
Charge: Lance +8 to hit 1d8+2, Reach, Max damage + Stun, breaks Lance, except on Natural hit
Mounted Archery Skill

Captains are company commanders (multiple platoons) and usually mounted, regardless of their unit type.  (Though if on foot, they may favor a two-handed Bastard Sword 2 attacks/rd, 1d10+2, AC 16.)  This is the usual starting rank for noble Academy graduates.  Typically, this is the highest level officer that will take the field in minor combat (which could probably be defined as combat not involving yourself). 

It’s not impossible to be promoted through the ranks without being a noble, but noble Academy applicants usually start off with extensive, personalized combat training and tutoring.  Often, the rare non-noble, high-level officer will be given a title by a ranking noble, even if it is only honorary and involves no landholding, just to ensure that they are accorded the proper respect.

Higher level officers (Majors and Colonels) would be present at large, important engagements and would be in charge of garrisons.  They’re no “panty-waists” either.  Most of them are nobility, meaning they are full, high-level Knight class NPC’s in plate armor, wielding magic weapons.  Generals are often physically past their prime, but their value is in their experience and command abilities.  Currently there are three generals in the Southland: garrison commanders in Sydney and Alice Springs, and the Southland commander in the capital of Canberra

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