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.
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