Monday, August 31, 2015

Southland: The Crossbones

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


The Crossbones


This was once a pirate group covertly sponsored by the Hegemony, in an attempt to siphon off the wealth that the Commonwealth was shipping out of the Southland.  The effort was joined by pirates from the Oriental Empire and the Commonwealth and even unknown countries.  However, the attacks were a minor nuisance, relative to the total shipping. 

Then came Captain Hobart, a former Commonwealth Naval officer and nobleman.  Whatever motivated him to turn on his country did so with a vengeance.  His knowledge and tactics turned this rag-tag group into a navy in their own right (albeit a pretty grubby one).  The price on his head is astronomical, but his crews remained loyal to him, trusting and fearing him more than the Commonwealth.

Giant monsters surrounding the continent had always been a menace to shipping.  The island of Tasmania, or Monster Island, was not only populated with them, but they seemed to be actively and intelligently keeping intruders out.  Hobart correctly figured out that there was someone controlling them.  At great cost, Hobart and the pirates managed to explore the island and found a degenerate clan of Ancient survivors.  He managed to force them to teach him how to use an Ancient magical device that could control the monsters.  Hobart then massacred the group (though there are a few survivors, who are currently in hiding). 

This was a scary development.  The Crossbones took possession of the island and openly declared it sovereign territory under Captain-Emperor Hobart.  The Commonwealth Navy would have found this amusing, but with giant monsters backing up the claim, the pirates could make it stick.  Striking from a hidden, fortified, well protected nearby base, the Crossbones are a force to be reckoned with.  Effectively, he’s made the Bass Strait between Tasmania and the Southland a hunting ground and the south of the continent, a danger zone. 

While the Navy hasn’t been given sanction to assault the island, they have beefed up their presence and the shipping is more protected.  It’s something of a stalemate.  As long as Hobart alone can control the monsters, his rule is also secure, but the pirate captains are grumbling about the lack of easy pickings.  Hobart may be planning more ambitious adventures, perhaps an invasion of the mainland and taking the gold and diamond shipments there.     

So far, Hobart has only made one major mistake.  The Gillmen, living offshore, often came ashore to take eggs of the giant monsters to raise them as their servants.  While he approached them under truce, Hobart didn’t like the non-human intrusion and slaughtered the poachers.  This brought quick retaliation from a small army of Gillmen and their giant monsters.  The Crossbones with their monsters held their own and beat them back.  Hobart even took a magic trident from their king, who was leading the assault, though he escaped.

While the Gillmen haven’t made such a large scale attack again, they are a constant guerilla warfare menace to the island and to the pirate ships at sea.  Worse, they’re not discriminating between the pirates and the colony, and they have been attacking coastal settlements.  It’s pretty much another stalemate situation, as no one is able to effectively strike back at the Gillman’s underwater bases.    


The pirates also have mobile supply points in secluded bays all around Tasmania, giving them greater range and making them harder to spot. 



The town of Hobart (how modest of the Captain-Emperor) is every bit the den of pirates you’d imagine if it were a Disneyland ride.  It is, however, an actual functioning municipality.  There are women (with questionable backgrounds brought in or purchased from various other nations) and children (of dubious parentage).  It is well-defended by ships, monsters, and even coastal emplacements and siege batteries.  There are also a network of informants on the mainland, keeping the pirates informed of naval movements and shipments.

Friday, August 28, 2015

Southland: The Hegemony

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


The Hegemony
While the Hegemony and the Commonwealth are officially at peace, it is a much more complex relationship.  The sides fought a major war with one another 20 years ago.  The war coalesced several, previously unfriendly nations into the Commonwealth after the invasion.  While the Prophecy Empire was never directly attacked, the disintegration of their invasion force and sudden death of much of their leadership, broke the empire back up into the unallied, minor clan holdings from which it sprang.  Only recently, have they formed something close to a national government, the Hegemony.    

Being neighbors, though mostly geographically separated by inhospitable terrain, the nations are continuing trade partners.  Frictions are usually, and correctly, attributed to the Hegemony’s very weak central government and the rebellious actions of individual clan states.  While there is some low-level conflict over the “Dark Continent” colony, the possible riches in the Southland have rekindled some serious animosity. 

Hegemony business concerns and efforts at exporting workers and mercenaries have mostly been blocked by the colonial government, naturally suspicious of the Commonwealth’s old enemy.  Besides, they’ve already established a relationship with the much friendlier Oriental Empire.  Individual clan states have taken to sponsoring pirates and in-land adventurers to raid in and around the colony in a more aggressive action.  (This effort has actually gotten away from them at sea and ended up helping to create the Crossbones pirate nation.) 

There is always a persistent fear that events on the home continent may ignite open warfare in the Southland, and vice versa.  At any given moment, the hot-blooded clans of the Hegemony might unite again, given the excuse.  The nations of the Commonwealth haven’t forgotten being invaded and many of them still want payback for it.  That trigger could happen because of events in the far away Southland.  

The Kalbarri Portal


Seven Sisters Myth: The last remaining Sisters found a Wizard with a magic gate.  He warned them that he could not control their destination in times such as these.  The Sisters were desperate.  He took the treasures that they had accumulated (gold, diamonds, and Philosopher’s Stone) and gave them transit through the gate.  One at a time, they disappeared through it, but all of them went to different, far off places.  The Sisters were finally safe, but they weren’t together anymore.   

The Kalbarri Portal may actually pre-date the Wizard-King’s empire.  It may be another source for their immense arcane knowledge, as it can connect with the other-worldly/other dimensional/other periods of time.  Of course, one has to be high-master of magic to command the object to function correctly.  More likely, a lesser wizard might activate the Portal, but the destination will be completely unknown.  It can, and will, activate by itself or by the command of a user on the other side.  Anything can come out of the Portal under those circumstances.

The Portal is known in the Commonwealth colony of Perth, but they do not have the resources to fully examine it.  Though it radiates strong magic, colonial authorities elsewhere have had little interest in it.  The sparseness of the land and the presence of two dangerous insect colonies (Giant Ants at the Pinnacles and Giant Locust swarms near the Portal) have dampened any exploratory enthusiasm.   

Hegemony raiders, however, use this area as a gathering point, being an easy-to-spot landmark.  Having experience with locusts and giant ants in their homeland, they’re actually able to use them as a screen for their activities.  They also revere the object, but given the Hegemony’s traditional aversion to magic, they do not have sufficient skills to activate it, except by accident. 

While devout fanatics, the raiders are masters of hit-and-run tactics on caravans and small settlements and forts.  They take whatever treasure they can carry and captured supplies, destroying anything they can’t take with them. 

Hegemony Raiders
+1 Str, +1 Con, +2 Dex, +2 Wis
HD 2 (d8), Hp 9, AC 14 (Leather)
Fort +4, Ref +5, Will +2
Melee: 2 attacks/rd Scimitar +3/+2 to hit 1d8+1
Ranged: 2 attacks/rd Short Bow +4/+3 to hit 1d6
Charge: Spear +3 to hit 1d8+1, max dam + Stun, breaks spear
Mounted Archery Skill

Hegemony Raider Captain
+2 Str, +1 Con, +2 Dex, +3 Wis
HD 5 (d8), Hp 25, AC 14 (Leather)
Fort +5, Ref +6, Will +4
Melee: 2 attacks/rd Scimitar +7/+4 to hit 1d8+2
Ranged: 2 attacks/rd Short Bow +7/+4 to hit 1d6
Charge: Spear +7 to hit 1d8+2, max dam + Stun, breaks spear
Mounted Archery Skill

Camel
HD 3+6, Hp 19, AC 13 (Natural)
Fort +5, Ref +6, Will +1
Melee: Bite +0 to hit 1d4+2 (Camels don’t bite when carrying a rider, only when being handled by someone they don’t know)
Camels are known for their ability to travel long distances without food or water.
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds.


Horses have proven to be impractical in western Southland for extended field operations.  The Commonwealth has used oxen as the primary beasts of burden and relied on well-known watering holes and outposts.  The Hegemony raiders have brought in camels for their operations, which allows them a wide range of deployment without the need for constant resupply.

Thursday, August 27, 2015

Southland: The Oriental Empire

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


The Oriental Empire
[Yes, this is the Jianghu setting.]

Note that this is how the Commonwealth refers to them.  They refer to themselves as “The Empire.”  The Commonwealth and the Empire are not geographically anywhere near one another on their home continent.  As such, they only have limited diplomatic contact and some, tenuous trade missions. 

The Empire was well aware of the Southland, but never made any claims to it.  Their expeditions found it long ago, but were easily repulsed by the strong Humanoid presence.  They abandoned all contact and declared the land in quarantine.  The Commonwealth would come along centuries later when the continent was more habitable.  Suddenly, it was all a foreign colony of a barely known country.  Initial news of this conquest and possible riches to be had there fell upon incredulous Imperial ears and two years after it had happened, much too late to do anything about it.  

The Empire and its Emperor have been quite disturbed by these developments.  At this point, all they can do, short of war, is continue to the monitor the colony and attempt more subtle means of domination.  Trade, espionage, diplomacy, and spreading internal dissent are the Empire’s main tools in this quiet conflict.  They aim to destabilize the colony and take over in the chaos, by taking individual cities and towns, if necessary.  They want Imperial forces seen as helpful liberators in such cases. 

Their main focus has been along the west and north settlements, and coincidentally nearest to the most valuable resources.  They have been exporting workers to the various mines as cheap labor, and even some mercenary groups to help keep the peace.  Along the eastern settlements, they aggressively seek trade and investment in subtle economic warfare.

Governor-General Bligh is highly suspicious of the Oriental Empire’s goals, but even he is unaware of the true level of the threat and still allows the Empire unmolested transit and contact.  As it stands, only the inherently xenophobic secret society of the Founders stands in their way.  The group actively sabotages much of the Empire’s efforts, though mostly because it threatens their own monetary interests.  Imperial agents have only recently become aware of the Founders, as such, they have refocused their efforts on either eliminating them or co-opting them to their side.   

Imperial Operative (Thief/Spy)
+3 Dex, +3 Int, +3 Wis, +3 Cha
HD 5, Hp 15, AC 13 (None), Enhanced Init.
Fort +1, Ref +7, Wis +4
(Only ever takes ½ dam at most from failed save)
Melee: Dagger +3 to hit 1d4, Sap +3 to hit, used for KO
Ranged: 2 x Dart +6 to hit, 1d4 each

Lucky: DC 12 Will Sv on first hit in a rd to avoid damage, DC 18 on other hits in a rd.

Stealth Attacks
All-Steath check (DC 12 Stealth check) + Successful attack roll, may be attempted once on an opponent, once per encounter
Surprise-Unsuspecting victim, Max dam x2 + Stun
KO-Unsuspecting victim, DC 12 Fort Sv or KO 1 turn
Sneak-In combat, Max dam + Stun

Skills
+6: Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items)
+6: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets
+5: Acrobatics (Balancing, jumping), Climb
+6: Fast Talk, Haggle, Disguise, Intimidate (Psychologically)
+6: Charm
+5: Intimidate (Physically)

An Operative isn’t deployed for combat purposes, but rather to gather intelligence and create human capital that can be used to further the Empire’s agenda.  This may be by observation, theft, and social engineering (befriending people, blackmail, bribery, etc).

Imperial Assassin (Ninja)
+3 Dex, +3 Int, +3 Wis, +1 Str
HD 6, Hp 18, AC 13 (None) Enhanced Init
Fort +2, Ref +8, Will +8
(Only ever takes ½ dam at most from failed save)
Melee: Wakizashi +7 to hit 1d8+1
Dagger +7 to hit 1d4+1 + Poison
Ranged: Shuriken +9 to hit 1d2 + Poison (carries 4)

Poison-must be re-applied after a successful hit, 1 rd to apply, carries 4 dosages of each, will save 1 Deadly dosage for themselves if caught
Paralyze-DC 18 Fort Sv or KO 1 turn
Deadly-DC 18 Fort Sv or die in 1 + Con bonus hrs, will reduce all bonuses to 0 for 1 turn even if successfully saved

Shadowy: DC 12 Ref Sv on first hit in a rd to avoid damage, DC 18 on other hits in a rd.
Vanish: May use a smoke bomb or ambient darkness to disappear for 1 rd once per encounter/turn. Thereafter a Stealth check is required to escape detection. Alternately, the ninja has a 1 rd, running headstart.

Killshot
Steath check (DC 12 Stealth check =< Opponent HD, DC 18 > Opponent HD) + Successful attack roll, may be attempted once on an opponent, once per encounter
Opponent HD =< DC 18 Fort Sv or reduced to 0 Hp, saved take Max dam + Stun
Opponent HD > DC 12 Fort Sv or take Max dam x2, saved take Max dam + Stun

Skills
+6: Detection (Traps, ambushes), Detection (Trapped items)
+6: Stealth (Hiding, sneaking), Escape Artist
+5: Acrobatics (Balancing, jumping), Climb


An assassin (Ninja) is deployed to eliminate certain individuals who are in the way of the Empire’s agenda, who cannot compromised in a more peaceful way.  They normally take pride in only killing the target on a mission.  Ninjas are expected to kill themselves if they fail or are caught.

Wednesday, August 26, 2015

Baseball Blog 8-23-15 Back to the Dog Pound

There!  Your Southwest University Park nickname.  Finally.  You’re welcome.

This time I was fortunate enough to go as part of a group outing.  I say “fortunate” because I actually wasn’t part of the group; I was a guest of someone who was, Ron.  There was also some significant guilt attached I’ve been actively attempting to poach this person from this business for the place that I work for.  I now know what sort of ethics I have went it comes to going out to a ball game: I don’t have any.  At least I had the manners to invite my host to an Aggie football game that my business is having a tailgate at.  Hopefully I’ll have a report on that event in a couple weeks.  I already bought a shirt and hat for it, so I’m economically obligated.


There was some significant delay in the getting to the park and confusion as to where we were supposed to go, but we were there in time for the game.  I had time to visit the teamshop and pick up a hat to go with the shirt.  I also grabbed the 2014 and 2015 Chihuahuas team set baseball cards.  Still no Buster Posey card damn it!  I’ve bought all these cards over the last couple years and still haven’t gotten a Buster card.  I can’t understand what I’m doing wrong.  Wait, what’s that?  Try buying a Giants team set if you want a Buster Posey card?  Let me look over these Chihuahuas cards again.  There’s got to be one in there.  In the meantime at least I now have a couple of Chico cards to content myself with.  Good move giving the mascot a card.  I also picked up a shot glass for someone at work.  I thought about getting the larger and more practical beer glass, but Ron reminded me, “Dude, whatever you buy, you’re going to have to carry for the rest night.”  Good point.  Between this shopping trip and the trip the day before to get the Aggie gear, I don’t think I can afford any more free tickets to sports events.




This was apparently a very popular event.  If I can extrapolate from this, group and suite sales are probably a big part of the Chihuahuas revenue.  It is a great place for a group outing.  Ron and I ended up in the Santa Fe Pavilion with most of his co-workers.  There were several team staffers there for hospitality.  Chico even put in a special appearance.  (And once again, action during the game prevented me from getting my picture taken with him.)  The provided food was bacon-wrapped hot dogs, fajitas, nachos, and big cookies.  The fare was pretty good, though I was tasting that hot dog for the rest of the night. 

The view was honestly not that great from the outfield.  Action going to Center and Right field was occluded unless you were in the very front row of seats.  Those seats are also usually in direct sunlight (a fortunately placed cloud kept it shady for most of this game), and while it would be a tremendously lucky shot, one does feel the need to keep a mitt while sitting there (though being careful to not interfere with play, not sure where the home run line is offhand).  The seats and chairs behind them have a lousy view, but are cooler and less dangerous seeming.  Fear not.  There’s a large TV with the MILB feed of the game playing on the wall, so you don’t have to miss any plays.  There’s also two smaller TVs, in this case, one with a Major League game and another with a stupid NFL pre-season game. 

The outfield view does give you a new appreciation for outfielders and flyballs.  It’s a long way out there and whole bunch of territory.  By the way, the grass out there is manicured to an Astroturf-like conformity.  It was a little breezy that night.  It kept the wide-open pavilion very comfortable.  There were storm clouds and lightning in the distance, which thankfully kept their distance. 

Once again, the crowd was still filing in in the 3rd and started leaving in the 8th and 9th, regardless of the score.  Ron’s co-workers were very pleasant, though there was one kid there who had the same camo shirt I did.  We were looking at each other like debutantes at a ball who had the same dress on.  He went with the full camo hat as well.  I had considered that style, but they only had it in the fitted version (heads up, those aren’t a good investment unless your head and hair are kept at exactly the same size all the time), and I thought the black hat would look better by itself without the shirt.  Enough fashion. 


Though it may not show, I made heroic efforts in keeping a scorecard during the game.  I got bumped out of the front row seats after a couple innings.  I was standing for about three innings.  Finally, I was seated on a tall bar chair in the back for the rest of the game.  All the while, bacon-wrapped hot dogs and a long line waiting for them were tempting me.  Thankfully, at some point later in the game, I could hear Tim on the speakers in the pavilion and I could take out my static-y radio earplugs.  The cute little Goth girl with purple highlights was also a continual distraction.  (She wasn’t one of Ron’s co-workers, so I couldn’t ask for an introduction.)

The game itself was a bit of a disappointment.  Like I said before, that last game was a classic and unfortunately you can’t expect that every time.  Such is the nature of sports in general.  The NFL does a pretty good of making most of their games exciting, but that’s mostly because their games are fixed.  The Chihuahuas lost to the Colorado Springs Sky Sox 3-2.  Renfroe, making his debut, got a home run in the 1st that got the crowd going.  Other than that, the largest cheer in the game was for the grounds crew in the 5th doing a choreographed dance while going around the bases.  That also proved to be the pivotal inning, as the Sky Sox loaded the bases and scored two on a single.  Other than mounting a couple of efforts in the 6th and 8th , the Chihuahuas offense didn’t match their pitching effort.  At least the game went quickly at 2 and ½ hours.  Ron commented on the good pace of the game thanks to the pitch clock.  I mentioned seeing an MLB game earlier in the week where a reliever actually walked around the mound in-between each pitch.  Thankfully, that guy wasn’t pitching here.   



The star of the game was Chico.  He challenged the Sox first baseman to a push up contest and won by default.  Hey, doing one-armed pushups in that outfit, you’re the star Chico.  The game may have been a bit disappointing, but me and Ron both wanted to return as soon as possible (it was his first time there).  Regardless of the result, as I told Ron, “It’s never a wasted day at the ballpark.”   


Southland: Adventurers

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


Adventurers
The colonial authorities have neither the resources nor inclination to explore.  They are too busy trying to keep order in a near lawless frontier, not to mention, fending off occasional organized monster attacks.  In the meantime, there’s plenty of willing adventurers.  They distract the monsters, soften up their lairs, and pay taxes if they find anything.

The colonial government has opened up the interior to exploration, salvage, and exploitation.  There is a flat 10% tax on recovered treasure and magic weapons and items.  Given the lack of civilization (that is, fences for illegal goods) and how low the tax is, it’s an easy choice to pay it, if you get lucky.  Adventurers are encouraged to explore the Outback.  Finding the lost capital would lead to fame, riches, and probably instant nobility.

Information is power.  Random exploration is certain death on this continent.  The environment is too harsh and sustenance is too sparse.  Not to mention the lethality of the monsters if not properly prepared to face them.  Characters need to gather info on treasure.  Where it is and what’s there guarding it.  They can get information from various sources: interrogation, maps, books, libraries, guides, eavesdropping, snooping, bribes.  A major concern is supplies.  Easy water and food are not naturally found around most major sites (except from previous perished adventurers), much less the open Outback. 

Adventurers are the most irregular of irregular forces that might be called upon to defend the colony.  Bribery, force, and circumstance are about the only means of compelling adventurers to action that isn’t in their monetary interest.  That said, successful adventurers are often some of the most powerful warriors and wizards in the colony.  Colonial officials will always court them when in need.

Tuesday, August 25, 2015

Southland: The Rangers of the Southern Cross

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


The Rangers of the Southern Cross
While all of the different branches have their merits, there is only one elite corps of soldiers stationed in the Southland.  (There are “special forces” units in the Regular Army, such as the officially-doesn’t-exist Cloak unit, but they are not present in the Southland.  Yes, we are talking about psionic fighter/thief/wizard troops with magic weapons.)  The Rangers are officially scouts for the Frontier Service and not a separate unit.  Unofficially, they don’t mix, as the Rangers are always in the field when on duty, and when off duty they generally live away from their home base. 

Frontier caravans seldom move without a Ranger escort.  They serve as an early warning system for frontier towns and forts.  Often they are the first reinforcements in the event of an attack, and the ones going out to bring more.  Bounty hunters are seldom needed in the Southland as anyone who runs off into the Outback is as good as dead.  On the occasion that someone has to be recovered or there are lost and missing individuals, the Rangers are the best option.  Civil disorder on the frontier isn’t unheard of.  The Rangers are often deployed to restore it.

The Ranger Corps is a relatively late addition to colonial defense and not a standard Commonwealth military unit.  It was instituted (and approved by Governor-General Bligh) by a now retired general, who noticed that certain individuals not only seemed to intuitively understand the Outback environment, but functioned better without the regular members of their unit.  Originally a specialized scout service unit for a dangerous frontier route, after meritorious action in a battle (on their own initiative), the general awarded the entire group battlefield commissions.  The Ranger Corps was formally established.  Their duties were expanded, though left somewhat intentionally vague.  The group was allowed to choose its own members from among volunteers from any service.  Probationary members would have to earn their Ranger commission by their actions and with the consent of a Ranger Captain. 

There is no standard uniform.  Members are only identified by their distinctive Southern Cross badge.  There also isn’t a standard member of the group.  There are tough outdoorsmen (rangers and barbarians) that you’d expect.  But there are also wizards, knights, demon-hunting paladins, and some highly questionable individuals (thieves) forming squad members.  Their backgrounds, appearance, and methods all differ, but their ability to accomplish the mission is the only thing that matters. 

The typical unit doesn’t exist either.  There are loners, pairs, small parties, and even full squads (up to 11).  Unfortunately, ego is an issue between most Ranger groups.  They won’t work well together without a strong reason and strong leadership.  Smart commanders will normally assign a specific task for a group and leave all of the details up to them. 

All Rangers are technically officers, up to Captain.  The “technically” part is that they all have field commissions and are normally not Academy graduates and that their only designated subordinates are themselves.  Their rank is even questionable outside of the Southland.  (And don’t even think about pulling rank on board a Commonwealth warship, unless you feel very confident about your swimming abilities.)  Rangers may take command of any militia unit where there is no active duty officer present.  They may also take command of any Frontier or Regular Army unit where they are the ranking officer.  They must defer to any Academy trained officer of equal rank, regardless of experience. 

This causes all sorts of chain of command issues. Ranking Rangers are not compelled to take command and often won’t.  They’ll simply designate whoever seems competent to take charge and tell them to stay out of the Rangers’ way.  Further, an experienced Ranger will seldom take orders they disagree with from inexperienced equal ranking Academy officer.  (Though in fairness, there’s usually a very good reason for it.)  A Ranger unit can quietly mutiny and take command in such a situation and even make any deaths look like an accident.  Of course, there may be other considerations behind bad orders that an insular Ranger group wouldn’t know about, which can cause them problems later.   

[I’m not providing stats for a typical Rangers, because there aren’t any typical Rangers.  These individuals would be full character class NPC’s from 5th to 8th level.  Yeah, they’re tough.]


Monday, August 24, 2015

Southland: The Frontier Service

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



The Frontier Service
The multitude of convicts in the colony have an option to hard, menial labor, and can do so, retiring with a plot of land and a pension.  They may volunteer as a trooper for the Frontier Service.  Convicts make up about ¾ of the ranks.  Even the hard time convicts are given the option to join.  They are trained and armed as the regular army, though they are given a different uniform.  Discipline and morale are, let us say, continuing issues of concern.  All units are lead by Commonwealth officers and regular army NCO’s, usually of the harshest and strictest sort.  (Many have been assigned this post as punishment for various types of transgressions.  Performing well here is only way out of the outfit.) 

The other quarter of the troops in the Frontier Service are comprised of all sorts of individuals.  Joining the Frontier Service wipes out any incurred debt.  There are an unsurprising number of failed entrepreneurs and barely legal con men who need this clemency.  There are sole survivors of settlement massacres burning for revenge, idiots joining while drunk, thrill seekers, madmen, and some genuine patriots. 

Troopers may attain up to the rank of sergeant, though this is somewhat rare.  More often, anyone displaying any trustworthiness is immediately promoted to corporal.  The bulk start and finish as privates.  A ten year enlistment entitles the trooper to a plot of land on the frontier along with a military pension.  Convicts are still exiled to the colony, but may live anywhere within it. 

As the name implies, frontier troops are stationed outside of the major cities.  They garrison forts, guard caravans, patrol around endangered settlements, and form expeditionary forces into dangerous areas.  In short, they are used wherever expendable troops are needed for hazardous situations.  There’s no escape from the Frontier Service.  Not only is there no where to go, deserters are usually hunted down and immediately executed by their own unit.  Working together is their only option to survive and finish their service.

Due to the mixture of troops, there is a real threat of mutiny.  Units are rotated into different posts and duties constantly.  Frontier troops are never deployed in units larger than a platoon, unless there are militia or regular army troops with them.  These forces are also always kept on the frontier.  Squads performing meritoriously in action may be granted a short leave in a coastal city, but only with an escort.  Otherwise, leave is only granted for the nearest frontier town, also with an escort.  As the Frontier troops are hard-bitten combat veterans and actually outnumber the Regular Army forces, insurrection against the colony is a possibility.  But, that sort of action would take a powerful, charismatic leader and some cause to rebel. 

These guys are a bunch of scary bastards.  The Frontier Service troopers are a danger to themselves, a threat to the colony, but, most importantly, a fearsome foe to any invaders.  The Humanoids in the Outback have learned not to attack a frontier fort without overwhelming force.  

Frontier Service Trooper  
+2 Str, +2 Con, +2 Dex
HD 1 (d10), Hp 7, AC 16 (Leather, Heavy Wooden Shield)
Fort +4, Ref +2, Will +0
Melee: Spear +3 to hit 1d8+2, Reach, Longsword +3 to hit 1d8+2
Ranged: Longbow +3 to hit 1d8, L
Charge: Max dam + stun, breaks Spear
Mounted Archery Skill

Usually the Frontier Service is assigned to areas where metal armor is a poor choice for daily protection.  The Service favors agility and speed in combat.  Troopers are expected to be adept in any type of combat role: formation, single combat, cavalry, and archery. 

Frontier Service Sergeant
+3 Str, +2 Con, +2 Dex, +1 Int, +1 Wis, +1 Cha
HD 4 (d10), Hp 28, AC 16 (Leather, Heavy Wooden Shield)
Fort +6, Ref +3, Will +2
Melee: Spear +7 to hit 1d8+3, Reach, Longsword +7 to hit 1d8+3
Ranged: Longbow +6 to hit 1d8, L
Charge: Max dam + stun, breaks Spear
Mounted Archery Skill

Intimidate (Physical) +4
Intimidate (Psychological) +3

A promoted from within Frontier Service Sergeant is a truly fearsome individual.  Whatever background they came from, they end up as hard-bitten, no nonsense tormentors of their own men and terrors to their enemies.  The two unofficial qualities necessary for promotion to sergeant are absolute loyalty to the Service and complete sadism.  Their prime weapon proficiency is cruelty, which they turn on everyone around them.  Who else could keep a bunch of murders and thieves in line?  You may imagine what they order done to actual enemies. 

There are only two things keeping these men from being killed by their own subordinates.  One, fear.  While only an officer can order an execution, an sergeant can, and often will, hand out any extreme punishment up to that.  Two, respect.  It is a strange paradox, but in combat, the sergeant is the most likely individual to sacrifice himself to the keep the men alive.  With the officers in charge often callous and indifferent to the troops’ survival with regard to their mission, it falls upon the sergeants to set the example for bravery. 

There is an unspoken NCO code that they are ultimately responsible for the lives of their men, up to even sacrificing themselves to save them.  It would be considered a mark of shame amongst their peers for a sergeant to be the sole survivor of a massacre (an unfortunately common occurrence on the frontier).  The model NCO trooper was the legendary Sergeant Major Lejaune who defended his fort single-handedly (creatively using dead men to man the battlements), while his men escaped to get help.

As Frontier officers come and go, the sergeants are usually the most experienced men in the unit.  The smart officer leans on his NCO’s for advice, as they often have an intuitive understanding of any combat situation in their area. 

Friday, August 21, 2015

Southland: Commonwealth Militia

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


Commonwealth Militia
In the Southland colony, all able-bodied men are required to be part of a local militia (women may volunteer), drill with them at least once a month, and are subject to call up when needed.  Retired Army (sometimes even Navy) officers and NCO’s usually command Militia units, though active duty corporals have been known to take charge in a pinch. 

They are the largest military group in the colony.  In theory, at least a third of the population is a part of it.  In practice, units and individuals are of widely varying quality.  They are not supplied standard equipment nor given standard training, and often have low morale.  However, in a supporting role, they are more than capable.  If defending their own homes or in the face of a national emergency (and angry), the Militia would prove a tenacious foe. 

Militia Soldier (Infantry)
+1 Str, +1 Con
HD 1 (d8), Hp 5, AC 11 (Light Shield)
Fort +3, Ref +0, Will +0
Melee: Spear +2 to hit 1d8+1

Militia Soldier (Archer)
+1 Str, +1 Dex
HD 1 (d8), Hp 4, AC 11 (None)
Fort +2, Ref +1, Will +0
Melee: Dagger +1 to hit 1d4
Ranged: Short Bow +2 to hit 1d6, M

These are only typical stats.  Usually if someone can’t handle a spear and a shield, they’re given a bow.  If they can’t handle a bow, they’re sent home.  Some Militia troops may have better weapons and armor and personal stats. 

Militia Sergeant
+1 Str, +1 Con, +1 Int
HD 3 (d8), Hp 15, AC 13 (Leather and Light Shield) AC 12 if firing bow
Fort +4, Ref +1, Will +1
Melee: Longsword +4 to hit 1d8+1
Ranged: Longbow +3 to hit 1d8, L

Militia unit NCO’s are a true grab bag of individuals.  Militias are very local groups, choosing their own sergeants.  (Officers are assigned to them.)  Their qualifications can range from most charismatic, richest, best gear, strongest, smartest, and even drew the short straw and was forced into it.  The example represents the best case scenario: good shape, some brains, and decently trained and equipped.  

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

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.

Tuesday, August 18, 2015

Baseball Blog 05-31-15 Josh

[Just a little sidebar, the El Paso Chihuahuas were on national TV for ASN’s inaugural Minor League Showcase game right after the Rangers’ game described here.  Dad came over and watched the game with me.  While the dogs were trounced by the Iowa Cubs, the hosts have been mentioning that El Paso visit all season.  They were as impressed as I was by the stadium.]

I was actually dancing Sunday evening.  It was a little “happy” dance, a jig.  Josh Hamilton had just doubled in the winning run in the bottom of the 9th with two outs.  I was listening to the game on the radio and would have to wait for a local sports report that night to see Prince Fielder charging all the way from first to belly-flop across home plate to win the game.  The Rangers beat the Red Sox 4-3.

From here, I have to rewind to explain the absolute improbability of my outburst.  Let’s remember how Josh played his way off the Rangers.  He virtually single-handedly knocked his team out of the playoffs in his final year with them.  Josh didn’t even care, since he knew he’d be getting a big free agent contract in the off season.  Then he goes to the Rangers’ division rival, the Angels and takes a pot shot at Rangers fans on the way out the door.  Bridges burned.

Almost predictably, Josh didn’t live up to his huge contract.  It wasn’t like anything other than a World Series championship with him being named MVP would have made it worth it, but what the Angels got was a whole lot less.  He was mostly injured, struck out a lot when healthy, and proceeded to alienate himself from the rest of the team.

What happened next was not as predictable; Josh Hamilton giving the Angels a reason to get rid of him on a silver platter.  After announcing he was going to have surgery that would coincidentally force him to miss Spring Training (no, no, don’t bother having that procedure earlier in the off season, so you could have still worked out with the rest of your team.)  Josh followed that up by “self-reporting” his own relapse using drugs.  He couldn’t have told the team more forcefully that he wanted out.

I hate the Angels (okay, mostly Albert Pujols, the team simply being the vehicle of my hatred for him), but unlike the rest of the sports media, I have more empathy for them than Josh in what happened next; the Angels essentially paying another team to take him off their hands.  You see, his massive contract is all guaranteed money.  Josh could just about do whatever he wanted and still get paid.  As much as I want to see the Angels screwed, this just doesn’t seem right.

Josh Hamilton is clearly a troubled soul and a tragic hero at best.  He does need help, constant and ongoing.  You can feel sorry for him in his personal life as he’s undergoing a divorce.  You can even feel sorry for him as the divorce will cost him half of his massive contract.  However, his addiction problem was self-inflicted.  He didn’t volunteer to be an addict, did volunteer to do the drugs.  Given the support system surrounding him, there was no excuse for a relapse.  Of course, since his money is guaranteed, why not deliberately violate league drug policy?  Why not self-report if you know its going to show up on your next league drug test?  You’re going to get paid anyway.

Arte Moreno, owner of the Angels, has been somehow portrayed as the villain in this affair.  All he did was overpay Josh, watch him fail, and then pay him to leave.  Since Moreno didn’t stand by the guy who was doing everything he could to leave (and still get paid), he was a cold, heartless bastard.  One could legitimately ask if he would have treated Albert the same way if Al were exposed for, say, massive steroid use.  I think I can assure you that Arte booted Josh from the team with likely the full consent of his teammates, if not their urging.

The interesting twist was Hamilton wanting to go back to the Rangers.  He had already pissed off everyone in Texas.  Yet even with reportedly better offers from a couple of National League West teams (I wonder who?), Josh took a bit of a pay cut to come back.  Pretty much only the owner was the same from when he was there.  If Wash was still there as the manager it’d make more sense.  Since the Rangers weren’t going anywhere at the time and the Angels were essentially paying them to take him, why not?

So Josh joins a sub 500 Ranger team, but one that had just won a couple of close games versus the Red Sox in Boston and then dropped a bomb on the Yankees, sweeping them in the Bronx.  The most remarkable thing Josh did when he joined the team in Cleveland was that, in spite of the attention, he did not disrupt the team’s chemistry, as they took the series against the Indians.  If he didn’t make much of a contribution, at least he didn’t hurt them.

Josh’s arrival in Arlington was met by cheers and supporting signs by the fans.  Whatever he deserved, Josh got more than he probably expected.  In turn, he gave Rangers fans what they wanted in his first game back with the team, a pair of home runs and a Ranger victory.  All this lead to that sweet, golden moment of Josh driving in the winning run on Sunday afternoon.  How unlikely was it that Hamilton could rejoin a team playing well and contribute, and much less have me rooting for him? 

Josh is already injured again from that hit for a month, along with Adrian Beltre from another incident during the game (talk about a costly victory).  Meanwhile, rookie phenom, Joey Gallo, has been called up and all he did in his debut was hit a home run and drive in four runs.  For all the statistics and projections, who can predict this game of baseball?     


[Update: Josh has been oft injured and sat out a bunch of games.  His stats have not been impressive.  However, the late game heroics described here were not a fluke.  Josh has had about five game-winning hits since.  Who knows how this season turns out, but if Josh can keep clutch hitting, the Rangers have a chance and even Josh Hamilton can redeem himself in Texas.]  

Southland: Naval Combat

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


Naval Combat

Crew:
Each ship at least needs someone manning the wheel in combat, hopefully a ship’s Captain.  Siege weapons require a full crew to operate every rd.  Those without, operate every other rd.  Soldiers need to be ready for possible boarding or repelling boarders.  Finally, those who do not allocate crew for Damage Control purposes will likely find themselves swimming home.    

Combat:
Sighting: Takes place outside of VL range.  Vessels have spotted each other (there are always crew on lookout).  If one ship wishes to Evade the other, then it’s an Opposed Captain’s check.  If the winner has a faster ship, then they automatically get away.  If the winner has an equal or slower ship, then it requires another successful check.  A ship that fails at Evasion, the next rd, the pursuer is within VL range, and the pursued will no longer be able to get away.  Once naval combat starts, there’s little chance of backing out at that point.

Long Range Combat: If one vessel has weapons of longer reach than the other, there’s no Initiative.  That vessel can fire without reply. 

Initiative: For ships within each other’s weapon’s range, roll for Initiative with each Captain’s Sailing Skill as the modifier.  From there, ships trade volleys. 

Movement: Ships may choose to move closer, move away, or stay stationary each rd.  However, whoever has the Initiative moves and fires first.  Ships move from one range level to the next in 1 rd of movement.  Ships engaged in combat at Close range cannot disengage from each other unless one of them is unable to move. 

Called Shots: May be made against specific areas of a ship, such as the Bridge, the Sails, Castles, and Siege Weapons.  They require a Natural hit.

Grappling and Boarding: The ships must be at Close range for the attempt.  This requires an Opposed Sailing Check from the Captains again (DC 12 if a ship is not piloted).  If the attacking Captain wins, they may attempt to grapple.  If they fail, then they are too far apart, though technically still at Close range.  If both Captains want to grapple, it happens.  

From this point, at least four grapples must hit in one rd the ship to hold it.  This requires a DC 12 Sailing check from at least four sailors.  (These grapples can be cut, but will require a rd apiece.)  Once grappled, Crew may jump over and board.  Anyone wanting to swing over on a rope, requires a DC 12 Acrobatics check (or end up in the drink) and they will automatically have the Initiative. 

Quick Mass Combat: (This doesn’t include PC’s or important NPC’s.)  Roll Imitative (no modifiers).  Roll rough average BAB vs rough average AC.  For a hit, 2d4 Crew deaths.  For a miss, 1d2 deaths.  At 50% losses or the loss of all of the Officers, one side will surrender. 

Damage:
10 hp damage = 1 Ship Hull Point (SHP), round up any fractions normally (0-4 rd down, 5-9 rd up).  Please use some common sense.  Siege weapons, giant monsters, and magic spells can cause SHP level damage, but some dude with a sword isn’t going to hurt a ship.  Feeling better about that sea voyage, now?  Not so fast.  There are some other issues with naval combat.  Unlike the characters, regardless of the ship’s remaining Hp, whenever it takes damage some special conditions may apply.

Crew Death: 1d4 Crew are killed per 1 SHP of damage.  This doesn’t apply to the characters or important NPC’s.  If they are in a specific area hit (like the bridge or a castle turret), DC 12 Ref Sv for 1/4 the Hp value of the damage, otherwise they take ½ damage.

Cracked Oars: For ships using oars, if they are not retracted, the oars on one side of the ship will automatically be damaged by any successful Ramming or Boarding.  (The attacking ship’s oars will be retracted and undamaged by the attack.)

Capsized: If a ship takes damage in 1 rd = to ¼ of its current SHP from a Ram or a Catapult, it may flip over.  The Captain (or whoever is manning the wheel) must make a DC 12 Sailing check to stay upright.  Failing that, everyone on deck needs to make a DC 12 Con check to get to the surface, while those inside the ship may be re-enacting the Poseidon Adventure.  

Leaks: Any Natural hit that causes 2 or more SHP of impact damage has also punctured the ship’s hull below the waterline.  A DC 12 Sailing check by a crew member involved in damage control can identify the hole and know how to patch it.  (This roll can be attempted every rd.)  At least two people are needed for 1 rd to patch for each 1 SHP of damage for the hit.  (This doesn’t repair the SHP, it just plugs the hole.)  The crew has 3 rds to patch a hole or the ship floods and will sink in rds = to remaining SHP.     

On Fire: Any fire damage that causes 2 or more SHP damage has started a fire on board.  At least two people need 1 rd per 1 SHP of fire damage to be involved in damage control to extinguish the fire.  Otherwise, in 2 rds, the ship takes another 1 SHP in fire damage, and another 2 SHP the next rd and every rd thereafter.  

Specific Damage:
-Catapults and Ballista are destroyed with any hit.
-If the Bridge is hit, the ship can no longer maneuver in combat.  It’s a DC 12 Captain’s Sailing check to Ram or Board for opposing ships.  The ship can still sail outside of combat.  This damage can be temporary repaired at sea.
-Sails: Ship’s movement is halved.  This damage can only be fully repaired in port.
-Oars: The ship can no longer maneuver in combat.  Ship’s movement is halved.  New oars will have to be obtained in port.
-Ship Hit Points: Up to half of a ship’s damage may be repaired at sea. 

Monday, August 17, 2015

Baseball Blog 8-11-15 Take me out to the ballgame!



Yeah, that’s me holding the mitt, filling out the scorecard, listening to the radio call of the game, and wearing the team shirt just purchased from the team store.  The total fanboy look.  After listening to almost two seasons of Chihuahuas’ games on the radio (and watching one on a national broadcast), I finally got to go out to one of their games. 

Earlier this year, I actually got out to two NMSU Aggie baseball games that, since I’m able to blog again for the moment, I should mention.  Thanks to an endowment, Presley Askew Field got a major upgrade with seats in the grandstand and a canopy overhead.  At some point, it suddenly dawned on me that the stadium was just down the street and that I should check out the improvements.  It was $5 to get in and the concessions, while not exotic, were at least tasty and reasonably priced.  In short, it was a great place to see a ballgame.

Unfortunately, the Aggies themselves were having a down year, really down.  They went something like 0 – 11 to start the season and never really improved.  The best thing I can say about the two Sunday afternoon games I saw is that the team was at least very competitive in losing and showed lots of heart. 

I have hand out two special commendations.  The new radio voice for the baseball team was really good and given how bad the team was that’s quite an accomplishment at least in persistence.  Unfortunately, I can’t remember his name, which is truly embarrassing, since I went up to the press box and congratulated him on the job he was doing.  I also must, strangely, praise one of the Aggies’ opponents, North Dakota.  For the Aggies’ emotional Senior Day ceremonies, the opposing team, with their buses running outside the stadium, stayed late to applaud them as well.  The previous day, they had spontaneously joined in in honoring a little girl with cancer that threw out the first pitch.  Talk about good sports.

Flash forward four months, I’m invited by a couple of co-workers, Jacob (in the picture) and Chuck (who took the picture), to go out to a Chihuahuas’ game.  The El Paso team actually does have a really good draw here in Las Cruces.  I was amazed by how easy it was to get to the stadium from Cruces.  Here’s the directions: go south on I-10 to El Paso, take the Sunland Park exit, continue straight at the overpass going down the Border Highway, turn left at San Antonio street, and you’re there, literally.

The parking garage across the street from the stadium is $10 and is probably your best option, unless you want to try the stadium buses departing from various points around town.  There’s a bridge to cross over to get to the stadium which trains run under.  One came by while we were crossing that blew its horn, adding to the unique ambiance.  There were also planes occasionally flying overhead, which is odd, since the stadium is nowhere near the airport flight path.  Car traffic is also clearly visible through the fenced gaps in the outfield wall. 

Inside, Southwest University I-really-need-a-clever-nickname Ballpark (The “U”?  The “SUB”?) is really small and yet fully functional.  Because of the confined space that they had to build on, the park went vertical.  There’s two decks of seating in the grandstand.  The outfield features an elevated picnic lawn and kid’s area and a pair of buildings with club seating.  Fair warning, the lower grandstand is in the shade, some of the upper level and the outfield areas are in direct sunlight until sundown. 

The concourse runs gambit of food vendors.  I got confused and never found the hot dogs or the ice cream or the nachos (served in a souvenir dog bowl).  Yes, you read that right.  I couldn’t find ballpark food at the ballpark.  Consult the vendor map on their website and carefully note what section they’re in next time.  The wandering vendors were selling items that I couldn’t identify.  I’m told the Mexican food items were really good, but that doesn’t help someone who isn’t into spicy food.  Jacob found the Jumbo Hot Dog Meal looking for his dinner.  Frankly, for $8 I wasn’t expecting a stale bun, and I would have preferred regular chips to whatever those things were on the side.  Jacob said his Barbecue Pulled Pork was good at least.  My best food recommendation is the Kettle Corn. 

The team shop, also on the concourse, was crowded and expensive.  However, I found the camo jersey I’d been wanting since I’d seen the players wearing them.  That item isn’t on the website and there’s probably other exclusive stuff there.  If I’d had more time, I probably would have bought some souvenirs for some other people, but Jacob and Chuck deserted me while I was loitering around, so I paid for my shirt and hopped out.  

Our section was in the lower level along the third base line.  I swear that we were closer to the action than I was in the grandstand at the much small Aggie venue.  Really, I don’t think there’s a bad seat in the house because of the small, intimate, vertical nature of the stadium.  We were in the shade and a cool breeze kept the proceedings from ever being uncomfortable.  The people in the club buildings in the outfield and on the grassy knoll were squinting and rather warm for a couple of innings, but were probably pretty comfortable after that. 

I might mention that the newly implemented pitch clocks are plainly visible, but not any sort of distraction.  Except for pitchers issuing walks (more on that later), the game moved at a good pace, probably thanks to time limits.  I brought a mitt, but wasn’t in line for any foul balls.  Those in the upper deck along the third base line, watch out!  There were several screamers in that area.  Those along the first base line need to watch for ricochets and balls hitting the roof and then falling back into the grandstand.  You can easily identify people who’d been to the ballpark before; they were still looking up after a foul ball had passed overhead.  

Our section included the lovely Anthem singer.  The couple in front of me made out for most of the game.  There’s a beverage holder on the seat in front of you, but note that if there’s a woman with long hair sitting there, it’s going to get in your drink constantly.  There was also a pair of young women wearing the tightest, smallest “Daisy Dukes” imaginable that created an unacceptable distraction every time they got up.   

Credit to the marketing department.  As questionable as the “Chihuahuas” are as a cool, not-embarrassing brand, they do sell well.  At least half the crowd, including myself, was wearing either a hat or a shirt with some form of the dog on it.  Further, I don’t think there were even more than two people wearing the same design.  There was even more than one “camo” style shirt.  The team themselves has like four or five uniforms and logos, not including the special dog face and Star Wars-Yoda uniforms.     

It didn’t seem like there were a lot of kids in the stands, though there looked like plenty in the play area.  Not sure if it was a school night or not.  Regardless, the crowd was 8,000+, a sell-out or close to it.  The fans in general were still filing in during third inning, so you won’t get a good sense of the crowd until well after the game has started.  They also started filing out in 8th and there was a mass exodus in 9th even though the game was tied.  Jacob and Chuck looked at each other at the end of the 9th.  I was worried I wasn’t going to get to see the end of the game, but wasn’t going to say anything since I didn’t have to get up early in the morning like they did.  They both were okay with staying thankfully.

Whatever the size, the crowd was loud and enthusiastic.  The design of the grandstand likely amplifies the sound.  They cheered, groaned, jeered, gasped, and laughed with great emotion.  That last one occurred as the San Diego Chicken was there entertaining the crowd.  I won’t describe any of the bits, since some of them seemed a bit familiar, and I don’t want to spoil them for anybody who hasn’t seen them.  The Chihuahuas’ own “Chico” mascot got into the act a bit, but generally put in his appearances before and after the Chicken did his thing.  Judging by the people wanting pictures with him, his popularity wasn’t hurt at all.  (I wanted a picture myself, but the action in the 9th and 10th took precedence.)  This has to be one of those rare times where the Chicken was actually upstaged by the game itself.    




Something I should have learned from the Aggie games, “If you’re going to the eat nachos (I had no trouble finding nachos, ice cream, and hot dogs at the Aggie game, then again there was only one food trailer there) and keep a scorecard, you’d better get a couple of napkins.”  In this case, I ending up spilling Pepsi on my miserable, scribbled Chihuahuas’ scorecards, since I couldn’t find the nachos.  This is why being able to hear the radio call of the game is so essential.  When there’s two errors in the field that score a run, you’ll be right on top of it.  Unless, you accidentally pull the plug on your radio at that critical moment and end up scratching your head on how to score that play.  There’s a reason why there’s a guy at the ballpark called, “the official scorer.”  It’s an art.

The game was a titanic battle between division rivals, the Chihuahuas and the Las Vegas 51’s (they didn’t get a cool name or logo either frankly).  The dogs went into this homestand trailing the aliens by five games, but not out of the race yet.  The game played out with both teams trading the lead a couple of times, but neither being able to deliver a knockout blow.  You could have watched this game in the old Dudley “Dome” and been entertained.  All the amenities are nice if the game sucks. 

A few high-and-low-lights.  The 51’s got the scoring started in the 3rd on a play where the Chihuahuas made two errors.  Travis Jankowski would make a great diving catch in the outfield in the 7th to redeem the defense.  Rymer Liriano hit the only home run in the game in the 8th, though a couple of other batters flirted with the warning track.  I also had to explain the Infield Fly rule in the 8th as the second baseman dropped the ball with two men on, but an out was still recorded.  I don’t think my explanation was understood though.

Tayron Guerrero came in to close out the 9th firing at 94 mph, the hardest thrower of the game.  The Aggies had a 90+ pitcher and in both cases, you can really hear and see the difference.  Unfortunately, Guerrero was also the most inaccurate pitcher as well, loading the bases and walking in a run.  The 51’s would tie it before a timely double play kept them from taking the lead.  The Chihuahuas got in the position to win in the bottom of the frame before the 51’s shortstop made a great play to take out a runner at third.  All of this was just the emotional low before the final triumph in the bottom of the 10th as Ramiro Pena hit a sacrifice fly to swallow center and Jake Goebbert slapped home plate just under the tag.  Dogs win 9-8!      

I visited the bathroom after the game and have to issue another warning.  Apparently the Men’s bathroom was designed by a woman.  There’s a shelf over each urinal where you can put your purse.  It’s also perfectly placed to whack your forehead or face on while doing your business.  It was after 11:00 pm before we got out and another half-hour before getting back into town.  While I work in the afternoons, my co-workers had to be at work in the morning.  “Are you guys going to be okay tomorrow?” I asked.  “Sure,” said Chuck, “I’m calling in sick.”