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.