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Cry Havoc in Birthright

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House Rules: Cry Havoc in Birthright


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[edit] Cry Havoc in Birthright Sir Tiamat's rules

Draft Birthright conversion for use with Cry Havoc © 2003 Skip Williams.


I find that Cry Havoc is a great system, especially for unit combat. Sadly Birthright does not translate well into cry havoc, nor does cry havoc translate well into Birthright. Cry Havoc units are built from the individual level, whereas the BRCS has no info on individuals within a unit apart from cost and size. I set out to create rules for balanced Birthright units built from the individual level so they could be used with Cry Havoc.


These rules are foremost meant to allow total freedom in unit design, but I also intend to provide some rules to deal with weak points in cry havoc (mainly morale and charge). Moreover I will attempt to fit some of the Cry Havoc rules, such as supply lines into the Birthright system.


As such, any help or suggestions will be greatly appreciated


[edit] Muster and Upkeep cost

A Unit is a group 10-100 creatures that have trained together for at least one month. Using the Unit upkeep and Muster cost rules, any unit imaginable can be built, but note that muster and upkeep costs may vary greatly depending on experience and equipment. For easy tracking it is therefore advised that one equip an individual within a unit with an equipment value of half the seasonal pay for standard units. Using an equipment value of half the seasonal pay (table 1) will always result in round GB values as well as equal muster and yearly upkeep costs, as shown on table 2.1 below. However, since equipment value is seldom exactly half the seasonal pay, it is best to round these figures. Consequently, if the equipment value is less than 110% of half the seasonal pay it should be rounded to equal half the seasonal pay. For some (elite) custom units it might be desired to totally abandon this principle, in these cases the muster costs will no longer equal the yearly upkeep costs. In these cases the DM may want to round muster and seasonal upkeep prices up to the next 1/6 GB (1000 gp). To create unique custom made units check behind the screen Unit upkeep and Muster cost


costs for mounts War-mounts trained for unit combat cannot be purchased as equipment. Treat a light warhorse as an NPC class level 2 and a heavy warhorse as an NPC class level 3 for muster purposes.


Table 2.1. round Unit cost per 10 (equipment value = 1/2 Seasonal pay)


level NPC class
level PC class
number
equipment value
GB cost
1
-
10
100 gp
0.2 GB
2
1
10
250gp
0.5 GB
3
2
10
500 gp
1 GB
4
3
10
1000 gp
2 GB
5
4
10
1750 gp
3.5 GB
6
5
10
2250 gp
5.5 GB
7
6
10
4000 gp
8 GB



Table 2.2. Common Anuirean Unit muster and yearly upkeep costs


Unit Type
number
level & class
equipment value
GB cost
100
1st lvl warriors
100 gp
2 GB
100
1st lvl warriors
100 gp
2 GB
100
1st lvl warriors
100 gp
2 GB
20
3rd lvl experts & l. warhorses
750 gp
3 GB
80
1st lvl fighters
250 gp
4 GB
30
3rd lvl warriors & l. warhorses
750 gp
4.5 GB
20
3rd lvl fighters & h. warhorses
1500 gp
6 GB
10
l. warhorses
+250 gp
+0.5 GB
10
h. warhorses
+500 gp
+1 GB


Table 2.3. Other common Cerilian Units muster and yearly upkeep costs


Unit Type
number
level & class
equipment value
GB cost
60
2 HD warriors
250 gp
3 GB


Optional Rule: Retainers for elite Units

Elite units usually have some retainers as part of their pay; these are usually commoners that do not appear in battles, but see to the Unit’s equipment and mounts. These are also expected to perform some simple policing and guard duties for the Unit, which allows elite units to occupy a province even though their number may seem somewhat small. What constitutes an elite unit is up to the DM, but this is at least a unit with 2000 or more quarterly pay for a unit of 10 creatures. Naturally a regent can grant elite status to any unit, yet this is not included in the price non-elite and will therefore cost extra. As a rule of thumb, members of elite units get one retainer for each 2000 gp of quarterly pay, rounded up, though the DM may rule otherwise.

[edit] Availability of manpower

Provinces can provide manpower of 10 individuals from a common PC class and 100 individuals of an NPC class of the maximum available level as shown below on table 3. This number is doubled for each lower class level. Odd province levels, which are one level higher than is needed for the highest level PC class, increase the availability of highest level PC Class by 5 to a total of 15. Likewise the availability of the highest level NPC class is increased by 50 to a total of 150. Moreover provinces can provide some NPC class individuals of one level higher than the available level; if the province is one level lower than required for this level it can supply 50 individuals, whereas if the province is two levels lower than required it can provide only 10 individuals.

Example: Endier, a level 6 province can provide Kalien with 10 3rd level Fighters, 20 2nd level fighters and 40 1st level Fighters, in addition to 10 4th level warriors, 100 3rd level Warriors, 200 2nd level Warriors & 400 1st level Warriors. While Ilien, a province of level 7 could provide Rogr Aglondier with 15 3rd level Fighters, 30 2nd level fighters & 60 1st level Fighters, in addition to 50 4th level warriors,150 3rd level Warriors, 300 2nd level Warriors & 600 1st level Warriors.

The number a regent can actually muster depends on his primary muster holding levels, a Law holding of level 4 can muster as many units as are available in a province of level 4. Note that a secondary muster holding counts as 1 or 2 levels lower for determining the Muster Capacity (as shown under penalty in table 3 below). Moreover, a law holding has a maximum training and therefore muster capacity of 1 GB per level, whereas a temple or guild holding has a maximum training capacity of its level -2. Note that a holding can never muster a number of units greater than its level, and that a unit cannot hold more than 100 creatures.


Table 3. Availability of highest level class in province


Class
available level
number
primary muster
secondary muster
penalty
½ Province level
10
law
guild, temple
-2
½ province level -1
10
Guild
law, temple
-1
½ province level -1
10
temple
law
-1
½ province level -2
10
law
guild, temple
-1
½ province level -1
10
guild
law, temple
-1
½ province level -2
10
average temple & law
-
-
½ source level
10
(special)
-
-
½ source level -1
10
(special)
-
-
½ province level +1
100
law
guild, temple
-2
½ province level
100
law
guild, temple
-2
½ province level
100
law, guild
temple
-1
½ province level -2
100
law
guild, temple
-1


Note that being available in a province does not imply an automatic willingness to serve the province regent.

[edit] Unit size and damage (Cry Havoc only)

A unit consists of a minimum of 10 individuals, or a multiplication of 10 to a maximum of 100 individuals. Damaged Units will continue to deal damage, as though they where consisting of the next larger number dividable by ten.

Example a unit of 60 will deal 6 times the damage on Havoc tables 3-3 & 3-4. When damaged this unit will continue to deal 6 times this damage until it is reduced to 50-41 individuals, where after it will deal 5 times the damage. When the unit has only 40-31 individuals standing it will deal 4 times the damage etc.

[edit] Unit Morale

On some occasions a Unit will need to check for morale. A morale check basically is an opposite roll between morale score of the target and the Intimidate score of the threatning party, see Morale


[edit] Realm spells modified for use with cry havoc

[edit] Optional rule: Supplying Units (draft phase)

Any armed force is in need of supplies, which are generally provided by the home province or other state provinces. In times of peace supplying your army should not be a problem; a friendly province can support a total number of troops equal to 20*province level2 (or 1 unit per province level in the standard BRCS). In case of shortages the troops are automatically supported by other friendly provinces that have a simple road connection (provinces lvl 3 or greater) to the province in short supply. The costs of supplying units are already present in the unit’s upkeep cost.


Supply lines

In times of war supplying your armed forces may prove burdensome.

First, armed forces are only supported by friendly provinces. In order to support your armies in enemy provinces you need to have a supply line: a simple road connection (provinces lvl 3 or greater) to your friendly provinces not interrupted by hostile unoccupied provinces, rebellion or enemy troops. The supply line can pass through any number of provinces, but generally take the shortest path available, unless otherwise directed by the regent.


Second, supply lines may be cut. If enemy troops occupy a province part of your supply line, your troops are no longer supplied. Moreover, the enemy saves 1 GB for each 100 men supplied by the cut line, up to a maximum of 1 GB for each 100 men cutting the supply line.


A regent may also choose not to supply his troops and let them fend for themselves. A regent not supplying his troops will not have to worry about having his supply lines cut and saves 1 GB per 100 men he does not supply (what about mercenaries??!). Unsupplied troops will take the time to pillage for supplies. 100 men can pillage 1 GB worth of supplies (I advise use of to the Province Growth house rules for rules on pillaging)


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