Skirmish can be done with a set of counters that measure represent 30 ft by 30 ft. Counters fight when they are overlapping. Adjacent counters can still use missile weapons. Once a counter, which represents 10-12 people, has lost a third of its hitpoints, it is shaken and seeks to fall back. It can be rallied. If it represents normal soldiers, it has suffered 10% casualties. Heroes and elite soldiers are more durable. Some of the stronger units are assumed to have a cleric or two in them, and their healing is included in the total hp of the unit.
All units have a movement rating in the upper right hand corner. This is based on armor and class features.
Some units have a ranged attack. The range increment is found in the upper left hand corner. Damage is reduced by 2 for each range increment.
The bottom line show the total hit points of the unit. A destroyed unit should be very rare. People do not fight to the death. People attempt to run away before death. The second figure is the armor class of the unit. Units do not have an attack rating, the attack is figured into the damage score. Units using the same weapons whose members have a higher attack bonus will score more damage. Armor classes are low, because with so many people fighting, people are bound to get hurt, even when the chance of an individual getting hurt is low. Each unit rolls a d20, and when it rolls over the AC of the opposing unit, it scores the stated damage. Units that flank, score two more damage points.

[top]Rjurik Units

Irregulars



Irregulars include any levies raised among the Rjurik. It is the most easiliy raised unit, and can be raised as long as their is manpower.



Irregulars who are battle-tested improve over time. These cannot be raised without veterans being available. Units disbanded can be raised again.
Infantry



Most realms start with some infantry already created. New infantry can only be raised from veteran irregulars who are ready to advance beyond veteran irregulars. Infantry generally represent 2nd level fighters lead by a 2nd level cleric or 3rd level fighter.



Infantry that have experience become veterans as infantry. They are 3rd level fighters commanded by a 4th level cleric.
Scouts



Scouts can be raised from basic irregulars who have experience. Its a unit primarily geared for speed on foot over a variety of terrains. As such it is much lighter armed and armored. As such they are less powerful in almost all combats.



Scouts with experience can become veteran scouts, which are much more effective, but still pretty fragile.
Tribesmen



Tribesmen are much tougher than other people, but they are not trained fighters. They are less effective in combat (warriors rather than fighters, or even other classes), but can stand up in a fight for a long time. They represent nomadic tribes in combat.



Like everyone else, tribesmen can improve.
Mariner



Sailors, mariners, raiders, men gone aviking.



Like everyone else mariners can improve.
Elite Infantry



Elite Infantry can be formed by converting experienced veteran infantry, but if it is ever disbanded, it cannot be raised again as elite infantry, but instead becomes veteran infantry. Generally, armies always keep their most veteran soldiers in the army and disband the least veteran. Often special units are formed to keep the veterans together. In battle, the elite unit might fight together or they may split up and stiffen regular infantry, but while other units get disbanded after the war, the elite unit is always kept in being.
Huskarls



Huskarls are special units raised from the permanent armed retainers of the noble class. Most jarls can raise one or two dozen huskarls. Sometimes in a large battle, all of the huskarls are grouped together to form a decisive unit, other times they are spread among the regular infantry to strengthen them. It is generally more a function of court size than anything else. Though jarls with a small court can spend extra money to support a larger number of huskarls. Huskarls are not quickly or easily raised. Younger sons of nobles will seek a patron to swear loyalty to. Its more or less a permenant relationship. Some jarls with a high leadership score can have extra huskarls. Huskarls are very similar to elite infantry, but are not experienced vetrans, but a lifelong body of fighters, though both may be 4th or 5th levels. Huskarls are one of the few infantry units capable of executing a charge. As axemen they have a very high offensive capacity.
Captains



This counter represents the captain of a warcard unit and his other top officers. Depending on the unit, a warcard might be mostly inexperienced infantry with some veteran infantry, or mostly veteran infantry with some inexperienced and some elite infantry, but every infantry or elite infantry warcard has a captain. Another use of this counter is for the personal guard of a king.
Hero



This counter represents a hero and his followers and cohorts. It may be presumed to include other mid-level allies or kinsmen of the hero. This counter shows Hruthwulf Kjarr of Hogunmark. Each hero in play should have their own counter the represents the abilities of the hero and his body of men.
Battleragers



Battleragers are discovered when men express their particular dooms in battle. Some armies group battleragers together to combine their unique power. These basic battleragers are found from men who are irregulars or otherwise inexperienced fighters or warriors. They are based on the Barbarian 1.



When battleragers become experiened they become much more effective. Sometimes a man's doom is not revealed right away, so some of these ragers were already infantry, cavalry, or otherwise veteran soldiers before being grouped with other battleragers. They are based on a mix of Barbarians 2 and 3.



Battleragers are rare in that some become elite. Only infantry and archers also become elite. These units are slightly more powerful than huskarls, but must advance from basic or veteran battleragers. They are based on Barbarians 4.
Archers



Rjurik archers are perhaps the best archers in the world. They are similar to the veteran archers of other nations. Though very weak in melee, their ability to project damage at great range makes them very effective in battle. They can fire over the heads of allies.



Veteran archers are presumed to have the Farshot feat.



The elite Rjurik archers are a very formidable group, though it is rare to be able to form a whole unit on such elite archers. Generally they are part of the reason that Rjurik archer units are so effective.
Cavalry



Rjurik do not form cavalry very easily. While not precisely huskarls, finding decent fighters with good horses and some skill should limited in a way similar to huskarls. Basically, recruiting cavalry is slow. Wise kingdoms maintain a warcard of cavalry at all times.



Cavalry can become experienced.
Special Cavalry


This example of special cavalry comes from the Black Arrows of Jankaping.

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