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ur:manifest [2017/03/20 23:57] marcs [Longbeards] |
ur:manifest [2017/10/18 10:12] (current) daniel [Gnomes] |
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====== Counter Manifest ====== | ====== Counter Manifest ====== | ||
+ | ~~NOTOC~~ | ||
For infantry we made the choice that a Human infantry unit has 100 men and a Dwarven infantry has 70 Dwarves. This corrects for the fact that Dwarves have better constitution and Dwarves are more apt for infantry operations. In the following, combat values are listed as #steps, melee value and ranged value. | For infantry we made the choice that a Human infantry unit has 100 men and a Dwarven infantry has 70 Dwarves. This corrects for the fact that Dwarves have better constitution and Dwarves are more apt for infantry operations. In the following, combat values are listed as #steps, melee value and ranged value. | ||
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- | __Suggestion: | ||
- | |||
- | ~~NOTOC~~ | ||
===== Urr ===== | ===== Urr ===== | ||
The troops of the City (4000 Humans, 1000 Redbeards and 1000 Free Folk) and the Valleys (another 2000 Humans): | The troops of the City (4000 Humans, 1000 Redbeards and 1000 Free Folk) and the Valleys (another 2000 Humans): | ||
- | * 8 Militia of the Wall, 4, 2, 2.\\ These troops are recruited from the city population and form the Defense Guild, commanded by the Captain Regent of the City. Each unit defends one section of the outer wall. | + | * 8 Militia of the Wall, 4,2,2.\\ These troops are recruited from the city population and form the Defense Guild, commanded by the Captain Regent of the City. Each unit defends one section of the outer wall. |
* 2 Human regular Infantry and 1 Redbeard regular Infantry, 4,4,0\\ Regular infantry, commanded by the Captain Regent of the City. | * 2 Human regular Infantry and 1 Redbeard regular Infantry, 4,4,0\\ Regular infantry, commanded by the Captain Regent of the City. | ||
- | * 3 Human regular | + | * 3 Human regular |
- | * 2 Engineer units, 4, 3, 3\\ Regular " | + | * 2 Engineer units, 4,3,3\\ Regular " |
- | * 2 parties | + | * 1 Former party of professional |
- | * 2 Redbeard Mason units, 50 Dwarfs each, 4, 2, 0\\ These troops can repair sections (how fast?) of the outer and inner wall. | + | * 2 parties of Orc raiders, one under control of the Master of Public Works and one under control of the City Representative. |
+ | * 2 Redbeard Mason units, 50 Dwarfs each, 3,2,0\\ These troops can repair sections (how fast?) of the outer and inner wall. | ||
Note that each outer wall section has 7 steps in total. These give the following bonusses to defenders and contra attackers: 7 (+4), 5-6 (+3), 1-4 (+2), 0 (+1). Check this! | Note that each outer wall section has 7 steps in total. These give the following bonusses to defenders and contra attackers: 7 (+4), 5-6 (+3), 1-4 (+2), 0 (+1). Check this! | ||
===== Redbeards ===== | ===== Redbeards ===== | ||
- | There are 5000 Redbeards living in (or under) the Hills (and an additional 1000 in the City). They have 10 regular infantry, 4,4,0 in the Hills. | + | There are 5000 Redbeards living in (or under) the Hills (and an additional 1000 in the City). They have 10 regular infantry, 4,4,0 in the Hills. They also have 2 raider units: The Commissjun' |
===== Longbeards ===== | ===== Longbeards ===== | ||
3000 Longbeards are living under the Metal mountains. Their units are: | 3000 Longbeards are living under the Metal mountains. Their units are: | ||
* 6 Dwarf regular infantry, 4,4,0. | * 6 Dwarf regular infantry, 4,4,0. | ||
- | * 4 units made up of stone statues, *, | + | * 4 units made up of stone statues, *, |
* 1 Heavy Trebuchet unit.\\ This unit can be rented. It is a 3 x (D + 3) unit So, when activated, throw 3D6. Any 3 to 6 is a hit. | * 1 Heavy Trebuchet unit.\\ This unit can be rented. It is a 3 x (D + 3) unit So, when activated, throw 3D6. Any 3 to 6 is a hit. | ||
+ | * 2 Raider units: The Treasure Guard and The Trap Unit. | ||
===== Gnomes ===== | ===== Gnomes ===== | ||
2000 Gnomes live under Mount Central Heating. They have some normal and some extraordinary units: | 2000 Gnomes live under Mount Central Heating. They have some normal and some extraordinary units: | ||
* 2 Gnomish regular infantry, 4,4,0. (The Breach Gnomes & The Mattress Jäger. The Jäger have superfast travel via the magic rules) | * 2 Gnomish regular infantry, 4,4,0. (The Breach Gnomes & The Mattress Jäger. The Jäger have superfast travel via the magic rules) | ||
- | * 1 Gnomish archer unit, 4,1,4 (Name??) | + | * 1 Gnomish archer unit, 4,1,4 (The Gnomish Steam Archers) |
- | * 1 Gnomish Giant Hamster cavalry | + | * 2 Gnomish Giant Hamster cavalry |
- The Hamsters grab some of their crew and stuff them into their cheek pouches. They need to be freed, before action can resume. Unit immobilized this round. | - The Hamsters grab some of their crew and stuff them into their cheek pouches. They need to be freed, before action can resume. Unit immobilized this round. | ||
- Hamsters distracted by something edible. The Hamster unit wanders 1 square away from the battle to have a snack. Unit does nothing else this round. | - Hamsters distracted by something edible. The Hamster unit wanders 1 square away from the battle to have a snack. Unit does nothing else this round. | ||
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- Intended target hit and completely destroyed. Impact zone is a smoking crater. | - Intended target hit and completely destroyed. Impact zone is a smoking crater. | ||
-and higher. Gun explodes, Mount Central Heating has a vulcanic eruption. Minor damage throughout the valleys, because of an earthquake. | -and higher. Gun explodes, Mount Central Heating has a vulcanic eruption. Minor damage throughout the valleys, because of an earthquake. | ||
- | + | Firing causes minor quakes throughout the valleys. Every shot is therefore announced by the umpires, because of the earthquake, the humongous bang and the massive flame shooting from the top of Mount Central Heating. | |
- | Firing causes minor quakes throughout the valleys. Every shot is therefore announced by the umpires, because of the earthquake, the humongous bang and the massive flame shooting from the top of Mount Central Heating. | + | |
- | * 1 Gnomish Air Marines unit.\\ This unit actually uses an air ship which can be launched from Mount Central Heating. After reaching the intended target, it crashes into it (or in Gnome parlance: //a controlled landing//), resolve the unit as 3 x (1D6 + 4) with the usual effect (hit on 6 or higher, 2 hits on 10, etc.). The marines then disappear (beaming away Star Trek style). Regrouping and relaunching is via the magic rules. | + | |
+ | * Three raider units: | ||
+ | * The Wrath of the Goddess (Her personal Guard) | ||
+ | * The Trap Unit | ||
+ | | ||
===== Free Folk ===== | ===== Free Folk ===== | ||
- | We have decided that there would be 2 tribes outside of the City and one independent group (of mixed signature) inside the City. For the City group, we used 1000 as their number. Consequently, | + | We have decided that there would be 2 tribes outside of the City and one independent group (of mixed signature) inside the City. For the City group, we used 1000 as their number. Consequently, |
===== Elves ===== | ===== Elves ===== | ||
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===== The Dark Prince ===== | ===== The Dark Prince ===== | ||
The following forces are part of the Dark Prince' | The following forces are part of the Dark Prince' | ||
- | * 1 Life Guard (scores not determined): The Dark Prince' | + | * 1 Personal |
* 2 regular infantry | * 2 regular infantry | ||
* 1 archer unit | * 1 archer unit | ||
- | * The Fancy Mobile Brothel | + | * One of the first units hired was the Fancy Mobile Brothel |
All of the above remain with the Prince as occupation forces in the case that Urr surrenders. Below are the potential mercenary units for hire in turn 1. Payment works through a 50% up front, 50% at the end of the campaign principle. If a unit is destroyed before the end of the campaign, the dark prince saves half the expense and he can use the bodies of the mercenaries as food, or zombie troops. | All of the above remain with the Prince as occupation forces in the case that Urr surrenders. Below are the potential mercenary units for hire in turn 1. Payment works through a 50% up front, 50% at the end of the campaign principle. If a unit is destroyed before the end of the campaign, the dark prince saves half the expense and he can use the bodies of the mercenaries as food, or zombie troops. | ||
* 6 mercenary infantry | * 6 mercenary infantry | ||
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* ? (TBD) additional mercenaries | * ? (TBD) additional mercenaries | ||
* a lot of ogre berserkers 4,4,0 | * a lot of ogre berserkers 4,4,0 | ||
- | * 200 Cannibal | + | * 2 Cannibal |
- | * 200 Kobold | + | * 2 Kobold |
- | * 200 Cannibal Halfling chefs. These are normally part of the bagage train. They work for 1/2 pay. They function as a militia unit if pressed into the front ranks, but their real purpose is their power to generate an extra food token each turn, 4 tokens if they are allowed to prepare a unit worth of bodies. Those bodies cannot be animated thereafter. Halflings, Elves, Ogres and the personal entourage of the Dark Prince have no qualms about using the food created by this unit, everybody else will rebel if they figure out what (or, rather who) they are eating. | + | * 200 Cannibal Halfling chefs organised in 2 units. These are normally part of the bagage train. They work for 1/2 pay. They function as a militia unit (4, |
- | * Rumblebotty' | + | * Rumblebotty' |
- | * 50 Duergar Sappers 3,2,0. They demand full payment for the entire campaign upfront. This can't be negotiated down. From the turn Ur is surrounded they start to undermine a section of the outer wall. If not stopped they collapse the tunnel in turn 6 causing a breach in the wall. Afterwards they (try to) leave taking their payment with them, whether they succeed or not. | + | * 50 Duergar Sappers 3,2,0. They demand full payment for the entire campaign upfront. This can't be negotiated down. From the turn Ur is surrounded they start to undermine a section of the outer wall. If not stopped they collapse the tunnel in turn 6 (or 4 turns after starting the actual siege), |
* Disassembled statue of the god Moloch + attending priests, acolytes and dancers. 2,0,0. Must be Reassembled before the walls of Urr and human/ | * Disassembled statue of the god Moloch + attending priests, acolytes and dancers. 2,0,0. Must be Reassembled before the walls of Urr and human/ | ||
- | These will leave at the end of the game or when his(or rather his corrupt chief recruiter) money has run out. | + | These will leave at the end of the game or when his(or rather his corrupt chief recruiter) money has run out. |
- | * ? Resurrected Zombie infantery, 3,3,0\\ It is up to his Necromancer' | + | * ? Resurrected Zombie infantery, 3,3,0\\ It is up to his Necromancer' |
- | * ? Resurrected Zombie Colossus, 6,6,0, against wall section | + | * ? Resurrected Zombie Colossus, 6,6,0, against wall section |
- | * ? Dragons, 6 hits, can only be hit by a natural 6, 3 heads, damage 3 x (1D + 4) with fire damage\\ Summoned by magic, but must be negotiated with per turn for their services' | + | * ? Dragons, 6 hits, can only be hit by a natural 6, 3 heads, damage 3 x (1D + 4) with fire damage\\ Summoned by magic, but must be negotiated with per turn for their services' |
+ | * The Bretwalda of Recruiting has his own 2 raider units (The Recruiters and The Treasure Guard). | ||
+ | * The Grand Necromancer also has a raider unit: The Blood Thirsty (Ghouls). |