Strategic Fantasy STGOD
Posted: 2010-02-12 03:48am
One thing that i rather liked was the strategic Fantasy Crossover STGOD that was put up a while ago. So i was thinking about trying to start up a new one. For this reason i was thinking about having a new Strategic Fantasy STGOD. This is a basic sytem i came up with for such an event. There are still gaps, but these can be filled out.
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Points-20,000 total
Population (you can not have more than 10% of your population under arms)
Humans-1 Point per 3,000 (20 Marks Tax income)
Dwarves-1 Point per 1,000 (20 Marks Tax income)
Tengu-1 point per 100 (2 Marks taxks income)
Cities (By Default, population is rural, living on farms or small villages, cities are required for production, 4 rural people are in required for every city dweller, City Dwellers produce at least twice as much tax income as their rural counterparts and cities are required for higher end)
2 Points to urbanize 1,000 people of any species
A City of 25,000 can support a drydock for ship construction
A City of 50,000 is required for a cannon foundery
A City of 100,000 yields 25% more taxable income than a smaller city
City Defenses
Palisade walls-1 Point per every 1,000 inhabitants.
Rammed Earth Walls-2 points per 1,000 inhabitants
Stone Walls-3 points per 1,000 inhabitants
Human Soldiers
Starting Prices
Infantry-1 Point per Century (100 men)
Cavalry-10 points per Century
Dwarfish Soldiers
Dwarfish infantry-3 Points per century (Two to three as strong humans on average and more resistant to damage while not eating any more, although humans are better long distance runners and swimmers and have a greater resistance to alcohol)
Tengu (Hi Starglider)
Tengu Warriors-40 points per century (Odd looking Raven/ape like things the general size of a man with beaks and wings allowing flight of speeds up to 80km/h for periods of up to two hours, can not be armored or have shields, need three times the food as a man per day)
Weapons (melee)
Default-Hand tools, Kitchen Knives, clubs and pointy sticks
1 Point: Hatchets, rusty old swords, low quality short spears and daggers
2 Points-Maces, Basic pole arms (Naginata and Yari) and short swords
3 Points: Medium swords (Katanas, Jians, Sabers, Spathas), halberds and battle axes, short sword and Lance
4 Points: Pikes (up to five meters long), Great swords (Dai Katana, Zweihänder), Medium sword and Lance
5 Points-Pike or Great Sword along with secondary medium sword
Special-All soldiers with more than 5 points get a free dagger
Weapons (ranged)
Default-Thrown rocks and Profanity
1-Slings, a few Basic javelins
2-Short Bows, sophisticated Javelins (Pilum)
3-Basic crossbow, thrown firebombs, Matchlock Pistol (Requires Gunpowder)
4-Arbalast Crossbow, Arquebus (Requires Gunpowder), wheel lock pistol
5-Longbow, Composite Bow
Special Rules-Daggers are available to ranged infantry with one or more points, short bows require at least 2 points of training to be effective, longbows at least 4, Melee Soldiers can be equipped with up to three points of ranged weapons (save bows) and vice versa)
Body Armor
Default-None
1 Point-Basic Cloth and leather armor or a basic iron helmet
2 Points-Cloth Armor and helmet
3 Points-Chainmail shirt or light breastplate and Helmet
4 Points-Chainmail shirt, breastplate and helmet
6 Points-Light Plate Armor (Chainmail, Breastplate, some leg armor, gauntlets and helmet)
8 Points-Full Plate Armor
Horse Armor (Cavalry Only)
Default-None
2 Points: padded cloth
4 Points: Chainmail
8 Points: Horse Plate armor
Shield (not available to ranged soldiers, save for marked (*) exceptions)
Default-No shield
1 Point-A round plywood shield like those the Vikings used, Wicker Tower shield, Buckler*, Anti-Horse Pointy sticks*
2 Points-Round Metal Shield, Kite Shield
3 Points-Tower Shield, Pavise*
Training
Default-A bunch of random sods gathered up that have been told they are Warriors. Moves against the foe in a disorganized leaderless mob that in battle has a hard time with any command more complex than “Everything in that general direction must DIE!”
1 Point-About a month’s worth of practice and a basic leader can form a shield wall, but still loose cohesion quickly in battle.
2 Points-Several months training, more competent fighters than one point fighters, can volley fire and do a few more formations and maneuvers.
3 Points-A year’s training, more orderly in battle
4 Points-3 years training and seasoned veterans, crack troops calm and organized in battle
5 Points-Eight Years of training, Elite hard as nails fighters.
Special Rule-(Cavalry Training Costs 150% higher, rounded to the nearest digit)
Loyalty
Substandard (minus 25% of point cost)-Will stand and fight for you, so long as they see a reasonable chance of winning. Low esprit de corps, break easily, sometimes switch sides in battle when loosing or outnumbered/outweaponed and steal from the rest of your army frequently. They don’t really like you either. Easily bribed to stand down (half training cost) or switch sides (training cost).
Default-In General willing to fight to the Death, although they are only human. Generally will not defect, but they will often break if overwhelmed and you may see at least some of them switch sides if their forces are broken and there is no alternative. Can be bribed to lay down arms (Training cost) or switch sides (Double training costs).
Fanatics (3 Points infantry, 6 points cavalry)-The loyalty of Fanatics is unquestioned. They will stand their ground and will never break ranks out of fear (Bravado, bloodlust, lack of discipline and so forth are another matter, unbreakable loyalty does not equal discipline). Will respond to any attempt at bribery by the enemy with scorn and possibly stabbing.
Special Rule-(Loyalty does not count towards upkeep)
Logistics
Backpacks (1 Point)-Issues a century backpacks, can carry 25 kilos each
Saddlebacks (2 points, cavalry only) A set of containers.
Wagon (1 Point per 3)-Provides your Century with three 5 tonne ox wagon. Can be used to defend ranged troops
Other
Aquaphobia (25% off point cost, can not be acquired if you choose fanaticism)-Your soldiers hate water, they can’t swim and they will not voluntarily go onto any category of boat or ship if they will be on it for more than a few minutes.
Marines-(2 Points human, 3 points dwarf, Infantry Only), Marines are perfectly fine serving aboard ships and are experts fighting on them as well. They make halfway decent sailors in their own right, strong swimmers and are good at landing operations.
War Horses (5 Points, cavalry only): Heavily built creatures bred and trained for fighting. Capable of powerful Charges against enemy lines and will bite and stomp enemy soldiers even if the rider has fallen. Allows for another 25 kilos of saddlebacks
Medical Priestess (3 Points)-A small team of a unarmed ladies who are good with medicine with healing psionic powers, very useful for keeping your men alive.
Gunpowder Weapons
To make use of Gunpowder weapons, you need to buy the capacity to produce gunpowder in bulk. The default state is that you can not do so. Capacity to produce enough gunpowder weapons costs 2,500 points. This allows you to produce basic firearms and rockets, for cannons you need cannon founderies (500 points). It takes a few years to develop
Training Cost
1 Mark for every point expended per unit
Yearly upkeep costs 20% of the price minus loyalty
Examples
Zorian Praetorian Pikemen
Background Info-The Elite Guard of the Zorian Empire. Hand picked from the most skilled recruits, Praetorians are renowned for their resolve and calm composure in battle and many times have forces of Knights have crashed into a forest of Praetorian Pikes and shattered like a wave upon the rocks.
1 Point (Human Infantry)
5 Points melee weapons (Pike, Katana dagger)
Body Armor 4 Points (Chainmail, Breastplate, Helmet)
Shield-3 Points (Tower Shield)
Training-4 Points (Zorian Guard Pikemen are elite soldiers)
Loyalty-3 Points (Praetorian Pikemen are among the most trusted Soldiers of the Zorian Army that will gladly lay down their lives for their Emperor)
Backpacks-1 Point
15 Wagons-5 points
Marines-2 Points (Pikemen are expected to fight on Zorian Galleys)
Medical Priestess-(3 Points)
Total Point cost per Century-33 Points
Training Cost 30 Gold Marks
6 Marks upkeep per year
Zorian Lancers
Background-Lancers are the primary Cavalry of the Zorian Army, normally recruited from cattle and swine farming families in the southern provinces. Lancers are fast fighters used to out-maneuver enemy infantry formations using their pistols to wear them down and charge enemy formations on their flank, the rear and when they have broken.
10 Points (Human Cavalry)
4 Points Melee weapons (Katana, Lance and Dagger)
3 Points Ranged Weapons (Matchlock Pistol)
Body Armor 3 Points (Breastplate and Helmet)
Horse Armor 2 Points (Cloth armor)
Shield 1 Point (a Light Shield for close quarters combat)
Training 5 Points (level 3) (Effective light cavalry)
Loyalty-Average
Backpacks and saddle packs-3 points
9 Wagons (3 Points)
Total point cost per century 34 Points
Training Cost 34 Gold Marks
6.8 Marks upkeep per year
Zorian Dwarvish Arquebusiers
Background-Dwarves have been brought in for the last few hundred years to Zoria to improve metalworking. While Dwarf immigrants and their children are exempt from conscription, their grandchildren are not and there are some dwarf volunteers. In the last hundred years, an increasing number of Dwarf Centuries have been employed by Zoria, with Arquebusiers being the most common, respectable in both close quarters and at a range.
3 Points (Dwarf Infantry)
3 Points Melee Weapon (A battle axe and a dagger)
4 Points Ranged Weapon (Arquebus)
Body Armor 3 Points (Chainmail and Helmet)
Training 2 Points (Respectably drilled fighters)
Loyalty-Average
Backpacks-1 Point
9 Wagons (3 Points)
Total cost per century 21 Points
Training cost 21 Marks
4.2 Months upkeep per year
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So are you guys interested?
Zor
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Points-20,000 total
Population (you can not have more than 10% of your population under arms)
Humans-1 Point per 3,000 (20 Marks Tax income)
Dwarves-1 Point per 1,000 (20 Marks Tax income)
Tengu-1 point per 100 (2 Marks taxks income)
Cities (By Default, population is rural, living on farms or small villages, cities are required for production, 4 rural people are in required for every city dweller, City Dwellers produce at least twice as much tax income as their rural counterparts and cities are required for higher end)
2 Points to urbanize 1,000 people of any species
A City of 25,000 can support a drydock for ship construction
A City of 50,000 is required for a cannon foundery
A City of 100,000 yields 25% more taxable income than a smaller city
City Defenses
Palisade walls-1 Point per every 1,000 inhabitants.
Rammed Earth Walls-2 points per 1,000 inhabitants
Stone Walls-3 points per 1,000 inhabitants
Human Soldiers
Starting Prices
Infantry-1 Point per Century (100 men)
Cavalry-10 points per Century
Dwarfish Soldiers
Dwarfish infantry-3 Points per century (Two to three as strong humans on average and more resistant to damage while not eating any more, although humans are better long distance runners and swimmers and have a greater resistance to alcohol)
Tengu (Hi Starglider)
Tengu Warriors-40 points per century (Odd looking Raven/ape like things the general size of a man with beaks and wings allowing flight of speeds up to 80km/h for periods of up to two hours, can not be armored or have shields, need three times the food as a man per day)
Weapons (melee)
Default-Hand tools, Kitchen Knives, clubs and pointy sticks
1 Point: Hatchets, rusty old swords, low quality short spears and daggers
2 Points-Maces, Basic pole arms (Naginata and Yari) and short swords
3 Points: Medium swords (Katanas, Jians, Sabers, Spathas), halberds and battle axes, short sword and Lance
4 Points: Pikes (up to five meters long), Great swords (Dai Katana, Zweihänder), Medium sword and Lance
5 Points-Pike or Great Sword along with secondary medium sword
Special-All soldiers with more than 5 points get a free dagger
Weapons (ranged)
Default-Thrown rocks and Profanity
1-Slings, a few Basic javelins
2-Short Bows, sophisticated Javelins (Pilum)
3-Basic crossbow, thrown firebombs, Matchlock Pistol (Requires Gunpowder)
4-Arbalast Crossbow, Arquebus (Requires Gunpowder), wheel lock pistol
5-Longbow, Composite Bow
Special Rules-Daggers are available to ranged infantry with one or more points, short bows require at least 2 points of training to be effective, longbows at least 4, Melee Soldiers can be equipped with up to three points of ranged weapons (save bows) and vice versa)
Body Armor
Default-None
1 Point-Basic Cloth and leather armor or a basic iron helmet
2 Points-Cloth Armor and helmet
3 Points-Chainmail shirt or light breastplate and Helmet
4 Points-Chainmail shirt, breastplate and helmet
6 Points-Light Plate Armor (Chainmail, Breastplate, some leg armor, gauntlets and helmet)
8 Points-Full Plate Armor
Horse Armor (Cavalry Only)
Default-None
2 Points: padded cloth
4 Points: Chainmail
8 Points: Horse Plate armor
Shield (not available to ranged soldiers, save for marked (*) exceptions)
Default-No shield
1 Point-A round plywood shield like those the Vikings used, Wicker Tower shield, Buckler*, Anti-Horse Pointy sticks*
2 Points-Round Metal Shield, Kite Shield
3 Points-Tower Shield, Pavise*
Training
Default-A bunch of random sods gathered up that have been told they are Warriors. Moves against the foe in a disorganized leaderless mob that in battle has a hard time with any command more complex than “Everything in that general direction must DIE!”
1 Point-About a month’s worth of practice and a basic leader can form a shield wall, but still loose cohesion quickly in battle.
2 Points-Several months training, more competent fighters than one point fighters, can volley fire and do a few more formations and maneuvers.
3 Points-A year’s training, more orderly in battle
4 Points-3 years training and seasoned veterans, crack troops calm and organized in battle
5 Points-Eight Years of training, Elite hard as nails fighters.
Special Rule-(Cavalry Training Costs 150% higher, rounded to the nearest digit)
Loyalty
Substandard (minus 25% of point cost)-Will stand and fight for you, so long as they see a reasonable chance of winning. Low esprit de corps, break easily, sometimes switch sides in battle when loosing or outnumbered/outweaponed and steal from the rest of your army frequently. They don’t really like you either. Easily bribed to stand down (half training cost) or switch sides (training cost).
Default-In General willing to fight to the Death, although they are only human. Generally will not defect, but they will often break if overwhelmed and you may see at least some of them switch sides if their forces are broken and there is no alternative. Can be bribed to lay down arms (Training cost) or switch sides (Double training costs).
Fanatics (3 Points infantry, 6 points cavalry)-The loyalty of Fanatics is unquestioned. They will stand their ground and will never break ranks out of fear (Bravado, bloodlust, lack of discipline and so forth are another matter, unbreakable loyalty does not equal discipline). Will respond to any attempt at bribery by the enemy with scorn and possibly stabbing.
Special Rule-(Loyalty does not count towards upkeep)
Logistics
Backpacks (1 Point)-Issues a century backpacks, can carry 25 kilos each
Saddlebacks (2 points, cavalry only) A set of containers.
Wagon (1 Point per 3)-Provides your Century with three 5 tonne ox wagon. Can be used to defend ranged troops
Other
Aquaphobia (25% off point cost, can not be acquired if you choose fanaticism)-Your soldiers hate water, they can’t swim and they will not voluntarily go onto any category of boat or ship if they will be on it for more than a few minutes.
Marines-(2 Points human, 3 points dwarf, Infantry Only), Marines are perfectly fine serving aboard ships and are experts fighting on them as well. They make halfway decent sailors in their own right, strong swimmers and are good at landing operations.
War Horses (5 Points, cavalry only): Heavily built creatures bred and trained for fighting. Capable of powerful Charges against enemy lines and will bite and stomp enemy soldiers even if the rider has fallen. Allows for another 25 kilos of saddlebacks
Medical Priestess (3 Points)-A small team of a unarmed ladies who are good with medicine with healing psionic powers, very useful for keeping your men alive.
Gunpowder Weapons
To make use of Gunpowder weapons, you need to buy the capacity to produce gunpowder in bulk. The default state is that you can not do so. Capacity to produce enough gunpowder weapons costs 2,500 points. This allows you to produce basic firearms and rockets, for cannons you need cannon founderies (500 points). It takes a few years to develop
Training Cost
1 Mark for every point expended per unit
Yearly upkeep costs 20% of the price minus loyalty
Examples
Zorian Praetorian Pikemen
Background Info-The Elite Guard of the Zorian Empire. Hand picked from the most skilled recruits, Praetorians are renowned for their resolve and calm composure in battle and many times have forces of Knights have crashed into a forest of Praetorian Pikes and shattered like a wave upon the rocks.
1 Point (Human Infantry)
5 Points melee weapons (Pike, Katana dagger)
Body Armor 4 Points (Chainmail, Breastplate, Helmet)
Shield-3 Points (Tower Shield)
Training-4 Points (Zorian Guard Pikemen are elite soldiers)
Loyalty-3 Points (Praetorian Pikemen are among the most trusted Soldiers of the Zorian Army that will gladly lay down their lives for their Emperor)
Backpacks-1 Point
15 Wagons-5 points
Marines-2 Points (Pikemen are expected to fight on Zorian Galleys)
Medical Priestess-(3 Points)
Total Point cost per Century-33 Points
Training Cost 30 Gold Marks
6 Marks upkeep per year
Zorian Lancers
Background-Lancers are the primary Cavalry of the Zorian Army, normally recruited from cattle and swine farming families in the southern provinces. Lancers are fast fighters used to out-maneuver enemy infantry formations using their pistols to wear them down and charge enemy formations on their flank, the rear and when they have broken.
10 Points (Human Cavalry)
4 Points Melee weapons (Katana, Lance and Dagger)
3 Points Ranged Weapons (Matchlock Pistol)
Body Armor 3 Points (Breastplate and Helmet)
Horse Armor 2 Points (Cloth armor)
Shield 1 Point (a Light Shield for close quarters combat)
Training 5 Points (level 3) (Effective light cavalry)
Loyalty-Average
Backpacks and saddle packs-3 points
9 Wagons (3 Points)
Total point cost per century 34 Points
Training Cost 34 Gold Marks
6.8 Marks upkeep per year
Zorian Dwarvish Arquebusiers
Background-Dwarves have been brought in for the last few hundred years to Zoria to improve metalworking. While Dwarf immigrants and their children are exempt from conscription, their grandchildren are not and there are some dwarf volunteers. In the last hundred years, an increasing number of Dwarf Centuries have been employed by Zoria, with Arquebusiers being the most common, respectable in both close quarters and at a range.
3 Points (Dwarf Infantry)
3 Points Melee Weapon (A battle axe and a dagger)
4 Points Ranged Weapon (Arquebus)
Body Armor 3 Points (Chainmail and Helmet)
Training 2 Points (Respectably drilled fighters)
Loyalty-Average
Backpacks-1 Point
9 Wagons (3 Points)
Total cost per century 21 Points
Training cost 21 Marks
4.2 Months upkeep per year
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So are you guys interested?
Zor