[Basic] Realistic Low Tech Challengers
Good morning!
I am in the process of stating up generic enemies for GMs to use in campaigns based out of the Basic Set. I'm putting them in the easy to read format that DF uses to present their monsters, but for other enemies from a wide variety of campaigns. This first set is to present realistic challengers from TL0-TL4, please review these and let me know what you think. Are they realistic? Is there anything I should add or remove? Are there iconic figures from history that I missed? (Some more questions before I get to the list) Do I need to go back and add notes for specific weapons? ranged weapons’ shots, accuracy, range? How about reach for melee weapons? Is Combat Reflexes realistic for (Roman legionnaires, Spartans, Eagle/Jaguar warriors, knights/samurai, modern soldiers, etc.)? What about High Pain Threshold? What sort of relevant disadvantages should I put on these quick reference sheets? TL0 Neanderthal Hunter ST: 13 HP: 13 Speed: 5.50 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 11 HT: 11 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 1* (See notes) Weapons (12): Axe (2d+1(0.5) cutting), Light Club (2d crushing), or Spear (One hand 1d+3(0.5) impaling or two hands 1d+4(0.5) impaling). Traits: Dislikes Strangers, Dislikes large groups, Distinctive features: Neanderthal brow, Dull, Damage Resistance 1 (Skull Only), Feature: Temperature comfort zone is much lower than ordinary humans, the zone is somewhere around 25* to 80*. Skills: Either Axe/Mace-12, Broadsword-12, or Spear-12. Area Knowledge-10; Armoury (melee or ranged weapons)-10; Camouflage-11; Machinist-10; Naturalist-11; Navigation-10; Running-11; Stealth-11; Survival-11; Tracking-11. Notes: Axes and Spears are made of stone (p. B275). Neanderthals have an additional 1 DR on the skull. Notable gear includes: Axe ($50, 4 lbs) or Light Club ($5, 3 lbs); Fur Loincloth and Tunic (covering groin and torso), $35, 2 lbs; Personal Basics, $5, 1 lb; Sleeping Fur, $50, 8 lbs; Spear $40, 4 lbs. Eagle or Jaguar Warrior. ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7*+1 Parry/Block: 9+1 DR: 1* Weapons (13): Axe (1d+4*(0.5) cutting), Macuahuitl (1d+3*(0.5) cutting or 1d crushing), Light Club (1d+2 crushing), or Spear (One hand 1d+2*(0.5) impaling or two hands 1d+3*(0.5) impaling). Ranged Weapons (13): Atlatl Dart (1d+1*(0.5) impaling), Bow (1d+1*(0.5) impaling), or Sling (1d+1 piercing). Traits: Fit. Callous, Likes: Prefers to capture enemies rather than kill them. Skills: Either Axe/Mace-13, Broadsword-13, or Spear-13. Either Bow-13, Sling-13, or Spear Thrower-13. Shield-12, Knot-Tying-11, Stealth-11. Notes: Move and dodge reduced from encumbrance. Weapons are made of obsidian (p. B275), losing 1 damage if used to parry or striking DR 2+. Noteable gear includes: Their main melee weapon, a small shield, and a ranged weapon (with the Atlatl being for the most elite warriors). Cloth armor, cloth greaves, and wooden helmet (covering arms, torso, groin, and skull), $55, 8 lbs. Small shield $40, 8 lbs. Caveman Hunter ST: 11 HP: 11 Speed: 5.50 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 11 HT: 11 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 1* Weapons (12): Axe (1d+3(0.5) cutting), Light Club (1d+2 crushing), or Spear (One hand 1d+1(0.5) impaling or two hands 1d+2(0.5) impaling). Traits: Duty to their Tribe. Skills: Either Axe/Mace-12, Broadsword-12, or Spear-12. Area Knowledge-10; Armoury (melee or ranged weapons)-10; Camouflage-11; Machinist-10; Naturalist-11; Navigation-10; Stealth-11; Survival-11; Tracking-11. Notes: The hunter only has one weapon, choose between an Axe, Light Club, or Spear. Axes and Spears are made of stone (p. B275). Noteable gear includes: Fur Loincloth and Tunic (covering groin and torso), $35, 2 lbs. Personal Basics, $5, 1 lb. Sleeping Fur, $50, 8 lbs. And their weapon of choice. TL2: Early Imperial Roman Legionnaire ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 3* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 6*+3 Parry/Block: 9+3 DR: 5 (see notes) Shortsword, Gladius (13): 1d+1 cutting or 1d-1 impaling. Javelin, Pilum (13): 1d impaling. Dagger, Pugio (12): 1d-2 impaling. Composite Bow, Arcum (13): 1d+2 impaling. Sling, Funda (13): 1d+2 piercing. Traits: Fit. Shield-Wall Training. Skills: Brawling-11, Hiking-12, Knife-12, Shield-13, Shortsword-13, Soldier-12, Wrestling-11. Archers and Slingers have Bow-13 and Sling-13, respectively. Centurions will have Leadership-11, Strategy-11, Tactics-11, and Teaching-10. Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 11, due to Fit. The legionnaire only has DR 5 on their torso, DR 4 on their skull and face, and DR 2 on their feet. Noteable gear includes: Boots $80, 3 lbs; Gladius $400, 2 lbs; Legionary Helmet $150, 6 lbs; Lorica Segmentata $680, 26 lbs; Pilum, $30, 2 lbs; Pugio $20, 0.25 lbs; Scutum $90, 25 lbs; Archers are equipped with Arcum $900, 4 lbs; a Hip Quiver $15, 1 lb; holding 20 arrows $40, 2 lbs. Slingers are equipped with Funda $20, 0.5 lbs, and use lead bullets (p. B276) carrying 20 of them in a pouch $10, 1 lb. Spartan Warrior ST: 13 HP: 13 Speed: 5.75 DX: 12 Will: 11 Move: 3* IQ: 10 Per: 11 HT: 11 FP: 11 SM: 0 Dodge: 7*+3 Parry/Block: 11+3 DR: 5 (see notes) Spear (15): 1d+2 impaling. Shortsword (14): 2d-1 cutting or 1d impaling. Punch (14): 1d+1 crushing. Kick (12): 1d+2 crushing. Traits: Combat Reflexes, Fearlessness 1, Fit, High Pain Threshold, Shield-Wall Training. Skills: Hiking-13, Karate-14, Running-13, Shield-14, Shortsword-14, Soldier-14, Spear-15, Stealth-12, Survival-12, Wrestling-14. Leaders will have Strategy-12 and Tactics-12. Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 12, due to Fit. The Spartan only has DR 5 on their torso, DR 3 on their skull, face, arms, and legs. The skills in Karate and Wrestling represent training in pankration. Noteable gear includes: Bronze Armbands $180, 9 lbs; Bronze Cuirass (Lorica Segmentata stats) $680, 26 lbs; Bronze Greaves $270, 17 lbs; Bronze Helmet $160, 7.5 lbs; Shortsword $400, 2 lbs; Spear $40, 4 lbs; Large Shield $90, 25 lbs. Classical Hoplite ST: 11 HP: 11 Speed: 5.00 DX: 10 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7*+2 Parry/Block: 9+2 DR: 1* (see notes) Spear (12): 1d+1 impaling. Shortsword (11): 1d+1 cutting or 1d-1 impaling. Traits: Advantages and/or Disadvantages Skills: Shield-12, Shortsword-11, Soldier-12, Spear-12. Notes: Move and dodge reduced from encumbrance. The Hoplite only has DR 1* on their torso from their linothorax armor, they have DR 3 on their skull and face. Noteable gear includes: Bronze Helmet skull/face $160, 7.5 lbs; Cloth Armor $30, 6 lbs; Medium Shield $60, 15 lbs; Shortsword $400, 2 lbs; Spear $40, 4 lbs. TL3: English Longbowman. ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7* Parry: 8 DR: 4/2 (see notes) Longbow (13): 1d+2 impaling or 1d+2(2) piercing. Axe (11): 1d+3 cutting. Knife (11): 1d-1 cutting or 1d-1 impaling. Traits: Arm ST +2 (bows only). Skills: Axe/Mace-11, Bow-13, Fast-Draw (Arrow)-13, Soldier-11. Notes: Move and dodge reduced from encumbrance. The longbowman only has DR 4/2 on their torso and groin, and DR 4 on their skull. Noteable gear includes: Axe $50, 4 lbs; Large Knife $40, 1 lb; Longbow $200, 3 lbs; Mail Hauberk $230, 25 lbs; Pot Helm $100, 5 lbs; Two Hip Quivers $30, 2 lbs; one holding 20 arrows and one holding 20 bodkin point arrows (p. B277) $80, 4 lbs. Foot-soldier, Levy. ST: 11 HP: 11 Speed: 5.00 DX: 10 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7*+2 Parry/Block: 8+2 DR: 2 (See notes) Spear (11): 1d+1 impaling. Knife (11): 1d-1 cutting or 1d-1 impaling. Traits: Typically a Duty to their lord. Skills: Knife-11, Shield-11, Spear-11, Soldier-11. Notes: Move and dodge reduced from encumbrance. The foot-soldier only has DR 2 on their torso and DR 4 on their skull. Noteable gear includes: Large Knife $40, 1 lb; Leather Armor $100, 10 lbs; Medium Shield $60, 15 lbs; Pot Helm $100, 5 lbs; Spear $40, 4 lbs. Crossbowman, Levy. ST: 10 HP: 10 Speed: 5.00 DX: 10 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7* Parry: 7 DR: 2 (See notes) Crossbow (12): 1d+2 impaling. Knife (11): 1d-2 cutting or 1d-2 impaling. Traits: Typically a Duty to their lord. Skills: Crossbow-12, Knife-11, Soldier-11. Notes: Move and dodge reduced from encumbrance. The crossbowman only has DR 2 on their torso and DR 4 on their skull. Noteable gear includes: Crossbow $150, 6 lbs; Large Knife $40, 1 lb; Leather Armor $100, 10 lbs; Pot Helm $100, 5 lbs; a Hip Quiver $15, 1 lb; holding 20 bolts $40, 2 lbs. Viking Raider ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 8*+2 Parry/Block: 9+2 DR: 4/2 Weapons (13): Axe (1d+3 cutting), Broadsword (1d+2 cutting or 1d+1 impaling), or Spear (1d+1 impaling (one hand) or 1d+2 impaling (two hands)). Bow (12): 1d+1 impaling. Knife (12): 1d-1 cutting or 1d-1 impaling. Traits: Fit. Skills: Axe/Mace-13, Broadsword-13, or Spear-13, Boating-12, Bow-12, Knife-12, Navigation-12, Seamanship-12, Shield-12, Swimming-11, Wrestling-11. Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 11, due to Fit. The viking raider only has DR 4/2 on their torso and groin, and DR 4 on their skull. Only half of any group of viking raiders carry bows. Noteable gear includes: Axe $50, 4 lbs or Spear $40, 4lbs; Large Knife $40, 1 lb; Longbow $200, 3 lbs; Mail Hauberk $230, 25 lbs; Medium Shield $60, 15 lbs; Pot Helm $100, 5 lbs; a Hip Quiver $15, 1 lb; holding 20 arrows $40, 2 lbs. Wealthy vikings will be equipped with a Thrusting Broadsword instead of an Axe, $600, 3 lbs. |
Re: [Basic] Realistic Low Tech Challengers
(Part 2!)
Knight Templar ST: 12 HP: 12 Speed: 5.25 DX: 11 Will: 10 Move: 3 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 6+2 Parry/Block: 9+2 DR: 4/2 (see notes) Broadsword (13): 1d+3 cutting or 1d+1 impaling. Spear (13): 1d+1 impaling. Traits: Fit. Skills: Broadsword-13, Lance-13, Shield-13, Spear-13, Soldier-10, Riding-13, Wrestling-11. Class: Mundane. Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 11, due to Fit. The knight Templar only has DR 4/2 on the arms, groin, legs, and torso, DR 6 on the skull and face, DR 4 on their hands, and DR 2 on their feet. Noteable gear includes: Barrel Helm $240, 10 lbs; Boots $80, 3 lbs; Gauntlets $100, 2 lbs; Mail Leggings and Sleeves $180, 24 lbs; Mail Hauberk 4/2 $230, 25 lbs; Medium Shield $60, 15 lbs; Spear $40, 4 lbs; Thrusting Broadsword $600, 3 lbs. Agincourt Knight ST: 12 HP: 12 Speed: 5.25 DX: 11 Will: 10 Move: 2 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7+2 Parry/Block: 9+2 DR: 6 (see notes) Broadsword (13): 1d+3 cutting or 1d+1 impaling. Greatsword (13): 1d+5 cutting or 1d+2 impaling. Lance (13): 1d+4 impaling for mounted combat at move 6. Mace (13): 1d+5 crushing. Traits: Fit. Skills: Axe/Mace-13, Broadsword-13, Lance-13, Shield-13, Soldier-10, Two-Handed Sword-13, Riding-13, Wrestling-11. Class: Mundane. Notes: Move and dodge reduced from encumbrance while on foot. Makes HT rolls at 11, due to Fit. The Agincourt knight only has DR 6 on the arms, groin, legs, and torso, DR 7 on the face, neck, and skull, DR 5 on their hands, and DR 4 on their feet. The Agincourt knight rides a Warhorse (p. B460) equipped with full plate barding (p. B286), this puts the Warhorse into extra heavy encumbrance and brings their Move to 6. Noteable gear includes: Greathelm $340, 10 lbs; Heavy Gauntlets $250, 2.5 lbs; Steel Corselet $1,300, 35 lbs; Lance $60, 6 lbs; Mace $50, 5lbs; Medium Shield $60, 15 lbs; Plate Arms and Legs $2,100 35 lbs, Sollerets $150, 7 lbs; Thrusting Broadsword $600, 3 lbs. Large two-handed swords were in vogue at the time of the Agincourt Knight, if using those, replace the Broadsword and Shield with a Thrusting Greatsword $900, 7 lbs. TL4 Caribbean Pirate ST: 11 HP: 11 Speed: 5.00 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 0 Melee Weapons (12): Cutlass (1d+1 cutting or 1d-1 impaling), Saber (1d cutting or 1d impaling), or Knife (1d-1 cutting or 1d-1 impaling). Pistol (12): Shot (2d-1 pi+) or Pistol Whip (1d+1 crushing). Musket (12): 4d pi++. Musket Clubbing (11): 1d+4 crushing. Traits: None. Skills: Boating (unpowered)-12, Boating (sailboat)-12, Brawling-11, Climbing-10, Fast-Draw (Ammo)-11, Guns (Musket)-12, Guns (Pistol)-12, Knife-12, Stealth-10, Two-Handed Axe/Mace-11. One of Saber-12 or Shortsword-12. Captains have Cartography-12, Navigation-12, Shiphandling-12, and Tactics-12. Class: Mundane. Notes: Pirates either have a Saber or a Cutlass. Only half of any group of pirates carry muskets. Noteable gear includes: Flintlock Pistol $200, 3 lbs; Flintlock Musket $200, 13 lbs; Large Knife $40, 1 lb. A Cutlass $300, 2 lbs or a Saber $700, 2 lbs. Royal Navy Seaman ST: 11 HP: 11 Speed: 5.00 DX: 10 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 0 Melee Weapons (12): Hatchet (1d+1 cutting), Smallsword (1d impaling), Spear (two hands 1d+2 impaling). Pistol (12): Shot (2d-1 pi+) or Pistol Whip (1d+1 crushing). Musket (12): 4d pi++. Musket Bat (11): 1d+4 crushing. Traits: None. Skills: Axe/Mace-12, Boating (unpowered)-12, Boating (sailboat)-12, Brawling-11, Fast-Draw (Ammo)-11, Guns (Musket)-12, Guns (Pistol)-12, Spear-12, Two-Handed Axe/Mace-11. Officers have Cartography-12, Navigation-12, Shiphandling-12, Smallsword-12 and Tactics-12. Class: Mundane. Notes: Seamen typically would use axes and spears in boarding action with pistols being rarely issued to them. Officers carry a pistol and a smallsword. Noteable gear includes: Flintlock Pistol $200, 3 lbs; Flintlock Musket $200, 13 lbs; Hatchet $40, 2 lbs; Spear $40, 4 lbs; Smallsword $400, 1.5 lbs. Musketeer of the Guard. ST: 10 HP: 10 Speed: 5.00 DX: 10 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7* Parry: 9 DR: 0 Melee Weapon (12): Rapier (1d-1 impaling) or Saber (1d-1 cutting or 1d-1 impaling). Musket (12): 4d pi++. Traits: None. Skills: Fast-Draw (Ammo)-12, Guns (musket)-12, Riding-12. One of Rapier-12 or Saber-12. Class: Notes: Move and dodge reduced from encumbrance while on foot. Noteable gear includes: Boots $80, 3 lbs; Matchlock Musket $150, 20 lbs. One of a rapier $500, 2.75 lbs or a saber $700, 2 lbs. Ninja Saboteur. Sengoku period. ST: 10 HP: 10 Speed: 5.25 DX: 11 Will: 11 Move: 5 IQ: 11 Per: 11 HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 0 Thrown Weapon (12): Small Knife (1d-3 impaling). Staff (12): 1d+2 crushing. Punch (12): 1d-2 crushing. Throwing (12): Black Powder Bomb (3d cr ex [1d], fuse 3-5). Traits: Fit and Flexibility. Skills: Acting-12, Camouflage-13, Chemistry-12, Climbing-13, Disguise-13, Escape-13, Explosives (Fireworks)-13, Fast-Talk-12, Forced Entry-12, Forgery-12, Holdout-12, Hiking-11, Judo-12, Karate-12, Knife-12, Observation-12, Running-11, Staff-12, Stealth-13, Survival (Mountain, Forest, etc.)-12, Swimming-11, Thrown Weapon (Knife)-12, Throwing-12, Tracking-11. Class: Mundane. Notes: Ninjas are primarily used for scouting via espionage and use their infiltration skills to obtain vital information to pass on to others. Their other job was sabotage, typically from arson. Noteable Gear includes: A disguise of some type, typically what a local peasant would wear $120, 2 lbs. Climbing gear $20, 4 lbs; Grapnel $20, 2 lbs; Personal Basics $5, 1 lb; Rope $5, 1.5 lbs. If they do carry weapons it would be items that any peasant was allowed to own, such as a quarterstaff ($10, 4 lbs) or a small knife ($30, 0.5 lbs). Saboteurs also carried bombs (use Black Powder p. B277), early smoke grenades (effects as per Smoke p. B439) and incendiaries to help them commit arson. Ninja Assassin. Sengoku period. ST: 10 HP: 10 Speed: 5.25 DX: 11 Will: 11 Move: 5 IQ: 11 Per: 11 HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 0 Blowpipe (12): 1d-3 pi-. Thrown Weapon (12): Small Knife (1d-3 impaling) or Shuriken (1d-3 cutting). Katana (12): 1d+1 cutting or 1d-1 impaling. Punch (12): 1d-1 crushing. Spear (12): 1d+1 impaling. Short-bow (12): 1d-2 impaling. Arsenic (HT-2): Digestive poison, one-hour delay, 1d toxic hourly, for eight cycles. Cyanide (No HT roll to resist): Follow-up poison, 4d toxic. Traits: Fit and Flexibility. Skills: Acting-12, Blowpipe-12, Bow-12, Broadsword-12, Camouflage-13, Climbing-14, Disguise-13, Escape-14, Fast-Talk-12, Forced Entry-13, Holdout-12, Hiking-11, Judo-13, Karate-13, Knife-12, Observation-12, Poison-12, Running-11, Spear-12, Staff-12, Stealth-13, Survival (Mountain, Forest, etc.)-12, Swimming-11, Throwing-12, Thrown Weapon (Knife)-12, Thrown Weapon (Shuriken)-12, Tactics-11, Tracking-11. Class: Mundane. Notes: Assassin ninja typically attack from stealth, allowing them to Evaluate and then All-Out (Accurate) for Vitals, Neck, or Skull hits. Noteable gear includes: A disguise of some type, typically what a local peasant would wear $120, 2 lbs. Climbing gear $20, 4 lbs; Grapnel $20, 2 lbs; Rope $5, 1.5 lbs. Assassins also employed various poisons: typically Arsenic or Cyanide (p. B439). Ninja carried eggshells filled with irritants to blind pursuers. Choose two weapons from the following: blowpipe, katana, spear, short-bow, quiver/arrows, pouch/darts, throwing knife, shuriken Sengoku period Samurai. ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 2* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 5* Parry: 9 DR: 4 (see notes) Katana (13): 1d+3 cutting or 1d impaling. Longbow, Yumi (13): 1d+1 impaling. Naginata (13): Polearm (1d+3 cutting or 1d+2 impaling), Two-Handed Sword (1d+4 cutting), Staff (1d+3 crushing or 1d+1 crushing) Shortsword, wakizashi (13): 1d+1 cutting or 1d-1 impaling. Traits: Fit. Skills: Bow-13, Broadsword-13, Polearm-13, Riding-12, Shortsword-12, Staff-13, Two-Handed Sword-13. Class: Mundane. Notes: Move and dodge reduced from encumbrance while on foot. Makes HT rolls at 11, due to Fit. The samurai has DR 4 everywhere except for DR 2 on their feet. Equip the samurai with either a Naginata or a Longbow along with their Katana and Wakizashi. The samurai rides a Warhorse (p. B460) equipped with scale barding (p. B286), this puts the Warhorse into extra heavy encumbrance and brings their Move to 8. Noteable gear includes: Boots $80, 3 lbs; Face Mask $100, 2 lbs; Gauntlets $100, 2 lbs; Hip Quiver $15, 1 lb; holding 20 arrows $40, 2 lbs; Katana $650, 5 lbs; Longbow $200, 3 lbs; Naginata $100, 6 lbs; Pot-Helm $100, 5 lbs; Scale Armor $420, 35 lbs, Scales Leggings and Sleeves $460, 35 lbs; Wakizashi $400, 2 lbs. |
Re: [Basic] Realistic Low Tech Challengers
Lots of good work there!
Things to add to make them even more off-the-shelf usable would be a stat line for their primary weapons, a summary of their reaction modifiers, and some highlight of abilities (if any) the GM should be rolling for them as they enter action/play. |
Re: [Basic] Realistic Low Tech Challengers
The musketeer feels like he's a very much tamed down version of the three musketeers rather than an actual musketeer. The French Guard was an odd duck in being named after musketeers. These were elite soldiers who should have boosted physical stats and decent skills. They were also skilled in horseback combat: you should be comparing them to knights and samurai in terms of skill level, and perhaps better, as they were picked troops, rather than generic.
A proper musketeer (the ones that actually fought in all the wars) would have his musket, the soldier skill, and a very poorly trained in hand to hand weapon like a short spear or a sword. Actually, he's as likely to have points in fast draw for loading his weapon as he is to know how to actually aim it. Along side musketeers would be pikemen (a classic unit), creating the classic "pike and shot". Another classic at TL4 is the "Man at Arms": a foot soldier clad in full plate and armed with a polearm of some sort. Nastily effective if no one is using guns on a large scale. |
Re: [Basic] Realistic Low Tech Challengers
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It looks like I will need to add a Garde du Corps as an elite version (ST 11, DX 11) and give them riding. Though missing the soldier skill is a glaring oversight. I'll go back and add that and update with fast draw ammo. Did the musketeers that were cavalry use a specific mounted weapon, or just stick to their muskets? I did see that the Swiss Pikemen were rather fierce-some, I'll go and add a Man at Arms to cover them. |
Re: [Basic] Realistic Low Tech Challengers
Haven't had time to read it all, but two things I noticed while scanning it:
1) Roman Legionnaire should have higher HT on average, hiking and other endurance activities are what they did. I would expect the average Legionnaire to be more fit than HT10 with the fit advantage. They also should probably be stronger than ST11, they did train with double weight gladii and scutums. 2) English Longbowmen should be stronger than ST11, at least in the arms. War bows started at 80 lbs and English bows were often much heavier. There are very few people who can pull that kind of weight and it requires extensive training and continuous upkeep. |
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My longbowmen have Arm Strength 2 to go with their bows, I figured that would work for training to shoot their warbows. |
Re: [Basic] Realistic Low Tech Challengers
Your hunters should have only spears. One does not hunt with clubs and axes. Also they should be wield axe and club with a single skill.
Roman legionaries should not have bow or sling. Those were wielded by auxillia usually foreigners. Your Spartan and hoplite should have long spears or even pikes. |
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Man, I could have sworn I read about legionnaire archers/slingers. I guess I'll split them up into Legionnaire and Auxillia. |
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Viking Raiders would only rarely wear torso armor. It would have been mail armor, but the vast majority wore only regular clothing (though they may have worn textile armor, there just is no surviving evidence of it). |
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Cavalry that uses ball and shot is not considered a musketeer, but pistol cavalry (and proper cavalry). Dragoons are troops that dismount to fight: any soldier called a musketeer that rode a horse into battle would be a dragoon. Its like the difference between an armor column and mechanized infantry. Most Musket troops of the age (and everyone used them, not just the french -- the Spanish and Swedish were renowned for their musket troops) would not know how to ride, and their sword play would be quite indifferent, but they would actually treat the musket as their primary weapon, unlike the king's guard. I hope this helps. Also, Men at arms and swiss pike are very different. It appears I'm opinionated enough I should just put up writeups myself! |
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Re: [Basic] Realistic Low Tech Challengers
Update based on all your guys' suggestions, thanks!
Caveman Hunter ST: 11 HP: 11 Speed: 5.50 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 11 HT: 11 FP: 10 SM: 0 Dodge: 8 Parry: 9 DR: 1* Spear (12): One hand 1d+1(0.5) impaling or two hands 1d+2(0.5) impaling. Thrown Spear (12+2): 1d+2(0.5) impaling, Range 11/16, Shots T(1), Bulk -6. Traits: Duty to their Tribe. Skills: Area Knowledge-10; Armoury (melee or ranged weapons)-10; Camouflage-11; Machinist-10; Naturalist-11; Navigation-10; Spear-12, Stealth-11; Survival-11; Thrown Weapon (Spear)-12, Tracking-11. Class: Mundane. Notes: Spears are made of stone (p. B275). Notable gear includes: Fur Loincloth and Tunic (covering groin and torso), $35, 2 lbs. Personal Basics, $5, 1 lb. Sleeping Fur, $50, 8 lbs, Spear $40, 4lbs. Early Imperial Roman Legionnaire ST: 12 HP: 11 Speed: 5.50 DX: 11 Will: 10 Move: 3* IQ: 10 Per: 10 HT: 11 FP: 10 SM: 0 Dodge: 6*+3 Parry/Block: 9+3 DR: 5 (see notes) Shortsword, Gladius (13): 1d+2 cutting or 1d-1 impaling. Javelin, Pilum (13): 1d impaling. Dagger, Pugio (12): 1d-2 impaling. Traits: Fit. Shield-Wall Training. Skills: Brawling-11, Hiking-12, Knife-12, Shield-13, Shortsword-13, Soldier-12, Thrown Weapon (Spear)-13, Wrestling-11. Centurions will have Leadership-11, Strategy-11, Tactics-11, and Teaching-10. Class: Mundane. Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 12, due to Fit. The legionnaire only has DR 5 on their torso, DR 4 on their skull and face, and DR 2 on their feet. Notable gear includes: Boots $80, 3 lbs; Gladius $400, 2 lbs; Legionary Helmet $150, 6 lbs; Lorica Segmentata $680, 26 lbs; Pilum, $30, 2 lbs; Pugio $20, 0.25 lbs; Scutum $90, 25 lbs. Roman Auxilia, Sagittarii ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7* Parry: n/a DR: 4/2 (see notes) Composite Bow, Arcum (13): 1d+2 impaling. Traits: Fit. Skills: Bow-13, Hiking-12, Soldier-12. Class: Mundane. Notes: Move and dodge reduced from encumbrance. Makes HT rolls at 11, due to Fit. Sagittarii only have DR 4/2 on their groin and torso, and DR 3 on their skull. Notable gear includes: Arcum $900, 4 lbs; Bronze Pot-Helm $160, 7.5 lbs; Hip Quiver $15, 1 lb; holding 20 arrows $40, 2 lbs; and Mail Hauberk $230, 25 lbs. Roman Auxilia, Funditores ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: n/a DR: 0 Sling, Funda (13): 1d+2 piercing. Traits: Fit. Skills: Hiking-12, Sling-13, Soldier-12. Class: Mundane. Notes: Makes HT rolls at 11, due to Fit. Notable gear includes: Funda $20, 0.5 lbs, and use lead bullets (p. B276) carrying 20 of them in a pouch $10, 1 lb. Viking Raider ST: 11 HP: 11 Speed: 5.25 DX: 11 Will: 10 Move: 5 IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 8+2 Parry/Block: 9+2 DR: 0 (see notes) Weapons (13): Axe (1d+3 cutting), Broadsword (1d+2 cutting or 1d+1 impaling), or Spear (1d+1 impaling (one hand) or 1d+2 impaling (two hands)). Bow (12): 1d+1 impaling. Knife (12): 1d-1 cutting or 1d-1 impaling. Traits: Fit. Skills: Axe/Mace-13, Broadsword-13, or Spear-13, Boating-12, Bow-12, Knife-12, Navigation-12, Seamanship-12, Shield-12, Swimming-11, Wrestling-11. Class: Mundane. Notes: Makes HT rolls at 11, due to Fit. The Viking raider only has DR 4 on their skull. Only half of any group of Viking raiders carry bows. Wealthy Vikings will be equipped with either Cloth Armor ($30, 6 lbs) or a Mail Hauberk ($230, 25 lbs) and Thrusting Broadsword ($600, 3 lbs) instead of an Axe. Additional armor reduces move and dodge by 1. Notable gear includes: Axe $50, 4 lbs or Spear $40, 4lbs. Large Knife $40, 1 lb; Longbow $200, 3 lbs; Medium Shield $60, 15 lbs; Pot Helm $100, 5 lbs; a Hip Quiver $15, 1 lb; holding 20 arrows $40, 2 lbs. Dragoon Musketeer. ST: 11 HP: 11 Speed: 5.00 DX: 11 Will: 10 Move: 4* IQ: 10 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 7* Parry: 9 DR: 4 (skull only) Melee Weapon (11): Rapier (1d impaling), Saber (1d cutting or 1d impaling), or Spear (1d+2 impaling). Musket (13): 4d pi++. Pistol (12): Shot (2d-1 pi+) Traits: None. Skills: Fast-Draw (Ammo)-13, Guns (musket)-13, Guns (Pistol)-12, Riding-13, Soldier-12. One of Rapier-11, Saber-11, or Spear-11. Class: Notes: Move and dodge reduced from encumbrance while on foot. Notable gear includes: Boots $80, 3 lbs; Flintlock Pistol $200, 3 lbs; Matchlock Musket $150, 20 lbs; Pot-Helm $100, 5 lbs. One of Rapier $500, 2.75 lbs, Saber $700, 2 lbs, or Spear $40, 4 lbs. Change log: Reduced cavemen hunter to just a spear Roman legionnaire split into Auxilia (archer and slinger) Viking Raider removed armor, option for wealthier vikings Musketeer changed to a Dragoon, updated. (Not shown) updated spears on Spartan and Hoplite to the Long Spear. |
Re: [Basic] Realistic Low Tech Challengers
I think Ability at DX+2 for primary skills should qualify for soldiers with good training but without much experience. Veterans should have their primary weapon skill at DX+3 or even DX+4 for elite corps like English Bowmen and Varangian Guards. Skill at DX+5 or DX+6 only for very hardened veterans and weapon masters.
ST 12-13 as average for Spartans and Legionnaires seems too high. The average soldier would have ST 10-11 with +1 or +2 Lifting ST. ST 12 is more appropriate for units like Doppelsoldners, Varangians, Grenadiers and Cuirassiers. |
Re: [Basic] Realistic Low Tech Challengers
Your hoplites and Spartans need psiloi (skirmishers) too. Bow or sling are fine, peltasts (javelins and a distinctive crescent shaped shield) are iconic.
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We don't have much evidence on the exact numbers, but even in days with much more specialization and better tools and economies of scale, mail was terribly expensive. |
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Sparta went down to early imperial Roman legions, not big users of skirmishers either.
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Velites ceased to exist by the end of the Samnite wars. Before the introduction of the gladius and pilum and the organization of stereotypical legions in the mid-republican period.
They realized the folly of not having skirmisher during the second Punic war, and rushed out to hire Cretan archers and Balearic slingers. |
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Here's an interesting thought, however; Neanderthal males were highly asymmetrical in their upper bodies, with up to 50% asymmetry between right (bigger) and left (smaller) sides. Modern humans are typically 4-13% asymmetrical. (I am one of the 'most right-handed people' my physio has ever met, according to her; and I barely tip the scales at 9% asymmetry.) It's theorized that this could be a muscle specialization--left hand for delicate tasks, right hand for brute strength tasks--but the simpler explanation to my mind is the theory that it is an artifact of constant use of the one-handed scrapers that are the iconic Neanderthal tool find. Female Neanderthals also show signs of right-handed asymmetry; but the small sample sizes for females makes it difficult to be certain if this is reflective or an accident of sampling. This asymmetry would suggest that they scraped right-handedly, and used swinging weapons right-handedly, but used thrusting weapons left-handedly. The asymmetry would suggest that they get a base ST 11, but add several levels of (3pt) Arm Strength (right side only). The lack of symmetry would also suggest that they would not get the Off Hand Weapon Training perk or skill, as it suggests being equally proficient with both hands, which would be clearly inaccurate, given that high a level of asymmetry. Oh, and the fact that their right-handedness is even more prevalent than in humans suggest that they were a highly co-operative society. I do not understand the rationale behind the one-weapon rule; it seems irrational. A hunter would carry a scraping tool, a knife, and some type of bush tool (a hand axe, for instance). Once you've killed the animal, you have to bleed it, then butcher it. Even if you don't use fire, you'll still need to clear brush for a shelter. |
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I will probably post a full house rule write-up soon. |
Re: [Basic] Realistic Low Tech Challengers
Shouldn't the Legionnaire have Thrown Weapon (Spear)-13 listed in skills for the pilum? I see the pilum was written up in the brief table of the weapons/skills/damage and the equipment.
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Suggestion -- generic medieval mercenary
Perhaps a variation on the man at arms -- but IIRC in the late medieval era lots of troops, horse & foot, were mercs.
Also the guards of many a castle (and presumably PCs will be venturing into castles at times) were mercenaries. |
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Re: musketeers, the musket in Low-Tech has minimum ST 12, so I'd say make your musketeers beefier or give them caravels. Oh, and this is a brilliant thread. Chapeau! |
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As to the one weapon rule, that's a carry over from a caveman template I found somewhere on the internet. I should get rid of it. Quote:
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Basic Set has a musket at ST 10, but it also includes the rifle rest. The intent of these writeups was to be mostly compatible with the Basic Set and not rely too heavily on supplements. (Though how can you have Spartans and Roman Legionnaires without Shield Wall Training?) |
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I feel like it should be mentioned that mail and scale were also in common use by the Romans.
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Current tidbits about Neanderthal: their blood clotted more quickly than homo sapiens sapiens--an advantage when fighting close-range with prey, a disadvantage when it comes to heart disease; they were lactose-intolerant; it's possible that male Neanderthal/human hybrids were infertile, while female hybrids were not; it's possible that they had what we would consider hyperactive immune systems, and were actually wiped out by allergies when non-native plants moved north through Europe during climate change following the Ice Age. Then there is the increased risk for Crohn's disease, and the Type-2 diabetes.... Basically, the current thinking all boils down to Neanderthal had too small & too localized a breeding population, and were wiped out by accumulated in-breeding. We just took advantage of their gap in the eco-system. Or, possibly, it was the wolf that did it. We had wolves (dogs); they did not. Makes running down prey animals so much easier. |
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We still have guard dogs and hunting dogs even now. |
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Dogs were domesticated ~15,000 years ago, Neanderthals went extinct ~30,000 years ago.
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Troops of the late Middle Ages and the early modern era serving for pay, rather than to fulfill a feudal obligation, tended to be known as mercenaries despite their national origins. |
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