Conscripting
a Whole Damn Army
It
takes at least a City of Steady Population to conscript A Whole Damn Army,
while a Steady Keep can conscript a Whole Damn Battalion, and a Steady Town can
conscript a Whole Damn Platoon. If a population is better than steady, you can raise
it in a steading one step smaller. Whenever they mobilize, the steading reduces in size by one step. If it is worse than steady, you need a steading
one step larger. These conscripts are “Green” until they are trained and
maintained They have -7 HP and deal (w[2d6+whatever] damage) no piercing, since
they are not seasoned veterans. Also if they have no notable commander, they
don’t add +whatever, it’s just w[2d6]. These statistics are modified as per
Fortified
Superiority if applicable.
Guard
Forces
A
Whole Damn Army is the equivalent of Legion Defenses, a Battalion is Battalion,
and a Platoon is Garrison Defenses. Guard Defenses or less are not worth
representing with A Whole Damn military unit (at least not without conscription
above). If an army has trained for a season, or been to more than 3 real
battles, they are no longer considered “Green”.
Collapse
You
can militarily cause a steading to shrink based on its “Conscription”
statistics as well. For example, if you have a Whole Damn Platoon, you need a
steady town. A Whole Damn Platoon only gets 15 HP, but a conscripted one from a
town only has 8 HP (and deals the worst damage roll as noted above). If any
city has been reduced to 0 HP, it becomes a village in exodus. If they surrender
beforehand, they are reduced to a size appropriate to their HP (benchmarks of
8, 15, and 23 HP, modified by Fortified). Prosperity is reduced a similar
number of steps.
Want
When
a steading is pressed to provide for an army larger than they could conscript
other than their Defenses indicate, they gain Want (military and adventuring
goods) and reduce prosperity by one step.
Resources (Everything from here down is Optional)
By
default, a Whole Damn Army has far less stability than a steading due to not
really having much in the way of consistent trade. They take what they can, and
consume it. This is represented by Resources. By default resources are +0. You
gain resources by lowering the Prosperity of a city (1 point for every step in
reduction, and 1 point per every lost Resource), or by winning a battle against
another army. Divide HP by 5 to determine how many points of Resources you get. for a steading of Moderate Prosperity. Add or subtract 1 per level of Prosperity deviating from that. “An orc warchief’s tribute” is reasonably 1 point of Resources. Resources increase by about a point for every
factor of 10 above that. You can spend Resources after battle to gain the
following:
- +2 HP in the form of new recruits, healing supplies from the infirmary, and so on. (For every +6 HP gained, you can add an additional move (or 5 if you want to go with the original rule, 5 HP))
- +1 piercing damage for the whole of the next battle costs 2 Resource points.
Multiple Resource Coin Value
Whenever you are attacking a group of targets with multiple resource values, you don't add them up to determine the cash value of your earnings for the battle. For example, in a fight against a 6 Resource Whole Damn Army and a city of conscripts (22 HP or 4 Resource) you don't gain 10 Resource. You would need four 6 Resource Point sources to have the fight be worth 7 Resource (it takes 4 250s to get to 1,000, 4 2,500s to get to 10,000 and so on). It would be fair to say that if you fight any fight involving a force of one level lower than your own, you gain 1 Resource (though not mathematically accurate). If the force is 2 points lower than yours, you need to fight two such forces to gain a point (again, fair but not mathematically accurate) and so on.
Opportunity
The
normal rule for opportunity states:
Subtract the distance (in rations) between the
steadings from the steading with enmity’s defenses. If the result is greater
than the other steading’s defenses +defense for each step of size difference
(village to town, town to keep, keep to city) they definitely attack.
Under
these rules, subtract the distance in Resources between the steadings instead to
determine if a force will attack. If the distance is greater than the resources,
the attacking force loses 2 HP per additional needed
Resource.
Surplus
and Settling Down
A
Whole Damn Army can use resources once the war is over to set up a steading.
They gain the default steading appropriate to their army size plus 1 tag per
point of resource they spend to advance the steading.