Building Military Units
Military units costs resources to both raise and sustain. Here's how to do it.
Upkeep and Upgrade
As part of the Upkeep Phase, it costs 10% of the cost of the units price to keep it on active duty. A unit can be disbanded at any time. A unit can be downgraded too, although no build points are refunded if this is done.
To upgrade a unit, simply pay the difference between the unit's current cost and the new price.
Basic Numbers
In much the same way as a normal character, a military unit has statistics and abilities. Not every member of a unit will have the statline and abilities listed, but rather the unit as a whole averages out to this.
Unit Level - A Unit levels in the same way as a character, but not via experience. Instead it is training and equipment and abilities.
A unit's level costs the same as the level itself. Level 1 costs 1 BP, level 2 costs two BP, etc. This cost is cumulative.
A unit's level costs the same as the level itself. Level 1 costs 1 BP, level 2 costs two BP, etc. This cost is cumulative.
Unit Strength - Each unit recruited takes up some of your population. This might represent actual people making up a fighting force, or in the cases where a unit is a monstrous creature or other, smaller groups it is simply the day to day resources they require to function.
They take up 10 people per level.
They take up 10 people per level.
Hit Points - How much damage a Unit can take before it's destroyed.
D6 - -1BP
D8 - +3BP
D10 - +5 BP
D12 - +9BP
D6 - -1BP
D8 - +3BP
D10 - +5 BP
D12 - +9BP
Statistics - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.
10 Point Buy - 0 BP
15 Point Buy - +3 BP
20 Point Buy - +6 BP
25 Point Buy - +12 BP.
10 Point Buy - 0 BP
15 Point Buy - +3 BP
20 Point Buy - +6 BP
25 Point Buy - +12 BP.
Saves - Will, Reflex and Fortitude
1 Good Save - 0BP
2 Good Saves - 3 BP
3 Good Saves - 9 BP
1 Good Save - 0BP
2 Good Saves - 3 BP
3 Good Saves - 9 BP
Base Attack Bonus - How well the unit can physically fight. A Full BAB unit cannot have more than 4 level casting.
1/2 BAB - 0BP
3/4 BAB - +3 BP
Full BAB - +9 BAB
1/2 BAB - 0BP
3/4 BAB - +3 BP
Full BAB - +9 BAB
Spellcasting - How much magical power a unit possesses. A 9 level spellcaster cannot take Full BAB. Each unit can select a spell list on creation, depending on how well it can cast.
4 Level Spellcasting - 3 BP - Select one spell every 5 levels for the unit to use Ranger or Bloodranger Spell lists
6 Level Spellcasting - 6 BP - Select a spell every 2 levels from the Magus or Inquisitor Spell lists
9 Level Spellcasting - 9 BP - Select a spell every level from the Witch or Cleric spell lists
4 Level Spellcasting - 3 BP - Select one spell every 5 levels for the unit to use Ranger or Bloodranger Spell lists
6 Level Spellcasting - 6 BP - Select a spell every 2 levels from the Magus or Inquisitor Spell lists
9 Level Spellcasting - 9 BP - Select a spell every level from the Witch or Cleric spell lists
Armour - How heavily armoured units are.
Unarmoured - 0BP - No AC, no movement penalty
Light - +1BP - +3 AC, no movement penalty
Medium Armour - +3BP - Increase AC to +5, -10 movement.
Heavy Armour - +6 BP - Increase AC by +8, -15 movement
Unarmoured - 0BP - No AC, no movement penalty
Light - +1BP - +3 AC, no movement penalty
Medium Armour - +3BP - Increase AC to +5, -10 movement.
Heavy Armour - +6 BP - Increase AC by +8, -15 movement
Weapons - What kind of weapons the units carry.
Light - Inflict 1d6 damage - 0BP
Medium - Inflict 1d8 damage - 3BP
Heavy - Inflict 1d10 damage - 6BP
Great - Inflict 2d6 damage, strength 1.5, no shield - 6BP
Light - Inflict 1d6 damage - 0BP
Medium - Inflict 1d8 damage - 3BP
Heavy - Inflict 1d10 damage - 6BP
Great - Inflict 2d6 damage, strength 1.5, no shield - 6BP
Special Abilities
Bodyguards - These special units are the protectors of the Council. They take half of the Population that a normal unit would and get +1 to hit, damage and AC. They also count as having a squad leader, with the same abilities they grant.
Improved Weapons - 1 BP - Grant troops improved weapons, adding +1 to damage and to hit.
- Greater Weapons - 2 BP - Add an additional +1 to damage and to hit.
- Greater Weapons - 2 BP - Add an additional +1 to damage and to hit.
Enhanced Spellcasting - 2 BP - Add the Paladin, Summoner and Wizard spell lists.
Mercenaries - +3 BP - Mercenary units, unlike regular units, do not need a Garrison nor do they take from the population. However, they are more into self preservation than most units, and take a -3 penalty to stand and fight.
Militia - Militia units do not require a Garrison or population, but each area can only have one Militia unit in each District. Militia units can only remain in the city they were created.
Mounts - 2 BP - Add +2 to HP per level, +2 to Damage and 10ft to movement. Increase the upkeep by 2 as well.
- Monstrous Mounts - 2 BP - Add flying, swimming or burrowing as a form of movement, and increase the HP and damage by 2.
- Monstrous Mounts - 2 BP - Add flying, swimming or burrowing as a form of movement, and increase the HP and damage by 2.
Ranged - Inflict damage at range.
- Bows - +2BP - Gain long ranged attacks. Add strength to damage.
- Touch Attacks - 5BP - Hit touch AC
- Bows - +2BP - Gain long ranged attacks. Add strength to damage.
- Touch Attacks - 5BP - Hit touch AC
Seagoing - 5BP - Whether a warship or a sea-going creature, these ocean faring units travel the waves.
Squad Leaders - Certain NPC's can lead units. Every five levels the Unit can learn to do one of the class features, feats or other abilities that the Leader knows.
- Additional Ability - +3 BP - Add an additional ability.
- Additional Ability - +3 BP - Add an additional ability.
Unusual Units - Some units are made up of unusual creatures - constructs, the undead or even Outsiders.
- Constructs - 5BP - Constructs do not have a Con score. They are immune to most abilities that drain ability scores and mind affecting abilities. Cannot be healed without repairs.
- Undead - 5BP - Undead do not have a Con score. They are immune to most abilities that drain ability scores and mind affecting abilities. They can be healed by negative energy.
- Constructs - 5BP - Constructs do not have a Con score. They are immune to most abilities that drain ability scores and mind affecting abilities. Cannot be healed without repairs.
- Undead - 5BP - Undead do not have a Con score. They are immune to most abilities that drain ability scores and mind affecting abilities. They can be healed by negative energy.
Non-Combat Units
Caravan - 5 BP - A caravan is a special that earns BP each month equal to it's level and does not require upkeep. While these units are protected by soldiers and can fight, the fact that there main purpose is to make money means they aren't good at it. They fight at half there level.
Medical - 5BP - Restore 1d6 HP per two levels.