Military Actions

Seasonal Actions

These are military actions that are part of the governance phase.

Muster Troops

Once per season, the Ruler may muster troops. These are “regular” military units, constituting the standing army of the Kingdom. The maximum number of individual soldiers mustered depends on the size of settlements and the Kingdom itself. The total number of soldiers is calculated and then distributed into Military Units of the appropriate size.

Settlements’ Mustering Capacities:

  • Thorp: 1d2 soldiers
  • Hamlet: 1d6 soldiers
  • Village: 5d4 soldiers
  • Small town: 2d10*10 soldiers
  • Large town: 2d20*10 soldiers
  • Small city: (1d6+4)*100 soldiers
  • Large city: (4d12+6)*100 soldiers
  • Metropolis: 4d10*250 soldiers

Add to the end total of soldiers a bonus of 1% per governed hex in the Kingdom. E.g. a Kingdom with 20 hexes adds a 20% bonus.

Mustered units start with the “Green” training level. The Ruler immediately pays the consumption and upkeep costs for these units.

Each season, the maximum number of available troops that can be mustered is recalculated.

When the Realm is in immediate need of more troops, units have to be either drafted or hired (see above).

Train Troops

Regular units can be trained to its next tier. Make a Power or Efficiency check vs. DC 10 + 1/2 the unit’s HD.

  • If the check succeeds by 5 or more, troops are trained to the next tier for free.
  • If the check succeeds, troops are trained to the next tier. The cost for training is half the amount of food and resources of the unit’s consumption and upkeep.
  • If the check fails, troops are trained to the next tier, but the cost for training is equal to the amount of food and resources of the unit’s consumption and upkeep.
  • If the check fails by 5 or more, troops are not trained, and a number of food and resources equal to the unit’s consumption and upkeep is wasted.

Strategic Actions

These are military actions that can be taken at any time, but not during mass combat.

Disband Troops

With this action the Ruler disbands regular units, most probably to free up food and resource points. The Realm regains the food and resource points which have been spent during the consumption and upkeep phase for these units.

Draft Troops

Ideally, the Realm is able to fall back on its standing or regular troops to deal with any military threat. However, a sudden or overwhelming attack may require the swift recruitment of fresh troops.
The Ruler may draft troops at any moment.
Drafting troops takes 1d4 days per squad, 1d4+1 days per platoon, 1d4+2 days per company, 1d4+3 days per battalion, 1d4+4 days per brigade, and 1d4+5 days per division.
When drafting troops, the Ruler takes a part of the active working population from the Domains’ settlements.

(1) Choose one or more settlements. Drafted squads do not need any food or resource upkeep. However, they can remain only one season in the field and the chosen settlement cannot draft any units in the following season.

(2) Make an Authority, Power or Prestige check vs. the DOMAIN’s Control DC.

  • If the check succeeds, draft the appropriate military unit. Unrest increases by 1.
  • If the check succeeds by 5 or more, Unrest does not increase.
  • If the check fails, draft a military unit of one tier lower. Unrest increases by 1.
  • If the check fails by 5 or more, draft a military unit of one tier lower, and increase Unrest by 1+1d4.
    Drafted squads cannot be trained or advanced. They can merge with other drafted squads, however.

Settlements’ Drafting Capacities:

  • Thorp: none
  • Hamlet: none
  • Village: 1 squad
  • Small Town: 1 platoon or 3 squads
  • Large Town: 1 company or 3 platoons
  • Small City: 1 batallion or 3 companies
  • Large City: 1 brigade or 3 battalions
  • Metropolis: 1 division or 3 brigades

(3) Temporarily reduce the size of the settlement by one step.

(4) If a drafted squad is KIA, the temporary reduction in population is permanent and Unrest in the Domain increases by an additional 1.

Hire Mercenaries

If the treasury has a lot of gold, or if the Ruler does not like the idea of depleting population centers, the Realm can hire mercenaries. The Realm can recruit as many mercenary squads as it desires.
The cost for hiring mercenaries is indicated in the entry of the Military Units and covers all costs.
Mercenaries are always paid up front.
A mercenary squad starts with the “Experienced” training level.
If there are more mercenaries than regular units in the Realm (mustered or drafted), there is a chance that the mercenaries turn against the Kingdom. Make an Authority, Power or Prestige check vs. the Realm Control DC to avert such a scenario.

Merge/Split Units

Three military units of the same size AND specialization can be merged into one unit that is one step larger. The training level of the new unit is decreased to the tier of the lowest experienced unit. Reset existing feats and choose a number of feats appropriate to the military unit’s new size.

One military unit of platoon size or larger can be split into three units that are one step smaller and have the same specialization as the original unit. The training level of the new units is equal to the tier of the original unit. Reset existing feats and choose a number of feats appropriate for the military units’ new size.

Merging or splitting units takes 1d4 days per squad, 1d4+1 days per platoon, 1d4+2 days per company, 1d4+3 days per battalion, 1d4+4 days per brigade, and 1d4+5 days per division.

Respecialize

A military unit can reset its current specialization and feat choice, picking a new specialization and feats. Respecializing a unit takes 1d4 weeks, independent of its size.

Military Actions

The Path of Kings BrightSmith