strongholds, Armies, & Battle
PARTY LEVEL & LARGE SCALE GAMEPLAY OPTIONS
Beyond adding character development options, this book helps immersion into designing castles and kingdoms for various levels of play and challenges. There are design and combat options that expedite or more detailed engagement.
Strongholds
Building a Stronghold starts with a Keep, which attracts a few subjects, but further development of an inner and outer bailey, leads to a castle town, castle grounds, and control over extend lands. Customize the many facets of a castle, choose a pre-built, or use one of four basic builds depending on the degree of immersion. This leads to various troops of an army. There is an optional tech tree for building and troops.
New Character Options
See below for details on the included classes: Ruffian, Skirmisher, Strategist, and Warrior. Additional rank skills serve aspects of this book, party level fights, and roleplay: Military - Control, Military - Cover, Military - Siege Equipment, Military - Troop Tactics, Martial - Control, Martial - Enemy Tactics, Martial - Weapons.
Battle & Sieging
Useful integrated into any RPG or as for standalone gameplay, the system covers army Battles in the field and processes for Sieging of Strongholds for various levels of immersion. Each application handles Party level inclusion, Staged play for lite tactical combat, and an Express option to resolve large Battles or Sieging quickly.
Strongholds & Armies
Stronghold & Kingdom
Building choices affect troop defensive values and casualties, siege fortification values, and has implications for party level roleplay, lite tactical stage battles or sieges, and choice of using a 5-10 minute express battle or siege resolution system. A simple kingdom management system can have roleplay and mechanical implications.
Walls
Wall building options vary based on thickness, height, and material type. Additional fortification upgrades are different types of crenellations and battlements, machicolations, buttresses, and more.
Keep & Buildings
Starting with building a castle keep, customize the walls, towers, and rooms. This will lead to a few buildings for the Baileys to wall off. There is also an optional tech tree for buildings and troops.
Castle Grounds & Events
Building jousting arenas, training grounds, royal forests, royal crop fields, and more with implications for kingdom management.
Troops & Siege Equipment
Officers
Various types of leadership for the army and Retinues to manage the kingdom. Also champions and unique dominant monstrous or abnormal troop types.
Siege Equipment
Siege Towers, Battering Rams, Mantelets, Catapults, Trebuchets, Ballistae, and many more.
Troop Types
Various hired troop types of cavalry and foot soldiers, plus mercenaries. Roleplay and mechanics also support subjects: conscripts, musters, and citizens. There is a progression system for veterans and conversion of subjects into troops.
SECONDARY CLASSES
Ruffian
As a brutal play class, try to hurt foes by any means necessary and withstand vicious attacks. For humanoids they can roll off a random table when making their attacks as is the nature of chaotic combat.
Skirmisher
Combat abilities of this class are created toward effective fighting on the move, which is not usually allowed by most classes.Â
Strategist
Paying attention to the flow and tactics of battle or individual combatants, they provide tactical insight to allies and take advantage of enemy combatants.
Warrior
Further encouraging diversity, this unique class allows a character to build their character from 1 specific ability from each of the following sub-classes: Amped, Defender, Disciplinarian, Hunter, Ruffian, Skirmisher, and Strategist. Â