Middenhjem Gameplay

From xulnwiki
Revision as of 21:31, 7 February 2016 by Riley (talk | contribs)
Jump to navigationJump to search

Back to Middenhjem

Gameplay

Recruiting

Mercenaries are available for recruiting in various locales throughout Middenhelm. When a captain wishes to hire mercenaries they must search through a town for hirelings. Potential recruits will expect a certain amount of pay based on their training and equipment owned.

Finding Hirelings (B517)

IQ Roll (modified by city size) once per half-uke (~7 days) to find a hireling. May substitute the following skills:

  • Administration: for formal corporate-style hiring
  • Current Affairs: if seeking prominent “world experts”
  • Propaganda: aggressive recruiting
  • Streetwise: seeking criminals

Example Mennesker Mercenaries

Cost includes pay and equipment maintenance costs.

  • Dagast (Scout) Inferior Training with Poor Equipment (10 HT/HP) - ₡317
  • Simesus (Infantry) Inferior Training with Basic Equipment (11 HT/HP) - ₡358
  • Ellik (Cavalry) Good Training with Good Equipment (11 HT/HP) - ₡1950
  • Asaer (Scout Rider) Good Training with Basic Equipment (12 HT/HP) - ₡1350
  • Albliev (Infantry) Inferior Training with Poor Equipment (11 HT/HP) - ₡333

Other Hirelings

Mercenary Captains may want to hire other non-combat personnel, such as:

  • Surgeon
  • Trainer
  • Administrator
  • Entertainer
  • Engineer
  • Armorer
  • ...or whatever they deem necessary.

Finding a Job (B518)

Kings, Jarls, and Thanes often have jobs for Mercenary Troops.

Mercenary Captains seeking a job may roll against IQ once per half-uke (~7 days) to if he finds work for his troop. Modifiers include:

  • City Size (Thorp -3; Hamlet -2; Village -1; Town +0; City +1; Borough +2; Metropolis +3)
  • Over-qualification: +1 to +5.
  • Advertising: ₡25 +1; ₡250 +2; ₡2500 +3
  • Scarcity: Higher paying jobs are harder to find.
  • Multiple Jobs: Cumulative -1 when looking for more than one job at a time.

Job Boards

On the other hand, sometimes jobs are posted in various locales in a settlement (town square, gates, etc.).

Combat

Travel

When moving, troops count as a Mobile Force and do not gain any Defense Bonus (DB). The mercenary troop can make an Average-HT roll to gain an extra 20%.

Movement Rates

Troops Type Good Terrain Average Terrain Bad Terrain Very Bad Terrain
Light Infantry (Scout, Militia, Archer) 62 miles 50 miles 25 miles 10 miles
Medium Infantry (Infantry) 50 miles 40 miles 20 miles 8 miles
Heavy Infantry (Heavy Infantry, Pikemen) 37 miles 30 miles 15 miles 6 miles
Light Cavalry (Scout Rider, Horse Archer) 87 miles 70 miles 35 miles 14 miles
Medium Cavalry (Cavalry) 75 miles 60 miles 30 miles 12 miles
Heavy Cavalry (Heavy Cavalry) 62 miles 50 miles 25 miles 10 miles

Recon