Richter
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Post by Richter on May 20, 2016 22:36:16 GMT -6
NPC Clans By Region
The North:
Fafian Clan - Destroyed by a coalition of clans lead by Neville Lamont, its members scattered and lands abandoned.
The South:
The West:
The East:
The Heartland:
Lamont Clan - Current ruling clan. Clan Zalbor - Former ruling clan. Destroyed by Lamont, its members and lands absorbed.
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Richter
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Post by Richter on May 20, 2016 23:23:29 GMT -6
Units of the Eastern Clans
The eastern clans have long since been considered amongst the poorest clans Zalboria has to offer, and it isn't an unfounded claim. These lands are rugged and hard to work, and this is made worse by constant feuds amongst the families both common and noble that dwell here. The fact these clans form the nation's land borders with war-hungry Baladorax and Raoecia, whom the Eastern clans tend to raid and be raided by, makes it worse. However, adverse conditions breed hard men, and what they lack in equipment and wealth, the fierce easterners more than make up for in spirit and ferocity.
Land Units
Eastern Irregular - 1 point 40 Man Unit Training: Basic Armor: None, Compressed Canvas Helmet Equipment: 30x Hunting crossbows 30x Maces Optional: 30x Serpentina Caplock Carbine (Single shot. Replaces crossbow.) - Knife Bayonets (Can be used solo or attached)
While the harsh landscapes along Zalboria's border are hard to farm, they are abundant with game. Even those families that are fortunate enough to have land to work, hunting is both a past time and insurance that food will be on the table if a harvest fails or rot sets in over winter. With guns being both illegal in some clans and rare or expensive regardless, most of this hunting is done with crossbows - favored for their cheap cost to make and ability to punch through armor. The latter is a necessity when attacked by raiders from across the border, where they need to fight back with whatever is at hand before firearms are issued or otherwise acquired. New equipment is rare on the frontier and to make matters worse the irregulars get the left overs from 'real' troops, meaning their gear ends up being especially dated. By way of armor they have little save for a helmet made of resin-strengthened canvas, the expense of bulletproof armor keeping it out of the range of most clans in along the fringe.
Despite that the irregulars know the terrain very well and travel very light, easily able to out maneuver and harass invaders where their old technology does little to hamper their hit and run raids. In war, many groups prefer crossbows to the guns provided by their lord, the silent and flashless weapon oftentimes proving a greater boon than bullets. In either case they make formidable light infantry that opponents would do well to not underestimate.
Eastern Men-at-Arms - 1 point 30 Man Unit Training: Standard Armor: Leather coat worn atop padded cloth armor, steel brodie helmet. Equipment: 30x Light crossbows 30x Eastern Sickle Swords 60x Grenades (Any type.) Optional: 29x Serpentina Caplock Carbine (Single shot. Replaces crossbow.) - Knife Bayonets (Can be used solo or attached.) 1x Wallace Machine Gun (2 man team. 120 round drum magazine. Replaces 1 crossbow)
Compared to the local militias, the men at arms of the Eastern clans are much more robust. Although they still possess dated gear, the martial tradition of the wielders goes a distance in making up for the short coming. To support their heavier role, being that they're not expected to skirmish as aggressively as the conscripts, they're given metal helmets and some light armor to better withstand incoming hits. While dated, the armor is able to stop arrows, possibly blades, and even the odd spent round or shell casing. With archaic weapons still in use in the east, that's more useful than it would sound. Despite this improved gear, they're not able to go toe-to-toe with Baladoraxian legionaries, and thus rely on avoidance and speed when outmatched. In the east possessing a sickle sword is a point of honor, afforded only to the richest families and their retainers in times of peace - they are handed out by most clans in war. Owning one serves as the guard's badge of office in addition to working as a fierce weapon in the field. Resembling a falx or falcata from ancient earth, these weapons are razor sharp and capable of opening up a legionary's armor like a can.
Regarding the Serpentina, it's a breech-loading rifle so named for its distinctive opening lever, which was oftentimes said to resemble a snake, serpent, or eel. Over time gunsmiths began to outright stylize this piece of the firearm to directly resemble these creatures, both normal and fantastic, as both a maker's mark and added flair. They're single shot and can take either paper or metal cartridges, but the former are by far the most common and popular versions despite their age. This is because the paper-using models can also be muzzle loaded with loose powder and shot in that configuration if premade cartridges aren't available. On the frontiers, that isn't always a certainty. The gun was said to have originated with a certain group of seafarers before catching on elsewhere when their own clan failed to adopt the firearm in favor of Pencast's competing design.
Eastern Rifle Squad - 1 point 20 Man Unit Training: Elite Armor: Leather coat worn atop jack plate armor, steel brodie helmet. Equipment: 20x Aniar 6.5x52mm Repeating Falling-Block Rifle (8 round tube magazine.) - Knife Bayonets (Can be used solo or attached) 1x Wallace Machine Gun (3 man crew. 120 round drum magazine.) 20x Eastern Sickle Swords 20x Lamont P21 10.35mm Revolver (6 round cylinder.) 40x Grenades (Any type)
The epitome of what the eastern clans have to offer is the rifle squad, their elite infantry mustered in times of war. Carrying powerful swords and repeating rifles with which they're drilled to extreme accuracy with. Most troops called to war from the eastern clans have at least passing experienced in shooting, and this is reinforced by masterful teachers, making their old guns lethal. Although slow to receive new technology the machine gun and its importance wasn't missed by the poor clans to the east, and what they couldn't buy or otherwise acquire, they made. Enter the Wallace Gun. A doubled-barreled, tripod-mounted machine gun fed from a drum mag, almost all of them are handmade so that no two look alike and compatible parts are rare. The name isn't even standardized, almost every clan that uses it has its own name for them; Wallace merely being the most notable. The idea was originally introduced from another clan along the border, and it caught on in popularity after being used in battle several times. Although they were beginning to be fazed out when Neville exported more modern guns from Paemir, the rebellion in that area and subsequent end to sales assured that these bootleg automatics are going to remain on the frontlines for many years to come.
Their gun is actually a Raoecian design, but as with many things on the fringe, it caught on in Zalboria as well. It's a repeating falling-block rifle, a very quirky design. Cocking the oversized hammer ejects the spent round and moves the next into the hopper, although the user must then manually push it into the breech. It's slower to fire and reload than its counterparts as a result of this unusual mechanism, but it makes up for this with extreme reliability. Some soldiers have tested its limits by dropping it off a cliff several times to see if it would still function. Which it did, flawlessly.
These squads actually carry metal armor, plates of disused metal women between two sheets of leather, canvas, or similar material. While this won't stop a bullet, it can catch an arrow or sword, potentially saving the wearer.
Border Raiders - 1 point 25 Man Cavalry Unit Training: Superior Armor: Ivory-backed leather armor worn under leather coat, steel brodie helmet. Light padded cloth barding. Equipment: 25x 16-Gauge Pump-action Shotguns (6 round tube magazine. Can be buckshot or slugs.) 25x Straight-bladed Cavalry Swords 50x Lamont P21 10.35mm Revolver (6 round cylinder.) 50x Grenades (Any type)
Some of the fiercest units amongst the eastern lands are, surprisingly to some, not professional troops, but the much feared border raiders. Men from both Zalboria and Raoecia sneak across the frontiers and raid one enough frequently, and some families have grown powerful followings along the border due to their charisma and spoils. These men and women form warbands and minor clans of their own generally referred to as 'border princes', and this grouping includes the people on both sides of the line separating the principalities and far kingdom. Ignoring local edicts, these bandits carry hunting shotguns, revolvers, and improvised grenades for use in their private wars - becoming quite accustomed to their use quickly, or, those that survive do. These outlaws make excellent horsemen, riding into formations and blasting apart squads with buckshot or cutting troops in twain with blades, and are equally capable of dismounting and fighting on foot. Even the Baladoraxians are wary of entering the borderlands, knowing that to do so is to invite their wrath like a pack of hungry vultures.
Most of the time these raiders are ignored and allowed to do their deeds as long as it stays out of sight of royals and their meddling, so that they can be recruited in times of war for their remarkable skill at arms.
Mountain Gun – 1 point 1 Gun Unit, 7 Man Crew Training: Regular Armor: Steel Equipment: 1x ML 50mm QF cannon
Although a bit dated these days, the muzzleloader has yet to entirely die out in certain parts of Zalboria. Eastern clans still use them for their cheap and robust nature, which are boons where they come from. Due to the abundance of hills, mountains, and other rough to terrain in the area, these guns had to be built lightweight enough to be moved around easily. Most can also be broken down to be carried by men, horses, or mules. The age of these pieces doesn't much diminish their accuracy and hitting power, with the rifled cannons being very much able to break up an unwary formation or shatter light fortifications. The gun's crew comes with standard infantry armaments, and the weapon itself possesses a forward shield to protect the crew while in use.
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Richter
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Post by Richter on May 20, 2016 23:52:53 GMT -6
Units of the Western Clans The western clans exist on a frontier, very much like their kin across the country so close to Baladorax and Raoecia. Like them, the people of the west must constantly to be wary of attacks from abroad, perhaps more so than anyone else. While the sea opens many doors, who comes through them is hard to control, many times this has brought ruin and hardship to the coastline of Zalboria. Raiders, pirates, and slavers all make attempts on the land holdings that dot the expansive shorelines, eager for captives and plunder. Such conditions breed hard men, ones who are quick to fight in protection of their livelihoods and fierce in the battles that ensue. They war amongst themselves less than the eastern clans, though it does still happen, and generally prefer to direct their ire at outsiders. Despite that these clans are not as hostile as one might think, being the first stop for anyone arriving to the nation by ship gives them a unique perspective on the world beyond Zalboria's borders - sometimes for good and sometimes for bad.
Land Units
Coastal Conscripts - 1 point 30 Man Unit Training: Basic Armor: Resin-reinforced kapok breastplate and compressed canvas helmet Equipment: 30x Pencast Lever-action Rifle (6 rounds box magazine.) - 30x Detachable Spade Bayonet (Can be used solo or attached) Optional: 60x Grenades (Any Variety.) Coastal conscripts are mustered not just in defense but also for raiding, amongst the clans that do that. Similar to Clan Kasorymor across the sea, western clans occasionally engage in piracy, against each other and foreign nations. For that reason even the average trooper will know how to work a gun, and use its bayonet in melee if it comes to it. While laws about owning firearms still exist in a few of the more conservative coastal clans, most generally aren't too apt to enforce it. The looming threat of attack on the frontiersmen is both constant and real, so having weaponry on hand can spell the difference between a failed invasion and a successful one. Some encourage ownership on some level, but most fall in between. With plenty of opportunities to turn those guns on foreigners, the chance of them being used on kinsmen isn't as high as it is elsewhere.
With guns and ammo not always being an easy or cheap thing to get ahold of, those families and price-conscientious lords turned to the traders and smugglers of Kasorymor to fill their emergency armories. The Pencast rifle has been around for ages and is readily available for reasonable prices, and its paper cartridge ammunition can be made relatively painlessly by frontier communities. Most families use them for hunting these days, but they've been used in both raids and defensive actions more than once. The Foley rifle has been edging them out of the market for years, but the more cautious types chose to cache the firearms they replaced in case of a rainy day rather than reselling or scrapping them. One unusual addition to the design by the westerners is the bayonet, which takes the shape of a spade rather than a blade or spike. Made more for use as tools than weapons, they can still prove handy in a fight if push comes to shove. But with such light armor, they try not to fight in protracted melee, and prefer to ambush and use cover. Coastal Garrison - 1 point 20 Man Unit Training: Standard Armor: Resin-reinforced kapok breastplate, leather mask with goggles, steel tortoise shell helmet. Equipment: 20x 16-gauge Pump-action Shotgun (7 round tube magazine.) 20x W.I Scian 11.6mm Revolver (6 round cylinder.) 20x Sjamboks 40x Grenades (Any Variety.) Optional: 20x W.I. Foley 6.5x52mm Straight-pull Bolt-action Rifle (6 round box magazine. Replaces Shotgun.) - 20x Detachable Spade Bayonet (Can be used solo or attached) 1x "Tanbellen" Pistol (Replaces 1 Revolver) 1x Plobmdybri LMG (Replaces 1 Rifle) 20x Hand Axe (Replaces Sjambok.) Similar in design to the islander's Gwithyas, and using the same model of shotgun, coastal garrisons keep an eye on their regions; keeping riffraff down and raiders out. Rather than use clubs they carry whips called sjamboks made from animal hide that are a very-painful yet non-lethal tool; a trademark of the sometimes harsh rule of the garrison's employers. Regardless, some measure of order is needed for any society to survive, especially one faced with constant threats of annihilation or enslavement. These men are both capable as policemen and soldiers, changing out their less-than-lethal equipment for rifles and axes when a true fight is called for.
One feature of the westerner's kit that stands out most is the inclusion of leather masks with their uniforms. These protect the soldier's face from splinters and shrapnel primarily, though they also offer some protection against chemical agents. Both of the former are very common threats where ships are concerned, either from shells landing nearby or hitting the hull and sending metal shards flying, and the latter can be an issue in riots where tear gas and other methods of dispersal are required.
The Foley rifle used by these troops was a competing design with the Royal Armory's older R24 rifle, using a (at the time) revolutionary box magazine under the barrel instead of accepting clips through the receiver, along with a straight-pull bolt for faster cycling. While this offered a faster and easier reload coupled with better rate of fire, the price and added machining made it eventually lose the contract in favor of something more easily mass produced. Being from the west himself, Andras Foley sold the designs to his home clan and its neighbors for their own use. In these lands it caught on, and remains in use to this day; the carbine version being the most common for elite troops. Coastal Skirmishers - 1 point 15 Man Unit Training: Elite Armor: Resin-reinforced kapok breastplate, leather mask with goggles, steel tortoise shell helmet. Equipment: 15x W.I. Foley 6.5x52mm Straight-pull Bolt-action Rifle (6 round box magazine.) - 15x Detachable Spade Bayonet (Can be used solo or attached) 14x W.I Scian 11.6mm Revolver 1x "Tanbellen" Pistol 15x Hand Axes 30x Grenades (Any Variety) Optional: 1x Plobmdybri LMG (Replaces 1 Rifle)
While not as impressive as skirmishers from Kasorymor, the western clans have a much higher tolerance for change and breaking tradition. Imports of modern equipment from Kasorymor prove that, with both their bomb pistols and light automatics proving to be an extremely fierce pair of weapons to be used in combination with their Foley rifles. The end result being a very mobile unit able to lay down an impressive amount of firepower very quickly. Their armor is reasonably effective versus modern projectiles as well, leaving them hard to dig out of a piece of terrain once they get into it; a trait they share with all western infantry, whom sport the same armor from the 'fruits' of the ubiquitous kapok tree. They tend to not be seen very often on land, but on sea, they also double as expert marines.
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Richter
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Post by Richter on May 22, 2016 7:10:26 GMT -6
Units of the Southern and Central Clans The breadbasket of the kingdom is undoubtedly the nation's interior and southern reaches, where the land is fertile and weather fair, allowing for long and bountiful growing seasons. In these lands, trade and politics win out almost invariably against war, battles here are fought in the court and market with dagger and deal. Life for the people is easier as well, the borders are far away and so is the turmoil and danger that goes with them. People from the interior, sometimes referred to the "heartland", are often said to be soft, and comparatively, that's true. For the common folk. The nobility of these regions did not forget their roots, and the surplus allows them to have large families that give rise to many landless heirs whom seek glory in other ventures. These knights and their kin frequently host tournaments and spars to keep their skills sharp, and their vast coffers provide equipment that is the envy of the nation. However, it is said that training can only compare so much to real experience, so how much that truly goes for in a battle is always a topic of discussion. Land Units
Heartland Militia - 1 point 40 Man Unit Training: None Armor: None, compressed canvas helmets. Equipment: 40x Maces Optional: 40x Lamont R25 7.76x56mm Bolt-action Rifles (5 round internal magazine.) The militia pulled from Zalboria's interior are mostly untrained and lightly equipped, oftentimes pulled into battle on short notice. Since the clans in the south can afford larger standing armies than their kind from further away, they rely less on conscripted levies and thus tend to only use them in desperate situations or when numbers are a necessity. Heartland Guardsmen - 1 point 25 Man Unit Training: Standard Armor: Steel breastplate worn over arming doublet, steel helmet. Equipment: 25x Lamont "Peacekeeper" .410 bore Bolt-action Shotguns (4 round internal magazine.) 25x Side Swords 50x Grenades (Any Variety.) Optional: 24x Lamont R25 7.76x56mm Bolt-action Rifles (5 round internal magazine. Replaces shotgun.) 1x Lamont M12 7.76x56mm Machine Gun (2 man team to operate, belt fed. Replaces one shotgun.) Employed as men at arms and to keep order in cities, guardsmen are the first thing many people see when they cross over into the heartland. With polished metal armor and strong swords they make an imposing sight and impressive foe, being that they're very well trained in using both. Anyone trying to cause trouble with a lord in the interior will end up facing down the guardsmen, and doing so is a mistake many brigands don't get to make twice. While the nobility don't like to make a habit of handing out guns to commoners when it isn't required, even men at arms, some measure of firepower is needed if only to keep order - and properly deal with law breakers. For that reasons a conversion was made for the standard Lamont R25 rifle that has been dubbed the 'peace keeper' to fit its role as a civil defense gun. Changes made include smoothing the barrel and rechambering it for a small shotgun shell that can be used to break up riots or other non-military threats. The round leaves much to be desired in lethality by design, so that if the gun is stolen it can't be used for assassinations without significant skill and care being used beyond what most would-be murderers are capable of. In war these are replaced with standard rifles, of course. Heartland Infantry - 1 point 15 Man Unit Training: Elite Armor: Steel breastplate worn over silken arming doublet, steel helmet. Equipment: 14x Lamont R25 7.76x56mm Bolt-action Rifles (5 round internal magazine.) 1x Lamont M12 7.76x56mm Machine Gun (2 man team to operate, belt fed.) 15x Lamont P22 9.2x20mm Revolver (6 round cylinder.) 15x Side Swords 30x Grenades (Any Variety) Elite soldiers from the southlands are perhaps the best armed in the nation outside of the royal clan's own troops. Steel armor is supplemented by an interwoven doublet of silk that is able to stop bullets very efficiently, but is prohibitively expensive for mass production in most parts of the nation. Their rifles and machine guns are top of the line, the newest model to be produced by the Royal Arms Company, to assure flawless performance in battle. Atop that, the infantry are drilled extensively in melee combat; while the swords may lay the charge breaking power of a bayonet, they're significantly more useful beyond the first strike. Noble Dragoons - 1 point 15 Man Cavalry Unit Training: Elite Armor: Silk and steel jack plate worn over a splitback leather coat, steel lobster-tail pot helmet. Chainmail barding. Equipment: 15x Lamont R25 7.76x56mm Bolt-action Carbine (5 round internal magazine.) 15x 15x Lamont P22 9.2x20mm Revolver (6 round cylinder.) 15x Cavalry Sabers 30x Stick Grenades (Any Variety) One of the most terrifying sights on the battlefield is the sight of a cavalry wedge cresting a hill at the sounding of a horn, even in the modern day. Noble dragoons are not soft like their non blue-blooded countrymen, they're raised to fight and politic, ruthless in battle and at rest. To turn them lose on a platoon is to invite ruination, supposing they're used with care. Even with expensive armor bullets can bring them low easily, but if they approach close enough to charge home, the effect can be devastating. For protracted melees they bring more traditional swords, and carbines in a conveniently placed saddlebag for engagements with too much firepower to charge. The units are often composed of landless nobility and their most trusted retainers and squires, all of whom are eager to make a name for themselves. Sometimes they can be seen around the nation even when at peace, acting as knights errant, playing out quests of their own design or given to them by superiors in hopes of finding land and glory. A dying ideal, but one kept alive by distant kin with no chance of seeing their thrones, or by those bored of intrigue.
With the advent of the machine gun these formations have begun to learn the value of operating as mounted infantry, which is a role they take to aptly despite the grumbling that comes with it. Their purebred horses are more than capable of moving them into advantageous positions from which to harry enemy artillery, or other soft targets.
Unlike Clan Kasorymor's stick grenades, the ones used by these troops work more like spears - they're thrown straight forward rather than like an axe. These make them easy to use from horseback, and give them surprisingly long range for a hurled projectile. This also makes them the hardest type of bomb to get used to using in the nation, but these troops are hardly short of time to train or money with which to hire tutors.
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Richter
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Post by Richter on Jun 13, 2016 0:25:38 GMT -6
Raoecia
Zalboria's cousins in both a figurative and literal sense, this nation is both their neighbor and progenitor. The nation that was to become Zalboria originally was nothing but a westward expansion by opportunistic Raoecian clans. The disunity of that country eventually gave rise to a man who thought he could do better, form something stronger and more successful somewhere in the neighborhood of 500 years ago. The nascent Clan Zalbor, the bloodline this future king hailed from, united those around themselves and started a popular rebellion that saw them gain independence from their nominal liege, the Grand Prince. As is to be expected, this caused a lot of bad blood that never quite got worked out, due to the factitious and quarrelsome nature of both entities.
The common roots of both nations are still readily apparently, particularly along the border; though there has been quite a bit of drift in some areas of their respective cultures. The toppling of the Zalbor regime in its eponymous two generations ago has seen the relationship drop to its most frigid depths in decades, as the former royal clan's kin still hold significant sway across the border. A tactful alliance has helped that somewhat, but increasing tensions and frequent small scale conflicts at the fringes makes it appear as if old habits have yet to be truly kicked.
Raoecia lags behind Zalboria in technology, being that ideas flow even less freely here than they do to the west. But as a much older nation it has a larger population and industrial base, dated as it may be.
Land Units:
Levy Riflemen - 1 point 40 Man Unit Training: Basic Armor: None, metal helmet Equipment: 40x Some form of single-shot rifle. M774 Falling-block Rifles (single shot) being the best kind available. - Sword Bayonets
As a feudal nation Raoecia's clans can rely upon levied soldiers to pad out their forces when the need arises, or when the liege in question feels it necessary. The equipment and skill of these troops can vary highly depending on where they come from, but since Zalboria's eastern neighbor is more tumultuous than even themselves, finding peasants with either past experience or willingness to fight isn't particularly hard for most lords.
Regulars - 1 point 30 Man Unit Training: Standard Armor: Varies by clan, metal helmets combined with leather jerkins or padded armor are the norm. 30x M800 Bolt-action Rifles (8 round tube magazine), Aniar Repeating Falling-Block Rifles (8 round tube magazine), or M774 Falling-block Rifles (single shot or 4 round magazine.) - Sword Bayonets 60x Grenades (Any variety) Optional: 1x Backpack Radio 30x MS780 12-gauge pump shotguns (5 round tube magazine. Replaces rifles.) - Sword Bayonets
The regulars of Raoecia, their equipment is somewhat more unified because at this level, the Grand Prince is able to enforce an amount of uniformity. Since most clans want to stay on par with their rivals, this initiative is usually met from both ends. Notable exceptions being in the eastern and western fringes, which tend towards more robust equipment similar to what is used by their rivals across the border. The fact that Rao lags behind Zalboria in technology becomes apparent when you compare their equipment: Their standard bolt-action using tube magazines should draw the eye in particular. Though that is the most 'modern' gun issued, Zalborians will recognize the familiar Aniar rifle here as well, and perhaps the older M774 as well. Originally a single shot gun; some models have been converted to sport an unremovable box magazine on the side to make them into primitive repeaters. It's a cheaper solution than buying all new 800's, but it's much less popular with soldiers than with the nobles who save cash by making these conversions. One can expect to see both these improved models and the originals in combat. Melee combat is still rather common in this nation, so they pack very long bayonets that can double as short swords when detached, and makeshift spear when on the guns. For this reason replacing rifles with shotguns isn't uncommon either for better close-in fighting, these also sport bayonet lugs.
Grenadiers - 1 point 15 Man Unit Training: Elite Armor: Metal helmets and metal armor. 15x M800 Bolt-action Rifles (8 round tube magazine) or Aniar Repeating Falling-Block Rifles (8 round tube magazine, used on the fringes.) - Sword Bayonets 15x MP794 Revolvers (6 round cylinder.) 45x Grenades (Any variety, can be fired from the longarm.) Optional: 1x Backpack Radio 15x MS780 12-gauge pump shotguns (5 round tube magazine. Replaces rifles.) - Sword Bayonets
Grenadiers. How one gets to be one can vary wildly. Some clans recruit the tallest men (or women or both), the shortest, or use some other metric to decide entry. But whatever the case, they tend to be the best at what they do; fight and fight hard. They get the most pay, the best gear, and the brightest uniforms. In older times they used hand grenades to blow ragged holes in enemy formations, and still do, but newer models of explosive can also be shot from their rifles or shotguns. A curious innovation that no neighboring nation has yet copied, it allows them to lay down devastating damage on an enemy without having to holster their guns to do it, and they can fire them while moving to boot. Most clans keep a retinue of these as personal guards, at least, those who can afford to keep them. Traditionally they hold the center of a line and spearhead assaults. Regardless of equipment, they're a mean and tough bunch that aren't liable to break easily.
Support Units:
Mountain Gun – 1 point 1 Gun Unit, 7 Man Crew (with optional mules or horses) Training: Regular Armor: Steel Equipment: 1x ML 50mm QF cannon
Another piece of equipment which some Zalborians will recognize, the same 'mountain guns' that some eastern clans use have also taken positions of prominence in the armies of Raoecia. The technology isn't quite as dated by their standards, and the ease of production and mobility still of high import. Like theirs, these guns can be broken down and carried, although with mountains not as prominent they're more often hauled by pack animals than troops; not that this isn't still feasible if desired.
Efflam Howitzer – 2 points 1 Gun Unit, 7 Man Crew (with mules or horses included) Training: Regular Armor: Steel Equipment: 1x BL 90mm howitzer
A much bigger piece of equipment, this one is much more exclusive to Raoecia and significantly less mobile. While the 50mm is useful as a battalion gun of sorts, the Efflam is what they bring out when a situation calls for heavy fire support. That can be either pitched battles or sieges, to name a pair of examples. 'Howitzer' in this instances might be a bit misleading, the gun's barrel isn't fixed at an upward arc; it merely denotes that it can raise to such an angle if required. The rest of the time it's more than capable of direct fire. Unlike the mountain gun it is breech loaded to better facilitate speedy reloading of its much larger shell, which comes in two pieces. Shell and propellant are loaded separately to spread the weight load between a pair of operators. The much greater weight of the howitzer and its ammo necessitates using beasts of burden to haul it into place, which can be a negligible or sizable detriment depending on the situation it is being used in.
Miller Gun Battery - 1 Point 4 Gun Unit, 30 Men (6 per gun to crew, 1 commander, 5 guards. Mules or horses included) Training: Regular Armor: Steel Equipment: 1x "Miller" gun (Heavy weapon. Holds 37 rounds at a time.)
The heavy weapon of choice in Raoecia is the so called "Miller", a gun that got its name because its hand cranks and levers resemble those of a coffee mill when in action. Working this crank brings its barrels to fire, of which it has 37. These are fired one at a time to act as a sort of primitive heavy machine gun. Its ammo is loaded all at once via a single 'clip', making it faster to put into back action than one might expect. These can either be on a wheeled carriage or tripod, depending on the user's preference.
These guns aren't particularly mobile, so they're used more like an artillery piece than a squad-support weapon. The concept is similar to how the Zalborian gatling gun is used. A battery of these will often be deployed to cover a piece of a formation, with multiple batteries being provided for larger engagements.
Naval Units:
Garda Class - 5 points Torpedo Boat Destroyer Crew: 80 Armor: Steel naval armor Training: Standard Equipment: 3x 100mm cannons (2x1 mount at front, 1 at back. Turreted.) 4x 37mm cannons (2 per side, evenly spaced.) 2x 2-tube torpedo launchers (1 per side.) Special: Smokescreen Generator (Aft)
Gallowglass Class - 7 points Cruiser Crew: 300 Armor: Steel naval armor Training: Standard Equipment: 5x 2-barrel 127mm cannons (2 per side, 1 amidship. Turreted.) 8x 52mm cannons (4 per side. Turreted.) 2x 3-tube 21-inch torpedo tubes (One per side, underwater.)
Curadh Class - 9 Points Pre-dreadnought Battleship Crew: 700 Armor: Heavy steel naval armor Training: Standard Equipment: 4x Twin 305mm cannons (2 at front and back. Turreted.) 4x Twin 234mm cannons (2 per side. Turreted.) 8x 100mm cannons (4 per side. Casemated.) 2x 3-tube 21-inch torpedo tubes (One per side, underwater.)
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