Thursday, June 26, 2014

Dwarven Loadouts, Encounters, and Mass Combat Encounter

My dwarves are a bit shorter, but wider in proportions compared to humans. So they even out a bit but clothing and armor that has a "dwarven" descriptor cannot be worn by humans, but have enough material to be adjusted for humans. Evening-out is important because it saves the GM tons of calculations.


Dwarves


Dwarven template plus social background even out to zero cost template.

Dwarf Template


-15 points


  • Slow Move - They begin with Move 4 instead of Move 5
  • Lifting  Strength +3 – Calculate Basic Lift for Dwarves, as though they have 3 levels greater ST.
  • Night  Vision 9 – Dwarves have excellent night vision, negating 9 levels of darkness penalties.
  • Extended Lifespan – Dwarves are long lived and slow maturing, they become a young adult at around 36 years, an adult at around 60 years, middle aged at around 100 years, old at around 120 years, and Venerable at around 140 years.
  • Workaholic – Dwarves are hardworking to a fault, they are so single minded with their work their relationships suffer. They suffer -1 reaction penalty with those who are affected by it.  
  • Stubborn – Dwarves unusually stubborn people, it takes a great amount of effort to change a Dwarves mind. Double the time and resources it takes to argue an opposing point across to a Dwarf. Because of this inherent nature Dwarves are get along better with each other intoxicated or not minding the business of others. Often the Dwarf suffers a -1 reaction penalty to anyone affected by their stubborn nature.
  • Taciturn – Dwarves are a naturally grumpy, cranky, and taciturn people. Other peoples find these offensive and rude. The Dwarves suffer a -1 reaction penalty to other races.
  • Elven Ire – Dwarves have don't get along with Elves in many levels.
  • Social Stigma: Minority Group – Dwarves are a Minority Group, they suffer -2 reaction penalty to other races and +2 reaction bonus to their own.
  • Features:
    • Stocky and Heavy Build (Height x0.85, Weight x1.3 of a human of the same strength).
    • Male facial hair grows faster than head hair.

Dwarven Social Background

15 points
  • Language Speak/Comprehend Dwarven (Native) [0]
  • Cultural Familiarity: Dwarven (Native) [0]
  • Literate in Dwarven (Native) [3]
  • Cultural Familiarity (Imperial) [1]
  • Language Speak/Comprehend Common (Fluent) [3]
  • Language Read/Write Common (Fluent) [3]
  • Numerate [5]

These dwarves have all the traits of a strong culture, that is destined to self destruct lolz. Because of magic, consider them at TL3+2 economically and infrastructure. In this setting dwarves have evolved separately from humans but can breed with them (the evolutionary difference between neanderthal and humans, you can say that dwarves are more neanderthal like descendants with their obscene strength that it bends/deforms their bones - hence the squat nature of dwarves). 

In this setting elves are superior because of magic and intelligence, and humans are their vassals, slaves, and playthings (the way modern fantasy gamers would see goblins and kobolds). They interact so much that some humans can "appear" attractive to elves. Elves in this setting are Iron alergic, and they use their magic to affect the economy - banning the use of Iron and lead and requiring all metal to be bronze and copper (see GURPS magic notes: earth spells; its possible to have a high tonnage bronze industry see Chinese dynasties before Qin and add magic) and have TL2+4 level of economy and quality of life because of their magic. (the elves are inspired by John Wicks' Ven)  

Dwarven Archer


Equipment   $7,061,  59.65lbs lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4] Med Plate Helm DR6 $600 4.8lbs 
  • [Face 5] 1d6 
    • 1-3 Nasal, Cheek and Ear Guards DR6F
    • 4 Fine Mail Ventail DR4 (-2 vs cr) $27, 0.45lb
  • [Neck 17-18] Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs (covers the rear of the face) 
  • [Torso 9-11] Medium Lamellar DR4F (-1 vs cr) $275, 12lbs
  • [Arms Right 8, Left 12] 1d6
    • 5-6 Medium Lamellar Pauldaons  $110 4.8lbs 
    • 1-3 Medium Lamellar Vambraces $137 6lbs
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] 1d6
    • 5-6 Medium Lamellar Fauld DR4F (-1 vs cr) $69 5.4lbs     
  • [Feet 16] Shoes DR2, $40, 2lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Composite Bow $4,500 2.5lbs 
    • Bow-14, Acc4
    • Dmg 2d-1 impaling 
    • 60 arrows, $154 8.5lbs (Quiver is 2.5lbs see LT34 containers)
    • Bow Holster $34 2.5lbs (Quiver is 2.5lbs see LT34 containers)
  • [Secondary] Fine Balanced Axe 
    • Axe-12, Parry-11U (3base, 6skill, 1cr, 1db) $750, 4lbs
    • Axe Dmg 2d+2 cutting



Dwarven Horse Archer




Equipment
$10,017,  45.65 lbs
  • [Body] Light Leather DR0 (+1 vs cut), $360, 5lbs
  • [Skull 3-4] Light Plate Helm DR4 $240 3lbs
  • [Face 5] 1d6
    • 1-3 Nasal, Cheek and Ear Guards DR3
    • 4 Fine Mail Ventail $27, 0.45lbs
  • [Neck 17-18] Fine Mail Aventail $45 0.75lbs
  • [Torso 9-11] Light Lamellar DR3 (-1 vs cr) $160, 8lbs
  • [Arms Right 8, Left 12] see body
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] see body
  • [Feet 16] Boots DR2, $80, 3lbs
  • [Pouch] Wooden 1 Quart Water 2.5lbs $15
  • [Primary Weapon] Composite Bow $4,500 2.5lbs
    • 60 arrows, $34 8.5lbs (Quiver is 2.5lbs)
    • Bow Holster $34 2.5lbs
  • [Secondary] Fine Balanced Axe and
    • Axe-13, Parry-11U (3base, 6skill, 1cr, 1db) $750, 4lbs
    • Axe Feint-17
    • Axe Dmg 3d-1 cutting
  • [Shield] Metal Heavy Small Shield $160 4.5lbs
    • Shield-12, Block-11 (3base, 6skill, 1cr, 1db)
    • Shield Dmg 1d crushing DR4/HP15/OP7


War Pony $1800 (Move 6/12)
264lbs Carrying Capacity (Move 3/7)
Rider 180lbs, Rider Gear 51lbs, Horse Gear $425, 27lbs, 258lbs/264lbs
Stirrups $125. 5lbs; Horseshoes $50, 4
lbs; Riding Saddle $150, 15lbs, Saddlebags $100, 3lbs



Dwarven Scout

Equipment: 
$2,778; 45.7lbs
  • [Body] Winter Camouflage Clothing DR0 (+1 vs cut), $360, 5lbs
    • Camouflage Cloak $40, 2lbs
  • [Skull 3-4] Light Plate Helm DR4  $240, 3lbs 
    • [Face 5] 1d6 
    • 1-3 Nasal and Cheek Guards DR3F
  • [Neck 17-18]  Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs
  • [Torso 9-11] Fine Mail DR4F (-2 vs cr) $450, 7.5lbs
  • [Arms Right 8, Left 12]  see body
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] see body 
  • [Feet 16] Shoes DR2, $40, 2lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Composite Bow $900 2.25lbs
    • Bow Case $34 2.5
    • Quiver of 60 Arrows $154, 8.5lbs 
  • [Secondary] Balanced Axe $200, 4lbs
  • [Shield] Heavy Small Steel Shield $220 4.5lbs
    • DR4/HP15/OP7   
    • Rim Edge Cutting Sw-2

Dwarven Heavy Infantry

Equipment  $5,268;  71.7lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4] Med Plate Helm DR6 $600 4.8lbs 
    • [Face 5] 1d6 
    • 1-3 Nasal, Cheek and Ear Guards DR6F
    • 4 Fine Mail Ventail DR4 (-2 vs cr) $27, 0.45lb
  • [Neck 17-18] Fine Mail Aventail DR4 (-2 vs cr) $45 0.75lbs (covers the rear of the face) 
  • [Torso 9-11] Medium Lamellar DR4F (-1 vs cr) $275, 12lbs
  • [Arms Right 8, Left 12] 1d6
    • 5-6 Medium Lamellar Pauldaons  $110 4.8lbs 
    • 1-3 Medium Lamellar Vambraces $137 6lbs
  • [Hands 15] Gloves and Light Mail DR3 (-2 vs cr) $80, 1.2lbs
  • [Legs Right 6-7; Left 13-14] 1d6
    • 5-6 Medium Lamellar Fauld DR4F (-1 vs cr) $69 5.4lbs 
    • 1-3 Medium Lamellar Greeves DR4F (-1 vs cr) $69 5.4lbs 
  • [Feet 16] Shoes with Lamellar Sabatons DR4 (-1 vs cr), $95, 4.4lbs
  • [Pouch] Wooden 1 Quart Water 3lbs $15
  • [Primary Weapon] Very Fine Balanced Axe $2,700 4lbs 
    • Axe-16, Feint-20, Parry-U
    • Dmg 3d-1 cutting  
  • [Secondary] Fine Balanced Large Heavy Steel Shield $1035 15lbs
    • Shield-13, Block-13
    • DR4/HP22/OP9   
    • Rim Edge Cutting 1d+2 cutting

Dwarven Sapper

Sappers are not supposed to be near the front lines. No armor to conserve fatigue which is their most precious asset to activate their gauntlets of shape earth and stone. 

Equipment   14lbs
  • [Body] Winter Clothing DR0 (+1 vs cut), $90, 5lbs
  • [Skull 3-4, Face 5] None
  • [Neck 17-18] Beard Notch of Earth to Stone (M51)
  • [Torso 9-11] see Body
  • [Arms Right 8, Left 12] See Body
  • [Hands 15] Gauntlets of Shape Earth and Shape stone  4lbs (M50-51)
  • [Legs Right 6-7; Left 13-14] See Body
  • [Feet 16] Shoes 2lbs
  • [Pouch] Wooden 1 Quart Water 2.5lbs $15
  • [Primary Weapon] Gauntlets
  • [Secondary] Very Fine Balanced Small Knife $720 0.5lbs

Dwarven Encounter

Maul'doon's Mountain
Appearance: Heavily terraced mountains, sculpted with decades of work to serve as a stronghold and home. 
Population: ~100,000 or ~20,000 dwarven families. 15,000 human servant and slave population. 
Land: 8,000 Mountainous Acres (3,200 ha)
Economy: Annual Administrative Revenues of $72M; 15% is in reserve, 40% is in military upkeep, 20% is Administration and the rest is maintenance and public services (25%). The treasury has $42M reserves in gold surplus for the past 10 years. 
Because of earth spells, the dwarves have made the mountain into a kind of Arcology. The level of agricultural productivity and the population need to support this is similar to TL3+2 despite terrain (the food technology would be considered TL3+4), with a large specialist, merchant, and military population. This is effectively a city, drawing raw materials in human settlements and cities, selling high quality durable hard goods to humans in return for slaves (human cast-offs), fodder, hardwoods, metal ores, textiles, and surplus food. 
of the 5,000 dwarves standing force the mountain can mobilize 5,000 reserve and 2000 support personnel. 
of the Standing 5,000 force they are divided into bands/battalion of 500 and rotate paroling operations.  

A battalion of 500 dwarves is made up of 10 50-dwarf companies. 10% of the force is made up mountain horse archers (mountain ponies), 40% Scouts, 20% Archers, and 30% Heavy Footmen. All of them are Mountain Terrain feature and the Scouts and Horse Archers have Woods terrain feature. Among the reserve force are the Sappers - which is a humble term for Engineers who are armed with Gauntlets of Shape Earth and typically do full time work building and maintaining infrastructure. 

A Battalion is made up of men and women of a clan, who typically have steadings, terraces carved out of the mountain or large cave complexes, to oversee when in reduced readiness.  Dwarves use human servants and slaves as sharecroppers and factory laborers. 

Mountain Pony - this is not a horse, but a large Goat able to bear a rider and gear that has been domesticated. It has lost its horns in the domestication but most of its instincts are like those of goats, but its size and strength are comparable to ponies. Its called a mountain pony because of their appearance from a distance, but up close the goat-ness is unmistakable. 

The Hook
The dwarves of Mauldoon have made a few human settlements near by practically economically dependent on them. It has brought these settlements wealth and population, growing to small towns and the dwarves even helped them build their roads and walls. This is pissing the elven overlords mightily. 

Elven overlords have found dwarven trade disruptive to their economy, and despite treaties dwarves continue to circulate Iron and Steel into their Vassal economies (Iron is banned).  The town of Versef, a mere 60 miles (100km) away is being audited, and the Elven auditor is not satisfied with the results - this "village" is as wealthy as a town and should be taxed as such. Many of the stead holders are contesting as they have lived to the letter of their oaths and the dwarven merchant families who have their second home there are caught up in the argument.  In the middle of the auditor and its arguments, is a dwarven canal carved into the mountains (built to bear to bear 10dton flatbottom boats) that lead to the Versef. Once finished will give the Versef more access to dwarven goods which they can resell to its neighbors. 

The sides are - the Auditor (elves), The humans (who may want no trouble or want more prosperity), the Dwarves (who want to keep their trading partners) . 

Dwarves
5 Fine Horse Archers TS20 (F, Rec, Cv, Wood, Mountain)
20 Good Scouts TS30 (Rec, Wood, Mountain)
15 Fine Hvy Infantry TS120 (Mountain)
10 Fine Archers TS40 (F, Mountain)

Dwarven Mass Combat Encounter

Crap has hit the Fan and the Imperial Elves mobilize human vassal armies against the dwarves. The dwarves have holed up in Versef and a relief force is being assembled. Still a vasal human brigade of 3,000 men (20% light cavalry, 40% heavy infantry, 20% archers, 20% light infantry) have camped nearby.

60 Light Cavalry TS120 (Cv, Rec, Wood)
120 Hvy Infantry TS480 (Wood)
60 Bowmen TS120 (F, Wood)
60 Scouts TS120 (Rec, Wood)




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