Minotaur Forces

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The League of Minotaurs has collapsed into cvil war, but the bull headed ones are still around. Whether the league lands will be reunited under one leader, or split into a multitude of kingdoms has yet to be seen. In any event, they are likely to cause trouble to their meighbours.

Contents

[edit] Legionary units

The minotaurs have always considered themselves the heart of the army and with good cause. Without their strength, there would never have been a league.

[edit] Minotaur citizens

Under the old league, anyone who wasn't a minotaur was either a second-class citizen or a slave. Or dead. Officially, all adult male minotaurs were considered to be part of the army, but not all of them spent their lives marching around and training for war. When you had wealth aplenty, there were other ways to occupy one's time. Nevertheless, citizens still took to the field on occasion, and their simple size and strength was enough to win most fights without rigorous training.

Despite the collapse, minotaurs still think of themselves as superior to other races, and often talk of themselves as 'citizens'.

Minotaur Citizen
Str Dex Con Int Wis Cha
19 10 15 7 10 12
Hit Dice Initiative Fortitude Reflexes Will
6d8+12 +0 +6 +5 +5
Feats
Great Fortitude, Power Attack
Skills
Intimidate+5, jump+8, Listen+8, Search+6, Spot+6
Special
Charge for 4d6+6 damage
Equipment
Great battle axe, studded leather, large wooden shield
AC Attack Damage
17 Great axe +9/+4 melee, gore +4 melee Battle axe 1d12+4, gore 1d8+2
Citizens
Race Class and Level Troop Type Unit Size
Minotaur Monster Militia 100
Attack Armour Roll Hits Move Morale
1AD10 8 2 March 6", Charge 12 12
Equipment
Great axes, studded leather, large wooden shields
Equipment Costs Maintence Cost
6,300 gp 13,000 gp per year
Notes
None


[edit] Minotaur Legion

These were the minotaurs professional forces, the ones who did the hard work of conquering everything in sight. Still, it was a labour of love.

In a straight fight, there is very little that can stop of unit of these soldiers. Their combination of sheer physical power and discipline is overwhelming. The few defeats that the minotaurs suffered came about through trickery, sorcery, or hideous misfortune.

Minotaur Legionary
Str Dex Con Int Wis Cha
21 10 17 7 10 12
Hit Dice Initiative Fortitude Reflexes Will
6d8+18 +0 +7 +5 +5
Feats
Great Fortitude, Power Attack
Skills
Intimidate+5, jump+8, Listen+6, Search+4, Spot+6, Profession (Military)+4
Special
Charge for 4d6+7 damage
Equipment
Great sword, Banded armour, large wooden shield
AC Attack Damage
22 Great sword +10/+5 melee5 melee Great sword 2d6+7, gore 1d8+2
Legion
Race Class and Level Troop Type Unit Size
Minotaur Monster Regular 100
Attack Armour Roll Hits Move Morale
1AD10 7 2 March 4", Charge 6" 14
Equipment
Great swords, Banded Armour, large wooden shields
Equipment Costs Maintence Cost
42,300 gp 14,000 gp per year
Notes
Roll 1AD12 when charging


[edit] Chariots

Cavalry has long carried a certain prestige about it. Being as large as they are, minotaurs have problems finding suitable mounts, but that doesn't mean they would allow themselves to be left out.

These chariots are very large, and in reality are more like wagons because they have four wheels to help them cope with the weight of several fully armoured minotaurs. In many ways, these chariots are more for show then actual combat, but sometimes league generals would ride them into battle.

They certainly make quite a sight - each chariot is pulled by a team of six horses, the wheels and galloping horses sounding like a huge waterfall. They carry their occupants to a vantage point to oversee the battle, or into the enemy lines to take a more personal role in the outcome.

Each chariot consists of three minotaurs, one to drive and two for killing. There 3e stats would be similar to above for the legions. The battle stats are shown below, treating the whole team as one unit.

Chariot Team
Race Class and Level Troop Type Unit Size
Minotaur Monster War Engine 10
Attack Armour Roll Hits Move Morale
1AD12 7 3 March 10", Charge 20" 15
Equipment
Great swords, Banded Armour, large wooden shields, Javelins
Equipment Costs Maintence Cost
15,000 gp 4200 gp per year
Notes
Roll 2AD12 when charging. Ranged 1AD8 up to 6", 1AD6 up to 12", 1AD4 up to 15"


[edit] Auxiliaries

The league often made use of the races they conquered in situations where they were at a disadvantage, or just too valuable to waste. Tjose who performed well were offered inproved conditions.

After the collapse, many of their subjects tried to break away, with various amounts of success. The warlords that have arisen continue the tradition of employing auxiliaries, although perhaps now the term slaves would be closer to the truth as they are offered little except a chance at continued existence.

[edit] Archer auxiliaries

Why waste a minotaur on such trivial duties as missile combat? Humans can do the job a lot more cheaply, and if they die it's not a huge problem.

Given a minimum of equipment, these troops play very much a secondary role to the legions. They are there to provide missile support and shoot down the odd flying target.

Archers
Str Dex Con Int Wis Cha
11 13 13 10 10 10
Hit Dice Initiative Fortitude Reflexes Will
1d8+1 +1 +3 +1 +0
Feats
Weapon focus - short bow, Precise shot
Skills
Intimidate+4, Climb+4, Swim +2, Jump +2
Special
-
Equipment
Short bows, daggers, leather
AC Attack Damage
12 Dagger +1 melee, short bow +3 ranged Dagger 1d4, Short bow 1d6
Auxiliary Archers
Race Class and Level Troop Type Unit Size
Human Warrior 1 Regular 100
Attack Armour Roll Hits Move Morale
1AD4 9 1 March 6", Charge 12" 11
Equipment
Dagger, short bows, leather
Equipment Costs Maintence Cost
3500 gp 3000 gp per year
Notes
Ranged 1AD6 up to 12", 1AD4 up to 18"".


[edit] Light Auxiliaries

Huge lumbering heavy infantry are nice, but sometimes faster troops are needed to take and hold strategic positions untill the real troops arrive, or just to perform scouting missions. The light auxilaries forefill this role.

Fast moving, lightly equiped and generally considered expendable, the light auxilaries are often the first forces that the leagues enemies would encounter. They would gather intelligence, or simply break up the enemies formation with hit and run tactics, leaving them vunerable when the legions arrived.

Light Auxilary
Str Dex Con Int Wis Cha
13 11 13 10 10 10
Hit Dice Initiative Fortitude Reflexes Will
1d8+1 +1 +3 +1 +0
Feats
Running, Endurance
Skills
Swim +5, Jump +5, Climb +5
Special
-
Equipment
Half Spear, Large wooden shields
AC Attack Damage
12 Half spear +2 melee Half spear 1d6+1 melee
Light Auxilaries
Race Class and Level Troop Type Unit Size
Human Warrior 1 Regular 100
Attack Armour Roll Hits Move Morale
1AD6 9 1 March 6", Charge 15" 11
Equipment
Half spears, large wooded shields
Equipment Costs Maintence Cost
600 gp 3000 gp per year
Notes
None.


[edit] Sappers

Huge city walls are very inconvinient to an invading army, so perhaps it is best to destroy them. This the job of the sappers, usually drawn from one of the smaller races that existed within the empire. Their services were more likely to be acquired as mercenaries then other types of auxilaries, simply because the minotaurs never made much headway in conquouring the subterainian races.

Sappers
Str Dex Con Int Wis Cha
8 13 11 13 10 10
Hit Dice Initiative Fortitude Reflexes Will
1d6 +1 +0 +1 +2
Feats
Skill focus - Profession (miner)
Skills
Profession Miner +7, Intuit Direction +4,

Move silently +9, Hide +9, Spot +4, Listen +4, Craft (carpentry) +5

Special
-
Equipment
Hand axes, artisans tools
AC Attack Damage
12 Hand axe -1 melee Hand axe ad6-1 melee
Sapper
Race Class and Level Troop Type Unit Size
Goblin Expert 1 Regular 100
Attack Armour Roll Hits Move Morale
1AD4 9 1/2 March 4", Charge 8" 10
Equipment
Hand axes, artisans tools
Equipment Costs Maintence Cost
1000 gp 3000 gp per year
Notes
None.
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