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.
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[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. | ||||
