Stronghold Troop Recruitment

## Initial Troop Raising

You are Bob the Human Sorcerer 1. You want to use your Stronghold. You need troops to defend it, here's how to get them.

### Keep Mechanics and Flavor

You have a lvl 1 Keep. You can flavor it however you like, but mechanically it functions as described on pages 16-17.

### Initial Rolls

Make 3 rolls on the tables of your choice.

* Options include rolling 3 times on 2a1, 2b2, or 2c3 or any combination that does not include 2a *and* 2b.
* Tables 2a and 2c are d100's, while table 2b is a d12.
* Picking 2a or 2b locks you out of the other forever for obvious reasons

* 2a. *Units Raised by Keep* chart if traditional keep (pg 17)

* 2b. *Barbarian Units* chart (pg 17) if your keep is a re-flavored Barbarian Camp. **ALMOST NOBODY WILL USE THIS.**

* 2c. *<Insert Class> Followers* chart (e.g Sorcerer Followers). Pages 43-65.

### Ambassadors

Any Ambassadors I get unlock that race's units for not only Mercenary recruitment, but also as selectable race for raised units during this process.

1As referenced on page 17 as Units Raised by Keep.

2As referenced on page 17 as Barbarian Units, not page 43's Barbarian Followers

3 Multiclass characters can roll on any chart for which they have class levels.

## Further Troop Raising

You might have some troops now, you might not. How can you get more?

1. When the leader of your domain spends the money for a level 1 Temple, Establishment, or Tower.

and starts construction. (You already have a level 1 Keep)

1. When construction of the item from #1 finishes
2. When the leader of your domain improves (i.e. levels up) a finished Keep, Temple, Establishment, or Tower.
3. When the leader of your domain levels up

## Hiring Additional Units

Even after exhausting all of your rolls from Raising Units you might still need more units to actually hold your domain from attackers.

You can spend gold to just buy a unit, these are mercenaries. But units not only cost money to buy, they also cost money to maintain, called upkeep and mercenaries cost more to upkeep than regular units (50% more in fact).

Mercenaries can be created from any combination of Ancestry you are not Hostile to (they just might cost more depending on their Attitude towards your leader's race).

Furthermore, Experience, Equipment, and Type are up to the player's choice. While you might think purchasing a unit with the greatest experience and Equipment is an obvious choice, these mercenaries are quite pricey. Not only will you have to pay their up front cost, but also their upkeep every season to keep them around (units disband after not being paid for 2 consecutive seasons).

The process for creating your own Mercenary Unit is described in more detail on pages 237-241, however here is a basic overview.

### Avoiding Manual Calculations

If you don't want to go through the below process manually (why would you), this wonderful website will do all calculations and art generation for you:

https://warfare.pikaoku.com/

If you select "Card Type: S&F Beta" it will generate a lovely S&F themed unit card you can then Download and share to Roll20 for ease of combat usage.

### Manual Calculations

***DO NOT DO THIS UNLESS YOU'RE MAKING A CUSTOM HOMEBREW UNIT THAT CAN NOT BE GENERATED BY THE WARFARE UNIT CARD GENERATOR ABOVE!***

#### Step One: Ancestry

Choose an ancestry below and add its stat bonuses to
the unit card. Then find the traits of the unit’s ancestry
on the next page and add them to the unit card.

As an example, a Dwarf unit would begin with +3
Attack, +1 Power, +1 Defense, +1 Toughness and
+1 Morale.

#### Step Two: Experience

Next, choose an experience level and add the bonuses
listed to the unit’s card.

#### Step Four: Type

Pick between Flying, Archers, Cavalry, Levies, Infantry, or Siege Engine.

* Cavalry always have the *Charge* ability.
* Levies are always *Diminished*.

#### Step Five: Size

Choose a size. This can dramatically affect the unit’s
final cost.

#### Step Six: Calculating Cost

1. First, add up the ***bonuses*** (i.e. +7, not 17) to Attack, Power, Defense, and Toughness, and add double the total bonus to Morale.
2. Multiply this total by the Cost Modifier from the unit’s type.
3. Multiply it by its Cost Modifier from Size.
4. Multiply this result by 10.
5. Add the cost of all the traits of the unit’s ancestry.
6. Finally, add a flat 30 points.

***NOTES FOR REFERENCE AS I PUT THESE RULES INTO A BARNEY STYLE FORMAT***RAISING UNITS pg 16
You can attract a unit by rolling on your class’s followers
chart.

you can spend gold to just buy a unit,
these are mercenaries. But units not only cost money to
buy, they also cost money to maintain, called upkeep and
mercenaries cost more to upkeep.

A keep reduces the cost to buy units by 10% per level,
and it also reduces the upkeep of units by 10% per level.
This means a 5th-level keep reduces both the cost to
buy units and their upkeep cost by 50%.

Upon finishing a keep, you gain units equal in
number to 2 plus the keep level.

Newly raised units start at Size 1d4. If you get the
same result twice,3 just increase the unit’s Size to 1d6.

pg 17

All units raised are of the same ancestry as the owner
of the keep.
Use the rules in Creating Your Own Units (page
237) to build the unit cards once you know which unit
you’ve attracted.

Barbarian Units for Barbarian Camps, Units Raised By Keep for all others.