Red River Campaign

Houserules Compendium

This compendium contain various rules that has been created to add tactical depth, flavour and a sense of development during the campaign.

Strategic Compendium

LORDSHIP

Lords may influence other lords to sway them over to pledge fealty to their faction. By spending 1 command point, the lord may influence lords which is not on the map. The targeted lord is considered located at their seat. This action may be done as long as the influencing lord is within range of the seat no further away then it`s lordship value.

ORDERS

Messages received at a location containing a Ruler, Governor, General or Hero may be acted upon and result in new orders issued. 

Activated orders can only be changed by new messages received.

Dispatch Messengers

Messages which intend to change an ongoing ORDER can be dispatched when enemy forces is “Spotted” by friendly forces or population. 

Enemy units are “spotted” when occupying the same hex as the friendly force or population.

Light cavalry and skirmishers spot enemies in adjacent hexes in addition to the occupied hex.

STRONGHOLDS

The different upgrades that can be constructed into the stronghold cost a certain amount of points. This cost is paid by removing units from the garrison and trade them into upgrades. Units traded in this way is considered destroyed, but can be recruited anew within a year.

SUPPLIES

Pillage minor settlements is a way to keep units supplied during a campaign. Units which return to the army after a pillage will keep the army supplied for another new period. A settlement which is pillaged, may not be pillaged again until a year has passed.

Battlefield Compendium

UNIT FORMATIONS

Deep Formation:
The formation is 1DU wide, where bases are placed long side against long side as described in the Sword and Spear rulebook.

Line Formation:

This formation is done by placing the individual bases in the unit along side each other, where the shortest side of the bases touch each other. A unit may change it`s formation when given an advance order. Select one of the bases in the unit, then arrange the remaining bases so that they form a line, touching the selected base.

Infantry do this to form a long battle line, which give them the possibility to fight more opposing units.

Archers can line up in such a formation to give them a greater firing arch.

Cavalry in this kind of formation will line up in a row, which will help them to maneuver in dense terrain.  

GARRISONED UNITS

To perform the garrison action, the unit must be given a maneuver order.
The unit breaks ranks and pours into the terrain piece, secures it, and
takes up both defensive and offensive positions. Since your
normal unit basing won’t fit inside the garrisoned terrain, the
unit will need to be removed from the play area and an alternate
method of representing the unit occupying the terrain will need
to be used. This can range from simple chits or makers, to
custom banners or even individually based miniatures placed
inside the terrain piece. The edges of the terrain piece are treated
as the edges of the unit for the purposes of interactions.

Garrisoned units:
– are considered as having front facing on all sides of the
terrain piece
– The unit is considered in cover when defending against ranged attacks.
– When making ranged attacks while garrisoned, the unit may re-roll one of its melee / range attack dice. It’s much easier to concentrate
on your shooting while protected! If the garrisoned structure is
multi-leveled, then the a unit inside it making ranged attacks
gains an additional die on attack rolls for being on higher ground
when appropriate.

ASSAULTING STRONGHOLDS

Storming Walls:
Units which scale walls with ladders are considered fighting uphill and through obstacles. Units defending walls are considered in cover.

Stronghold section profile:

Walls: Strenght 10 Heavy Armour 
Gates: Strenght 6 Heavy Armour
Towers: Strenght 15 Heavy Armour
One level House: Strenght 5 Armoured
Two level House: Strenght 5 Heavy Armour

Xp and upgrades

HEROES IN THE MAKING

Characters as commanders, captains and wizards gain heroic points (*) if a heroic deed has been accomplished. 

Heroic Deeds:
(***) Commanding an army that defeat an army of greater AV (army value)
(**) Commanding an army that defeat an army of lesser AV 
(**) Defeat another character.
(*) Leading a force which cut supply lines resulting in casualties to the opponent.

The unit gain a upgrade at every third (***) heroic point earned.

Upgrades:
1 The unit become a Hero unit. 
2-3 The unit gains an ability relevant to the deeds already accomplished. 
4 The unit may contest the power of his/her home.

A hero unit wield its original powers in addition to the Hero unit powers, but move and act as a Hero unit. 

Cost and Rules

The cost of this unit now become the original cost included the Hero unit cost.

UNIT UPGRADES

Units participating in the campaign will over time accumulate experience points. 

Xp
(*)Participated in a battle.
(**)Dealt the killing blow to a unit.
(***) Killed / captured a character.
(****) Dealt the final killing blow which turned a draw to a victory.

Upgrades
Battlehardened : When the unit has taken wounds equal to it`s strenght value, it is not routed. The unit will not be able to rally at this point, but will continue until a wound is dealt to it.

Brotherhood: The unit has endured difficult situations due to cooperation and a feeling of trust among the troops. The unit has now the upgrade Brave.

Text

STRONGHOLD UPGRADES

There is no limit to the number of sections a stronghold or keep may
have, but a keep may only have a maximum of 2 upgrades
regardless of size unless benefiting from a special rule.

BANNERS 3
Banners flying from a keep or stronghold can be seen by all on
the battlefield and will both inspire and cause fear.
The owning player may once during the battle, re-roll one of the order dice.

BURNING OIL 2 
Burning oil, pitch, or other nasty concoctions pouring down from
the ramparts can thwart even seasoned siege specialists.
Units fighting from a stronghold position always gain Impetus.

CHAMPION 1 
Many times a champion will remain behind as a last line of
defense against enemy heroes that attempt to assault a keep.
The defending hero aways gain impetus versus enemy heroes.

CLOUD 1 
A cloud of bats, crows, pixies, or furies flys around the keep…
Defending units gain Impetus in melee versus flyers.

COMMANDER’S TOWER 12 
A general can use spotters, signalers, and magicians to set-up a command tower and extend his control over the battlefield.
The owning player is considered as having unlimited command range for all orders.

DEFENDERS 4 
A force of desperate citizens take to the streets and aid the defending troops in their effort to defeat the assailing forces. Attacking units counts as being attacked in the rear/side.

REINFORCED 4
Superior dwarven masonry, encasing protective vines, and metal plating can all be used to enhance the strength of a keep. The first stronghold section which reach it`s damage value gains an additional 5 points before being destroyed.

REPEL 6
Intimidating defenders or the fear created by the keep itself cause those assailing it to fall back when bested in combat.

Units which loose all combat dice in a melee brake off.

WIZARD’S TOWER 5 
Filled with ancient tomes, powerful artifacts, and esoteric
secrets, a wizard’s tower contains much to aid a caster in
maintaining his concentration and focusing his energies.
The owning player may select an additional spell for one of it`s spellcasters.

Baserule Modifications

MONSTERS

This change is due to my choice of how I base the individual units. I chose to let the monster type units be based on a 4×4 base. The Sword and Spear rules advice that monsters are based on smaller bases that will give the unit an advantage when maneuvering narrow passages. My opinion is that a 4×4 cm base suits larger creatures and also makes room for scenic details. To compensate, the following rule applies to monsters: Monster units may pass through gaps which measure halvf it`s base size. The unit must end it`s move in a space where it don`t overlap any other units.  

Point Sheet

UNITS

Light Infantry
Medium Infantry
Heavy Infantry

Light Cavalry
Cavalry

Monster
Beast
Swarm

Hero

EQUIPMENT

Average Armour: 8
Armoured: 24
Heavy Armour: 24
Pavis: 8
Shield Wall: 16

Spear: 8
Pike: 24

Bow: 8
Longbow: 16
Crossbow: 8
Javelin: 0
Throwing Weapon: 

UPGRADES

Melee Capable: 8

Populations and troop support:

Between 5- 10% of a settlements populations may be troops.
While 5% is mobilized

 

 

Stronghold section profile:

Walls:
Gates:
Towers:
One level House:
Two level House:

The different upgrades that can be constructed into the stronghold cost a certain amount of points. This cost is paid by removing units from the garrison and trade them into upgrades. Units traded in this way is considered destroyed, but can be recruited anew within a year.

There is no limit to the number of sections a stronghold or keep may
have, but a keep may only have a maximum of 2 upgrades
regardless of size unless benefiting from a special rule.

BANNERS 3 
Banners flying from a keep or stronghold can be seen by all on
the battlefield and will both inspire and cause fear.
The owning player may once during the battle, re-roll one of the order dice.

BURNING OIL 2 
Burning oil, pitch, or other nasty concoctions pouring down from
the ramparts can thwart even seasoned siege specialists.
Units fighting from a stronghold position always gain Impetus.

CHAMPION 1 
Many times a champion will remain behind as a last line of
defense against enemy heroes that attempt to assault a keep.
The defending hero aways gain impetus versus enemy heroes.

CLOUD 1 
A cloud of bats, crows, pixies, or furies flys around the keep…
Defending units gain Impetus in melee versus flyers.

COMMANDER’S TOWER 12 
A general can use spotters, signalers, and magicians to set-up a command tower and extend his control over the battlefield.
The owning player is considered as having unlimited command range for all orders.

DEFENDERS 4 
A force of desperate citizens take to the streets and aid the defending troops in their effort to defeat the assailing forces. Attacking units counts as being attacked in the rear/side.

FLAMING MUNITIONS 3 
Flaming munitions ensures that the enemy will have to contend
with not only the onslaught of your army but with the smoke,
disorder, and fear that fire brings with it. Burn them all!
Ranged attacks by the stronghold have the flame trait and can
cause burning. This includes attacks from both normal units and
war machines.

MISTS 2 
Mists enshroud the stronghold protecting the structure and those
beside it from being targeted by ranged attacks.
Units in direct base contact with the stronghold and the
stronghold itself roll an additional die on BAR rolls.

MOAT 2 
Whether filled with spikes, water, poison or even nothing at all,
the presence of a moat makes things harder for the attacker.
Melee attacks against the stronghold by units other than flyers
carry an additional cost of 1 Cp.

MOBILITY 1 
Sometimes fortresses are built on the backs of giant creatures,
mounted on platforms pulled by creatures, or float magically.
The stronghold has a MOV d6, but it may only take a single
move action per turn.

MURDER HOLES 2 
Murder holes and arrow slits allow archers and other ranged
units to rain down arrows and other projectiles on units
assaulting the keep,
Missile units may attack enemies in direct base contact with the stronghold feature the missile units occupy and gain impetus.

RANGED UNITS X 
It is not unusual to see all manner of ranged units manning the
walls of stronghold from archers and crossbow men to riflemen.
A stronghold may be equipped with any of the ranged weapons
from page 16 of the rules. This may be taken multiple times,
BUT doing so requires a stronghold section for each selection.
If the stronghold is a multi-leveled structure, then these attacks
gain an addition attack die as normal [except against flyers].

 

SUMMONER`S CIRCLE 1 
Focusing the sorceries used to summon a creature and
reinforcing the binding with runes, marks, and etchings,
a summoner’s circle greatly increases the chances that a
summoning will go as planned.
A friendly caster in direct base contact with a stronghold that
contains a summoner’s circle adds +2 to the casting roll just as if
an additional 2 magic points had been spent.

WAR MACHINE X 
Cannons, bolt throwers, and catapults are even more dangerous
when able to fire from the safety of a stronghold or keep.
A stronghold may be equipped with a war machine [artillery
piece] from page 19-20. This may be taken multiple times,
BUT doing so requires a stronghold section for each selection.
Artillery attacks from the stronghold are resolved from the
section that the war machine occupies. Only the war machines
RAT and FULL DAMAGE/SPLASH DAMAGE [if applicable]
are used; the strongholds base stats replace all other values.

 

A fortified settlement have a basic supply that holds for a week of siege.

While a fortified settlement has mobilized 5% or less of its forces, it`s stockpile may be increaced by 1 day for every percentage point from 5 and below.

Military Encyclopedia

 

The Royal Knights is based out of Kereen. The founding of this order dates back to the “Days of the Raging Waves” at the same time as the city was founded.

 

Royal Knight

Urks

 

There are many tribes of urks living in the proximity of the Ongar cities. Constant feuds among them makes every member a fierce adversary on the battlefield.
Only through the brutal regime of an Urk Chieftain may the potent force which lies within a clan be focused into rank and file.

Special rule:

The regiment can fight both heavily armoured or as medium armoured.  To change from one to another they need to be garrisoned at a Forge- settlement.

Cavalry 
Discipline: 3 
Strenght:
Armour: HA 
Points: 74 
Value: 4

Heavy Foot
Discipline: 3

Strenght: 4
Armour: Arm
Points: 72 
Value: 4
Powerfull Attack / Undrilled

Special rule:

When Urks garrison settlements which lack a governor with the Brutal trait, the settlement reduce it`s Class value by 1.

Outriders

Trolls

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Cavalry 
Discipline:
Strenght: 3 
Armour: HA 
Points: 74 
Value: 4

Heavy Foot
Discipline: 3
Strenght: 4
Armour: Arm
Points: 72 
Value: 4
Powerfull Attack / Undrilled