House Rules: Mass Combat - Recruitment

Recruiting for an army unit is a lengthy and costly affair. During your nation's Decision phase, your General may use "Recruit Army Unit" leadership action. The General selects a settlement to recruit in, and makes a Loyalty check, adding the nation's Infamy modifier and an additional bonus equal to the number of BP he spends on recruitment. At the start of your nation's next Decision phase, the General recruits up to 5 recruits per BP spent, plus an additional 10 per Watchtower, 25 soldiers per Barracks, 50 soldiers per Castle or Garrison, and 100 soldiers per Fort in the settlement. If the General rolls a natural 20 on his Loyalty check, the maximum number of recruits is doubled. A failed check means that only half the number of recruits arrive (or none, if the check is a natural 1).

The General may choose to recruit Elites rather than ordinary soldiers, assuming the prerequisite buildings are available in the settlement where the unit is being recruited; however, each check brings only 1/4 the normal number of soldiers (rounding down). New recruits normally begin at CR 1 or less, but higher level soldiers or monster races can be recruited with the BP cost equaling the creature's CR squared (CR 2 recruits cost 4 BP, 3rd-level recruits cost 9 BP, and so on).

Recruits: Once people are recruited, they are considered recruits but are not yet an army. The nation’s Consumption increases by 1 for every 100 recruits (or fraction thereof) it supports, and recruits count against the nation’s Manpower limit. In addition, the settlement must have enough military buildings to garrison the recruits. Recruits that will not be used as reinforcements to an existing army or used to form a new unit can be kept at the improvement where they were recruited in anticipation of adding further recruits in the future or they can be sent home to avoid paying Consumption or to decrease the nation’s Manpower load.

Training: Once a sufficient number of recruits has been gathered, the General must use the Train Army Unit leadership action during his Decision phase to form them into one or more units, spending a number of BP equal to the UCR of each unit (plus any modifiers for equipment). At this point, the unit will train until the start of the next Decision phase, at which point another Loyalty check is required with a penalty equal to the new unit’s UCR. If the check succeeds, the unit is ready for duty. If it fails, the unit’s training is incomplete; it must wait until the start of the next Decision phase to attempt another Loyalty check (with a cumulative +2 bonus for each check after the first), spending BP equal to its UCR each month. Once the Loyalty check is successful, the unit is ready for deployment.

Reinforcements: Any unit ready for deployment can be added to an existing army. If the army is garrisoned in the same settlement as the new unit, then it can be immediately added. Otherwise, either the new unit or the army will need to travel and meet up with each other in the same hex, where the new unit is immediately added to the army. Two units of the same creatures, class, resources, and level may merge into a larger unit.

Recruiting Mercenaries: Rather than conscripting or recruiting its own citizens to fight, a nation can hire mercenaries to fight its battles on its behalf. Mercenary armies come ready-trained and usually have their own equipment, though smaller mercenary bands may be seeking employment in the hope of making enough money to truly establish themselves. The BP cost of recruiting a mercenary army is reduced by half compared to recruiting a citizen army, and mercenary armies do not count against the nation’s Manpower limit or its command limit on how many armies it can field. However, mercenaries demand to be paid in cash for the duration of their employment. A typical fee is 100 gp times the army’s ACR every week; this fee is in addition to the nation paying the BP cost for their consumption.

Mercenaries can be recruited unequipped, arming as the nation wishes and at their expense. They may also be hired with their own equipment, but in which case they will charge a fee of 100 gp times the BP value of their equipment each month (each year if a garrisoned army). Healing potions for a mercenary army must be bought with BP.

Recruiting a mercenary army functions much like recruiting a normal army; however, the nation also must make an Economy check against the same DC any time it makes a Loyalty check as part of the recruitment process.

Table: Army Unit Sizes

Unit Size Number of Soldiers UCR Designation Resource Scaling Camouflage
Fine 1 CR of individual creature - 2 Solo n/a +8
Diminutive 10 CR of individual creature Squad x 1/10 +6
Tiny 25 CR of individual creature + 2 Platoon x 1/4 +4
Small 50 CR of individual creature + 4 Reinforced Platoon x 1/2 +2
Medium 100 CR of individual creature + 6 Company x 1 +0
Large 200 CR of individual creature + 8 Reinforced Company x 2 -2
Huge 500 CR of individual creature + 10 Battalion x 5 -5
Gargantuan 1,000 CR of individual creature + 12 Reinforced Battalion x 10 -10
Colossal 2,000 CR of individual creature + 14 Regiment x 20 -20
Colossal+1 4,000 CR of individual creature + 16 Reinforced Regiment x 40 -40
Colossal+2 8,000 CR of individual creature + 18 Brigade x 80 -80
Colossal+3 16,000 CR of individual creature + 20 Reinforced Brigade x 160 -160
Colossal+4 32,000 CR of individual creature + 22 Division x 320 -320
Colossal+5 64,000 CR of individual creature + 24 Corps x 640 -640
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