Orcs
Fluff:
They drove you out. Cursed you
yrch. And then repeatedly and unfairly beat you down whenever you tried to carve out something for yourselves. Is it any wonder that so many of your kind flocked to the Dark Lords' call when they offered vengeance against the proud beings that drove you from fertile lands and civilization to reducing you to caves and rocks.
Concept: Chieftians commanding Orc hordes to take objectives. Gameplay built around military decision making.
Chieftian Creation:Personal Stats: Power - determines personal physical combat and force of presence when inspiring troops in the field.
Enterprise - A measure of resourcefulness in acquiring material from both friendly and hostile sources. "Any idiot can command
panzers orc hordes, but it takes a genius to supply them."
Coup d'oeil - Vision. Your ability to sense the larger picture, anticipate the enemy, or get intuitive forewarnings of intereference by wizards, unkillable ghost armies and the likes.
You have 50 xp points to distribute between the 3 stats. Each level costs N*5 points.
It takes 5 points to go from level 0 to 1, 10 points from 1 to 2, 15 from 2 to 3, 20 from 3 to 4 etc...
It takes 5*(n/2)*(n+1) to go from level 0 to level n.
You can save any leftover xp points.
Units:Snaga - Poorly equipped newborns, grown quickly by dark magic and pressed into battle
Grunts - Common orc infantry, slightly smaller than a man, but more vicious.
Uruks - Giant orcs! Like football players. Meatier and more attrition proof.
Weaponmasters - Orcs that live long enough to be considered highly skilled at arms. If they eat right, they also grow pretty big.
Orcs grow into bigger orcs just by living long enough or by eating a lot.
Equipment:Armor:Light: Simple Padded cloths and leathers for long distance foot marches. They offer much more protection than civilian dress or running about naked. Many can even take repeated hits from lighter ranged weapons.
Medium: Standard chainmail stuff that provides a balance between protection and mobility.
Heavy: Munition Platemail armor for units expecting intensive combat. A pain to march in.
Masterwork: Plate armor for kings.
Weapons:Crude: Sticks, flint weapons, wooden javelins, slingshots
Simple: Farming implements, spears, axes, hunting bows
Common: Mass produced military weapons
Advanced: Finely crafted weapons, heat treated longbows, tempered swords and the like.
Masterwork: Knightly weapons, repeating crossbows, gold-leaf embroided elven bows...
Shields:Buckler: Small hand-shield often used by archers or skirmishers not expected to stand in a battle-line
Light-shields: Targe and Heater pattern light infantry shields designed for flexibility in personal combat while offering decent projectile protection rather than for holding formations in the front line.
Cavalry shields: Shields that offer a compromise between coverage and mobility, they often hang down to cover the legs of the cavalryman. They can be used dismounted in a shield wall.
Heavy-shields: Broad shields for heavy-infantry formations.
Pavises: Anti-Projectile shields for archers not expected to move much. The weight can be too overwhelming to be used in hand ot hand combat.
Mounts:Wargs: giant wolves the size of a horse, they brawl better than most horses too. But eat a lot more.
War ponies: converted ponies for military use, often used as cheap light cavalry.
Rounceys: A catch-all term for common warhorses of questionable breeding.
Coursers: Horses built for speed and racing, sometimes used as chargers as well.
Destriers: Heavy charging horse bred and trained to work with a knight in battle.
Other Weapons: Artillery and such will be described on a piece by piece basis. They can also be built and dismantled during and after sieges rather than marched around with.
Fatigue:Simulated narratively after extended fighting, or long and forced marches. Besides fatigue the other draw back of heavy equipment is that they require more material and expertise to maintain.
Supply:1 Bushel of grain feeds about 125 people at full rations. Can be stretched. Warbands can also acquire other sources of food from forage or cannibalism.
Most infantry formations will forage wherever they go. Cavalry are used to scout out new sources of supply along a march or to simply raid for it.
Tribe creation:You start with 100 grunts and 100 orc camp followers... You know domestic orcs (of all genders) that do the cooking and cleaning or tend to the children if you're not conscripting them straightaway. You also have 200 pieces of silver to barter with. The prices of goods and war materiel fluctuate wildly, but you can roll for it. You can designate military orcs as infantry, archers and cavalry and then equip them. Try to make relatively homogeneous units.
First Mission:Your tribes were driven deep into the caves and hills of Morgai around castle Durthang after an alliance of men and elves razed your once proud city of Barad Dur and occupied your homes. But their unity is strained and their watch grows lax. Small orc forts grow unchallenged in the hills. Your wisemen speak of the Return of the King, and urge the collective chieftians to liberate the lands of mordor to prepare for his return.
Your first mission is to sally out through the passages of Castle Durthang, go north into the wastes beyond Ithillien, and attack the town of Gelebrin that is supplying the Gondorian garrisons around Morannon. Gondor no longer has the means to man Durthang itself, but you are warned to be ready for anything.
To play:1. Create your orc chieftian
2. Allocate grunts into infantry, archers, cavalry
3. Make requisition orders for equipment, this will be rolled for. But you have to offer silver to barter for it on the first turn. You can just forage or loot for your equipment as well, or attempt to get your orcs to specialize into blacksmithing or various crafts. (like getting an entire steel economy going)
Turn order:1. Make plans, do initial camp things. Break camp for day's march.
2. Execute plans, march,
3. Repitch camp, consolidate, cook dinner. Eat, breed, sleep, etc.