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Warrior
Training
During
the extensive training of warriors, they learn
many matters. Their training is both physical and
mental. The training of a warrior is similar to
the training of an assassin in many respects.
Warriors learn much from teaching scrolls at war
schools. The scrolls are very similar in different
cities by virtue of the Sardar fairs.
Warriors
learn how to wield the weapons of a warrior: the
gladius, spear, and crossbow. They are taught to
use both arms to fight, in case their primary arm
is disabled. They are trained in unarmed combat,
similar to some of the martial arts of Earth. They
learn the Warrior's Pace, a slow jog that can be
kept up for hours. A warrior can usually make
ninety pasangs a day alternating a warrior's pace
with a warriors stride. Some warriors can do even
better.
They are trained in acute observation and
retention. They almost unconsciously size up every
situation, analyzing where an attack might come
from. This enables them to avoid surprise in many
circumstances. Warriors learn the virtues of
concealment and subterfuge. They also learn about
the hunting and capture of women. They learn
certain universal conventions concerning combat.
To signify a truce or call for a parley, you place
your shield on the ground and then place your
spear atop the shield. If you wish to surrender,
the shield straps would be broken and spear shaft
also broken. During battle, you grant quarter by
gesturing to the ground with your sword.
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Warriors
Training Manuel for Sponsors
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Infantry
The
Standard Soldier, Swordsmen. The most common
troop in the Rarius Caste. City Guards are
usually made up with Infantry, as well as the
majority of a standing Army.
Familiar Ground - Infantry have an advantage on
familiar ground. They know the land, the
hazards, and potential points of ambush.
Infantry defending their home city, and Home
Stone fight with a renewed vigor as well. Pride
in their Home. These troops attack invaders with
a 1 Dice Side increase (2d23 becomes 2d24, etc.)
within their own walls when ambushing them, and
fighting from behind barricades.
Damage - A wounded Infantry man is slower. He
loses his advantage for ambushes and barricades
and is usually kept to the rear lines.
Higher Ground - Infantry attacking from walls
against invaders is at an advantage due to
higher ground. He uses a 1 Dice Side increase
(2d23 becomes 2d24, etc.) against them, but is
exposed to tarn attack in this way. Also,
attacking from the top of stairs, podiums,
stages a ship, etc., also grants high ground
advantages, as long as you are higher then your
opponent.
Set Spears - Infantry use set spears and spiked
barricades to stop Cavalry from over running
their positions. A set spear or spike grants a 1
Dice Side increase (2d23 becomes 2d24, etc.)
against charging Cavalry and if successful,
automatically dismounts the rider or takes down
his steed. Either way, the Rider now becomes a
ground troop, but not with the full advantages
of trained Infantry.
Pull down - 3 or more Infantry men can pull down
a mounted rider and dismount him. An Infantry
man can then mount the steed, but is not trained
as Cavalry, so does not get all the advantages.
Archery: Bowmen, Spearmen, and Crossbowmen,
experts in ranged combat.
Ranged Combat - Archers, whether Bowmen or
Crossbowmen have an advantage, they cannot be
attacked back, and they attack using a 1 Dice
Side Increase (2d23 becomes 2d24, etc.) from
their training. This advantage lasts as long as
the opponents do not engage in melee range, and
a sufficient supply of ammunition is kept
available. Crossbow's have increased hitting
power and a successful hit on both dice will
knock an opponent down, causing them to lose an
attack from stun.
Bola's - Bola throwers inflict no killing
damage, and cannot take shelter behind a
barricade, but a successful attack with both
dice disables the opponent for 2 attack rounds
until they can untangle themselves. A 20 + on
both dice disables the opponent completely and
they can only be freed by someone else. They use
standard Caste dice.
Spearmen - Spear hurlers get a 1 Dice Side
increase (2d23 becomes 2d24, etc.), but a
limited supply of usually only 2 - 3 spears. A
successful hit with both dice will knock an
opponent down though, or force a dismount,
causing the opponent to lose an attack from
stun. Spearmen can also set for a charge against
charging Cavalry if out in the open.
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Cavalry
Tharlarion
and Kaiila Cavalry.
The High Tharlarion is used for combat, not saddle
tharlarions, draft tharlarions, or racing
tharlarions. These men fight with lances and
spears while mounted on one of these beasts.
Charge - Cavalry charges are deadly clashes. When
a Cavalry man is charging his beast, spear or
lance lowered to strike, the momentum of the beast
increases the chances of damage. Charging Cavalry
will get a 1 side increase in dice (2d23 becomes
2d24, etc.) on open terrain. Barricades will
prevent charges from being successful. If the
opponent is charging as well, he also get the
increase, and both attacks are considered to occur
Simultaneously. A successful hit rolling over 20
results in the opponent being dismounted, thrown
from their steed by the force of the hit. An
infantry Man with a set spear against a charge
uses the same increase to attack a charging rider,
and if the hit is successful, it results in the
rider being dismounted.
Damage - A steed and rider taking 10 points of
damage will usually withdraw from combat. To
control the steed and make it charge into combat
once again requires a successful roll using Caste
dice. If failed, the beast has become skittish and
will not charge, but can still be brought into
normal mounted combat.
Higher Ground - A Rarius attacking from a mount
has higher ground against Infantry. He uses a 1
side increase in dice (2d23 becomes 2d24, etc.) in
this case. But, 3 or more Infantry can pull his
beast down to dismount him. A Cavalry man's
advantages come in his mobility.
Remounting - A dismounted Rider can try to remount
his steed if it's within range. Red Savages have a
rope on Kaiila for remounting a running steed,
most Tharlarions and Kaiila don't have this. A
successful roll on both dice is needed to remount.
If a remounting rope is present, then only 1 roll
is needed.
Escape - A Cavalry man who becomes surrounded by
Infantry or other Cavalry loses his mobility. He
can either fight his way free, or attempt to
escape the melee. To escape the melee, he forces
his steed to push and trample everyone out of his
way. A roll of 20 or higher is needed, or 16 on
both dice. No attacks may be made by him while
escaping, but he can be attacked.
Cavalry vs. Cavalry - Cavalry men fighting each
other, but not charging use standard Caste Dice.
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Tarnsmen
These
are people who Fight from Tarnback, masters of the
mighty War Tarn, not people who can ride Tarns.
Draft Tarns and Racing Tarns are ridden by anyone,
but does not make a Man a Tarnsman.
Placement Roll - Tarn combat gives
an advantage from higher ground. A roll of Caste
dice is used for Arial Placement. Both dice higher
then the opponents indicates higher ground. Only 1
higher equals same level. The tarnsman with higher
ground gets 1 Dice side higher then normal for
this attack. Example, a Warrior with High Ground
would use 2d24 for his attack. His opponent only
uses standard Caste Dice. Placement Rolls should
be made every other round of Combat.
Escape Roll - When engaged in
combat, a tarnsman may roll to escape and flee. If
this roll is made, the tarnsman forfeits his
Attack roll to flee. A roll of 15 or higher
indicates escape. Pursuit may occur.
Pursuit - Pursuit is simple, each
rider rolls their Caste Dice. If the target has
higher dice, they are escaping and pulling ahead.
Lower dice means they are losing ground. Two rolls
indicating Lost ground results in combat once
again.
Surprise - Because of the ability of
a tarn to attack from the air, it is able to
surprise targets. When attacking by surprise, the
tarn rider uses dice as if attacking from Higher
Ground. Surprise will last for 1d6 Rounds. A round
is defined as each round of actions by the
players.
Damage - A Tarn taking 10 hits will
attempt to flee. 15 points will cripple the tarn.
If the tarn is crippled, it will lose it's ability
for flight, then the rider will fall, usually
resulting in death unless another tarnsman
rescues, or the fall is above water at less then
100 feet. To make the tarn stay when attempting to
flee, or bring it safely to ground when crippled,
a roll of Caste dice is needed, with both dice
rolls over 15 to keep control.
Rescue/Capture by tarn - To catch a
person in a tarn's grip, the tarns rider will
designate the target with actions and attempt to
get close to them. Caste dice are rolled, 15 or
higher on both dice are needed, or a single roll
over 18+ to indicate success. If capturing a
prisoner/slave from the ground, the action should
clearly indicate the target and give them time to
withdraw from the situation if Mun Consent is not
granted. The second action will be followed by the
capture roll.
New Tarnsmen - A new tarnsmen
applicant should approach a tarn. 2d20 are rolled.
If both dice succeed, then the tarn accepted him.
One failure and the warrior is attacked by the
tarn with a 2d23 roll. Two failures and the
warrior is savagely attacked, often resulting in
death. The tarn will keep attacking as long as the
warrior is within range or the tarn is killed or
controlled. Damage inflicted on a tarn with a Tarn
Goad isn't permanent. Once a tarn has rejected a
warrior, he may attempt again 1 time. He will need
18's or better on both dice in the second attempt.
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The
Registered Warriors of Gorean Honor
Copyright
© 2007-2008
RWoGH
RPGor.
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