I've added 4 heavy cavalry/knights that belong expressly to Sir Raymond (they arrived with him when he was a mercenary). @RafaelB would you care to make a writeup for them and add it to the Veteran section? After that I think this will be going up into a new post in the character tracker thread.
Veteran Fighters
8 men, 2 from each covenant of the coalition. They have 7+ years of expertise as fighters, and are 30y old or older (qualifying for a score of at least 6 in their main weapon). They all have the Warrior virtue and the Covenant Upbringing flaw (to reflect the time each one has served in their respective covenant). It allows them a score in Latin, and Latin 2 (understanding orders) and Origin Covenant Lore 1 seems reasonable.
Since they came from different covenants, they can't act as a trained group, but the Turb Captain is working to fix that.
Their combat abilities are: Brawl 4, Single Weapon 6 (heater shield), Thrown Weapon 4 (javelin). Longmist men have Great Weapon 6 (pole axe) instead of Single Weapon, and use no shield.
Circulus Ruber men have the covenantβs belligerent attitude and have Leadership 3 (intimidation). One of them has Leadership 5, and just as Circulus Ruber considers itself to be the leader of the other covenants of Hibernia, he believes he should be the Turb Captain (and maybe he is?).
Longmist men are very happy to not be in a Winter covenant anymore. They expect explicit guidance from magi for anything. They use a pole axe and only have Partial Chain Mail, but they are Tough.
Lambaird men are proficient at hunting (Hunt 3) and know how to ride horses (Ride 1). They donβt understand the rigid hierarchy that exists in Inchmore and other covenants.
Vigil men know the Clesrada, meaning they know one Clesa each and have one Prohibition each.
Their physical stats are Str +1, Sta +1, Dex +2, Qik +2.
Combat Statistics are as follows:
- Longsword: Init +2, Attack +13, Defense +13, Damage +7
- Pole axe: Init +2, Attack +14, Defense +9, Damage +12
- Javelin (thrown): Init +0, Attack +9, Defense +10, Damage +6
Soak: +10 (chainmail) or +10 (partial leather scale armor+tough)
Fatigue Levels: OK, 0, β1, β3, β5, Unconscious
Wound Penalties: β1 (1β5), β3 (6β10), β5 (11β15), Incapacitated (16β20)
Criminals
About 20 men (for now), all younger than 30 and most barely past 20 (older criminals either already have established themselves in their respective niches and arenβt seeking the magi backing, or are already dead).
Only about 1/3 has Martial Abilities (through Warrior or Branded Criminal), and most have access only to inexpensive equipment, with a handful having access to standard. None has access to expensive. They have no armor.
The basic ability spread is Brawl 5 (fist), Area Lore: Athlone 3 (shady areas), Leadership 2 (Intimidation) and Single Weapon 3 (hatchet) for the martial inclined. The ones that did not commit violent crimes have different assorted skills at ranks 3 to 5 (Athletics, Legerdemain, Guile, Profession: Apothecary and Survival are a few that come to mind).
The strongest and most aggressive one has assumed the role of leader of those men. He is barely reaching his 30βs, has Leadership 5, Single Weapon 5 and standard equipment.
Their physical stats (for the martial inclined) are Str +1, Sta +1, Dex +2, Qik +2.
Combat Statistics:
- Fist: Init +1, Attack +8, Defense +8, Damage +1
- Kick: Init +0, Attack +7, Defense +6, Damage +4
- Hatchet: Init +1, Attack +9, Defense +6, Damage +5
- Axe: Init +2, Attack +12, Defense +8, Damage +7 (if access to standard weapons)
Soak: +3 (heavy leather) or +5 (metal reinforced leather, for the informal leader)
Fatigue Levels: OK, 0, β1, β3, β5, Unconscious
Wound Penalties: β1 (1β5), β3 (6β10), β5 (11β15), Incapacitated (16β20)