Dark Tide Over Cormyr
Armies
Armies receive 4 actions per round. These actions can be used to move, attack, defend, retreat or use special army abilities.
Move: A move action move’s one full square (500sq ft/square).
Attack: An army can attack any adjascent square one time per round. If they share a square with another army they may attack that army multiple times per round.
Defend: An army on the defensive trades -10 OM for +5 DV until the same turn next round.
Retreat: An army that wishes to retreat can move faster than normal, however retreating is a full round action. This allows an army to move at 5 squares for the round away from conflict. In addition the retreating army loses 1d20 soldiers every round it retreats on top of any that are lost to normal battle.
Flanking: Flanking gives -2 DV to the defender.
Moving through enemy squares: You can move through enemy squares, however to enter into or exit an enemy square requires a successful attack that deals damage first in order to penetrate the defense of an enemy. If an enemy is in defensive position this protects them from being penetrated even on a successful attack. Once engaged in the same square as another enemy it requires a full retreat to move from within the same square to an adjascent square.
Tun Bandits
Front Unit (Gnome & Co)
CR 16
HP: 160 × 16 / 10 (256)
OM: 24
DV: 34
Units: 10
Battlefield Purpose: Heroic
Value: 650,000 GP
Consumption: 200GP / Week
Special: Has Heroic Abilities
Elite Black Blades
CR 8
HP: 80 × 8 / 2 (320)
OM: 12
DV: 22
Units: 50
Battlefield Purpose: Elite Infantry
Value: 200,000 GP
Consumption: 1,000GP / Week
Special: +1 to +3 magic gear
Black Blades
CR 4
HP: 40 × 4 (160) (160)
OM: 4
DV: 14
Units: 200
Battlefield Purpose: Infantry
Value: 50,000 GP
Consumption: 4000GP / Week
Special: None
K’Leko Tribe
CR 6
HP: 60 × 6 (360) (360) (360) (180)
OM: 6
DV: 16
Units: 350
Battlefield Purpose: Infantry/Skirmishers
Value: 48,000 GP
Consumption: 7000GP / Week
Special: None
Palalou
CR 5
HP: 50 × 5 (250) (250) (250) (250) (125)
OM: 5
DV: 15
Units: 450
Battlefield Purpose: Infantry/Skirmishers
Value: 55,000 GP
Consumption: 11,250GP / Week
Special: None
Grodush Krul Elite Bugbear Guard
CR 14
HP: 140 × 14 / 2 (980)
OM: 18
DV: 28
Units: 50
Battlefield Purpose: Heroic
Value: 150,000 GP
Consumption: 1250GP / Week
Special: Magical Gear
Grodush Krul Goblin Fortification Builders
CR 3
HP: 30 × 3 / 2 (45)
OM: 3
DV: 13
Units: 50
Battlefield Purpose: Fortification
Value: 3,500 GP
Consumption: 1,000GP / Week
Special: These are guys who get to the battle early and use axes and shovels to dig in and fortify a defensive position. While it does provide a +2 bonus to DV, it does so only if the unit doesn’t use all of its movement (situational). Also, you’re already spending about 6k on shovels, axes, and training. Situational bonus plus expensive axes equals no Consumption.
Grodush Krul Bulk
CR 6
HP: 60 × 6 (360) (360) (360) (360) (360)
OM: 6
DV: 16
Units: 500
Battlefield Purpose: Infantry
Value: 100,000 GP
Consumption: 10,000GP / Week
Special: None
Malak Bul
CR 12
HP: 120 × 12 / 2 (1800)
OM: 14
DV: 24
Units: 50
Battlefield Purpose: Infantry
Value: 200,000 GP
Consumption: 1,000GP / Week
Special: Magic Gear
Assorted Monsters
CR 3
HP: 30 × 3 (90) (90)
OM: 3
DV: 13
Units: 200
Battlefield Purpose: Infantry
Value: 2,000 GP
Consumption: 4,000GP / Week
Special: None