Young Blood | Veteran | |
FREQUENCY: | Common | Common |
CLIMATE/TERRAIN: | Any | Any |
ARMOUR CLASS: | 7 (10) | 7 (10) |
MOVE: | 12 | 12 |
HIT DICE: | 1+1 | 2+2 |
THACO: | 19 | 18 |
NO. OF ATTACKS: | 1 | 1 |
DAMAGE: | weapon | weapon |
SPECIAL ATTACKS: | See Below | See Below |
SPECIAL DEFENCES: | See Below | See Below |
MAGIC RESISTENCE: | Nil | Nil |
INTELLIGENCE: | Average | Average |
ALIGNMENT: | Usually Chaotic Neutral | Usually Chaotic Neutral |
SIZE: | M | M |
SAVING THROW: | F1 | F2 |
The Marauder Creature Statistics are constructed differently from the other Creature Statistic entries, in the sense that the above two profiles are templates in which the Traits listed below are used to create the Marauder. For instance, a dual wielding Norse Berserker themed Marauder could be created with the traits of Berserker, Dual Weapon Fighting and Seafarer.
In the above profiles, the following assumption are made:
Leaders. The above two profiles represent the Marauder rank-and-file warriors. Marauder Leaders will have 3 or more HD and could be represented by a Character Class (i.e. Level 5 Fighter).
Kur-Wang Raider | Kur-Wang Horse Master | |
FREQUENCY: | Common | Common |
CLIMATE/TERRAIN: | Any Land | Any Land |
ARMOUR CLASS: | 6 (9*) | 6 (9*) |
MOVE: | 24* (12) | 24* (12) |
HIT DICE: | 2+2 | 4+4 |
THACO: | 18/17* | 16/15* |
NO. OF ATTACKS: | 1 | 1 |
DAMAGE: | 1-8 or 1-6 | 1-8 or 1-6 |
SPECIAL ATTACKS: | Mounted Archery | Mounted Archery |
SPECIAL DEFENCES: | Nil | Nil |
MAGIC RESISTENCE: | Nil | Nil |
INTELLIGENCE: | Average | Average |
ALIGNMENT: | Chaotic Neutral | Chaotic Neutral |
SIZE: | M | M |
SAVING THROW: | F2 | F4 |
The Kur-Wang Horsemen were created using the Marauder statistics and traits.
Traits: Improved Ability Score (Dex +1) and Mounted Archer.
Weapons: Compound Short Bow, 3 Quivers of 20 arrows each (60 arrows total), Scimitar and Dagger.
Armour: Leather Armour and Shield
Mounts. Kur-Wang Horsemen ride a small and agile breed of horses known as Cho-Zenj horses (AC 7, Mv 24, HD 2, THACO 19, Attacks 2, Dmg 1-4/1-4). The Cho-Zenj horses are ideally suited for their lightly armoured riders. Each Kur-Wang Horseman will own between 3 to 4 Cho-Zenj horses, and while on campaign they will alternate riding different horses as a means of not putting too much stress on one particular horse (this allows the Kur-Wang Horsemen to cover great distances without over exhausting their mounts).
Kur-Wang Horsemen are fearsome warriors, and their battlefield tactics are legendary. Each Kur-Wang Raider is an accomplished rider and a skilled archer, who is able to fire volleys of arrows while riding on horseback.
Kur-Wang Horsemen ride fast and agile horses, and use this to their advantage in combat. Kur-Wang Horsemen avoid melee combat, and instead fire volleys of arrows into the ranks of their enemies. Kur-Wang units work together on the battlefield performing coordinated attacks and complex manoeuvres, firing volleys of arrows from multiple directions at their enemies.
Organization. Kur-Wang Horsemen are organized into Dans, with each Dan being raised from a single village. The Kur-Wang horsemen (and horsewomen) in each Dan have known each other since childhood, and many of the warriors are related to each other through blood (siblings, cousins, ect.). The Horse Master, the leader of the Dan, is the most skilled warrior from the Dan, and is chosen by the members of the Dan to be their leader.
A Dan will have between 12 to 22 (2D6 +10) Kur-Wang Horsemen and will be lead by a 4 HD Kur-Wang Horse Master. Every Kur-Wang Horseman will have 3 to 4 Cho-Zenj horses with them. As well, each Dan will carry with it extra weapons, arrows and supplies (plus, the possibility of treasure obtained from conquests).