Thursday, April 14, 2011

Warhammer Settlement System 2.0: Characteristics

Settlement characteristics may have Fortune dice awarded by structures in the settlement, history, etc.  The average for a most settlements in the Empire is a 3 in all characteristics; they’re villages of mostly illiterate, mostly healthy peasants.  

Population (Toughness)
Defines the raw size of the settlement in terms of people.  As people leave or join the settlement is lowers and rises.  To determine the rough population of the village square this number and multiply it by 100.  

Population Scale:

  • 0: No population aside from the player characters.  +3 misfortune dice to monthly maintenance rolls.  
  • 1: Some people who happen to leave near each other. +2 misfortune dice to monthly maintenance rolls.  
  • 2: A hamlet. +1 misfortune die to monthly maintenance rolls.  
  • 3: A village.
  • 4: A town.
  • 5: A large town.
  • 6: A really large town. +1 misfortune die to monthly maintenance rolls.  
  • 7: A city. +2 misfortune dice to monthly maintenance rolls.  
  • 8: A large city.  +3 misfortune dice to monthly maintenance rolls.  
  • 9: A major city.   +4 misfortune dice to monthly maintenance rolls.  
  • 10+: A regional capital.  +5 misfortune dice to monthly maintenance rolls.  


Population Holdings:
Population holdings are all the general buildings in the settlement that most of the population use.  Upgraded versions of these holdings may be available through other characteristics and skills as well.  For every point of Population the settlement must have one Housing holding.  
  • Housing, Farms: 5 points. For each farm the settlement gets +1 fortune die to maintenance checks when facing starvation.  
  • Housing, Urban: 3 points.
  • Housing, Wealthy: 7 points. For each wealthy housing unit the settlement gets +1 fortune dice to Wealth, Trade, and Status checks made by the settlement regarding events within the settlement.  
  • Housing, Wretched:  1 point. +1 misfortune die to maintenance checks when facing unrest or crimnial activity.  
  • Gatehouse:  10 points. Adds +3 to Defense to one unit guarding an entrance to the settlement.  Does not do much good without Walls to go along with it.  Adds +1 to the settlement’s Soak.  
  • Granary: 3 points. Adds +1 fortune dice to maintenance checks when facing starvation.  
  • Lumbermill: 5 points. Adds +1 fortune die to Trade and Industry checks where relevant.  
  • Market: 4 points. Adds +1 fortune die to attempts to find goods.  Abundant and Plentiful goods are always available.  
  • Mill: 5 points. +1 fortune die to Trade and Industry checks where relevent.  
  • Smithy: 6 points. +1 fortune die to Trade and Industry checks where relevant.
  • Square: 5 points. +1 fortune die to Government and Law checks when trying to communicate with the settlement as a whole, such as making public announcements.  
  • Stables: 4 points.
  • Tavern: 4 points. +1 fortune die to attempts to gather information and to maintenance checks when facing unrest.  
  • Temple: 4 points.  +1 fortune die to Faith checks.   
  • Walls: 15 points. Any unit on the walls gains +2 Defense and attacking units must breach the walls to enter the settlement.  Adds +2 to the settlement’s Soak.  
  • Well: 2 points. The settlement has an internal supply of clean water.

Military (Strength)

Defines how much military power the settlement commands in terms of troops, ships, etc.  It also represents the fighting skills of the common man in the settlement.

Military Scale:

  • 0: Demilitaized. The settlement has no military to speak of aside from the playes and the inhabitants flee at the first sign of danger.  
  • 1: Rag-Tag Militia. The settlement has a military unit or two, most of which are poorly trained and equipped.  Most of the adult villagers have some training with spear or clubs but are only effective as a mob and break at the first setback.  
  • 2: Trained Militia.  The settlement has a militia that trains regularly and has some proper weapons and armor.  Most of the inhabitants have some manner of spear or hand weapon in their home and can stand in a unit if pressed, but will likely break if faced with a real military unit.  
  • 3: Professional Soldiers. The settlement has full time soldiers in its employ who spend their time on guard or training.  They are equipped with real weapons and have support perosnnel, like smiths or tailors along with commanders who have some manner of military training.  The locals in the settlement receive regular training from these soldiers.  
  • 4: Local Military Power. The settlement has a sufficient number of troops to see to its own security and project its power across the local area, securing roads and helping (or attacking) nearby settlements.  
  • 5: Regional Military Power. The settlement has a variety of full time troops at its disposal, allowing it to be a player in regional politics through judicious use of these soldiers.  
  • 6: National Military Power. The settlement has so many troops under its command that it is a force in national politics with nobles regularly seeking alliance with the settlement to access these resources.  

Military Holdings:

Most military holdings are military units based in the settlement.  These units are considered inexperienced troops with basic equipment when initially purchased, but additional upgrades can be purchased to increase the effectiveness of these troops.  
Units
  • Archers: 3 points
Strength: 3 Intelligence: 3 WS: 0 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 1 Damage: 8 Defense: 0
Agility: 3 Fellowship: 3 Soak: 5
Special: Accurate Shot Action
Equipment: Longbow, 48 arrows, hand weapon, leather armor
  • Archers, Mounted: 6 points
Requires: Stables
Strength: 3 Intelligence: 3 WS: 0 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 1 Damage: 8 Defense: 0
Agility: 3 Fellowship: 3 Ride: 1 Soak: 5
Special: Free move maneuver each round, Accurate Shot Action
Equipment: Shortbow, 48 arrows, hand weapon, leather armor, horse
  • Arquebusers: 6 points
Strength: 3 Intelligence: 3 WS:  0 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 1 Damage: 9 Defense: 1
Agility: 3 Fellowship: 3 Soak: 5
Special: Thundering shot action
Equipment: Handgun, 24 shots, mail shirt, hand weapon
  • Cavalry: 8 points
Requirements: Stables
Strength: 3 Intelligence: 3 WS: 1 Damage: 8/9 Wounds: 12
Toughness: 3 Willpower: 3 BS: 0 Damage: Defense: 1
Agility: 3 Fellowship: 3 Ride: 1 Soak: 7
Special: Free maneuver each around, Cut and Run action
Equipment: Horse, chain mail armor, round shield, hand weapon, lance
  • Crusaders: 7 points
Requirements: Faith 2
Strength: 3 Intelligence: 3 WS: 1 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 4 BS: 0 Damage: Defense:1
Agility: 3 Fellowship: 3 Discipline: 1 Soak: 7
Special: Sword and Board action
Equipment: Chain mail armor, hand weapon, round shield, can be equipped with
horses and lances for +2 cost
  • Crossbowmen: 3 points
Strength: 3 Intelligence: 3 WS: 1 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 0 Damage: 9 Defense: 1
Agility: 3 Fellowship: 3 Soak: 4
Special: Sniper Shot action
Equipment: Brigandine, hand weapon, crossbow, 48 bolts
  • Engineers: 10 points
Strength: 3 Intelligence: 3 WS: 0 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 1 Damage: 8/13 Defense: 0
Agility: 3 Fellowship: 3 Tradecraft: 1 Soak: 6
Special: None
Equipment: Chain mail, hand weapon, crossbow, each unit comes with 5 siege engines
  • Guardsmen: 5 points
Strength: 3 Intelligence: 3 WS: 1 Damage: 9/8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 0 Damage: Defense: 1
Agility: 3 Fellowship: 3 Observation: 1 Soak: 5
Special: None Intuition: 1
Equipment: Halbred, mail shirt, hand weapon
  • Infantry: 4 points
Strength: 3 Intelligence: 3 WS: 1 Damage: 8 Wounds:12
Toughness: 3 Willpower: 3 BS: 0 Damage: Defense: 1
Agility: 3 Fellowship: 3   Soak: 7
Special: Shield Slam action
Equipment: Hand weapon, kite shield, chain mail
  • Knights: 11 points
Strength: 4 Intelligence: 3 WS: 1 Damage: 9/10 Wounds: 13
Toughness: 4 Willpower: 3 BS: 0 Damage: Defense: 2
Agility: 3 Fellowship:  3 Ride: 1 Soak: 9
Special: Counterblow Animal Handling: 1
Equipment: Breastplate and chain, kite shield, hand weapon, lance
  • Pistoleers: 6 points
Strength:  3 Intelligence: 3 WS: 0 Damage:  8 Wounds: 12
Toughness:  3 Willpower: 3 BS: 1 Damage:  9 Defense: 2
Agility: 3 Fellowship: 3   Soak: 6
Special: Twin Pistol action
Equipment: 2 pistols, hand weapon, buckler, mail shirt
  • Militia: 2 points
Strength: 3 Intelligence: 3 WS: 0 Damage:  8 Wounds: 12
Toughness: 3 Willpower: 3 BS:  0 Damage: Defense: 2
Agility: 3 Fellowship: 3 Soak: 6
Special: Each militia unit destroyed reduces the Population upgrade rating of the settlement by 5
Equipment: Spear, kite shield, brigandine
  • Raiders: 9 points
Strength: 3 Intelligence: 3 WS: 1 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 1 Damage: 9 Defense: 2
Agility: 3 Fellowship: 3 Athletics: 1 Soak: 5
Special:  Cut & Run action Skullduggery: 1
Equipment: Rapier, pistol, 48 shots, mail shirt, bucker
  • Scouts: 5 points
Strength: 3 Intelligence: 3 WS: 0 Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: 1 Damage: 8 Defense: 1
Agility: 3 Fellowship: 3 Stealth: 1 Soak: 4
Special: Bullseye action Nature Lore: 1
Equipment: Longbow, hand weapon, 48 arrows, brigandine
  • Signal: 5 points
Strength: 3 Intelligence: 3 WS: Damage: 8 Wounds: 12
Toughness: 3 Willpower: 3 BS: Damage: 8 Defense: 1
Agility: 3 Fellowship: 3 Leadership: 1 Soak: 6
Special: Exploit Opening action, Inspiring Word action
Equipment: Hand weapon, crossbow, 48 bolts, chainmail, buckler
  • Support: 3 points
Strength: 3 Intelligence: 3 WS: 0 Damage: Wounds: 12
Toughness: 3 Willpower: 3 BS:  0 Damage: Defense: 2
Agility: 3 Fellowship: 3   First Aid: 1 Soak: 6
Special: Splints & Bandages action
Equipment: Hand weapon, brigandine, buckler
  • Warship: 13
Strength: 3 Intelligence: 3 WS: 1 Damage: 8 Wounds: 22
Toughness: 6 Willpower: 3 BS: 1 Damage: 13 Defense: 3
Agility: 3 Fellowship: 3 Soak: 10
Special: Can move through water normally.  Cannot move on land.  
Equipment: Pistol, cutlass, leather armor, brigandine, cannons and swivel guns on
ship

Unit Upgrades

The following upgrades can be purchased per unit to represent additional training, equipment, etc.  Each unit can only have one training, one equipment, and one racial upgrade.  These upgrades may be added to existing units after creation when the upgrade rating of the settlement’s Military increases.  Increasing a unit’s upgrades is done by paying the difference between them and adjusting the unit’s characteristics so the new upgrade is applied to its base chatacteristics.

  • Green Troops: 3 points
    • +1 BS, WS, or specialty skill
    • +1 Wound
    • +1 action card
  • Regular Troops: 8 points
    • +2 BS, WS, or specialty skill
    • +1 BS, WS, or specialty skill (whichever did not get the +2 bonus)
    • +2 Wounds
    • +1 Agility, Strength, or Toughness
    • +2 action cards
  • Elite Troops: 14 points
    • +3 BS, WS, or specialty skill
    • +2 BS or WS (whichever did not get the +2 bonus)
    • +3 Wounds
    • +2 Agility, Strength, or Toughness
    • +1 Agility, Strength, or Toughness (cannot be the same as the characteristic that received the +2 bonus)
    • +3 action cards
  • Well Equipped: 3 points
    • +1 Soak
    • +1 Defense
    • 1 healing draught per battle
  • Only the Best: 6 points
    • +2 Soak
    • +1 Defense
    • 2 healing draughts per battle
    • +1 fortune die on attack rolls with one weapon type
  • Dwarven: 7 points
    • +1 WS
    • +1 Toughness and Strength
    • +1 Wound
    • +1 fortune die on attacks against greenskins or on attacks against units that have already attacked the dwarven unit.  
  • Wood Elf: 4 points
    • +1 BS
    • +1 Agility and Willpower
    • -1 Wound
  • High Elf: 3 points
    • +1 Agility and Intelligence
    • -1 Wound

Structures

  • Barracks: 5 points. Allows units to heal 1 extra wound, fatigue, or stress per day. +1 fortune die to any checks to keep order.  
  • Training Field: 5 points. Decreases cost of training upgrades by 1 point.  
  • Military School: 8 points. requires barracks and training field.  Decreases cost of training upgrades by 2 point.  
  • Tower: 8 points. +2 fortune die to Obersvation tests made by units.  +2 defense to units stationed in the tower.  Can hold 1 unit.  +1 to settlement’s soak.  
  • Naval Docks: 8 points. Decreases all ship costs by 5 points. Ships recover 1 extra wound, fatigue, or stress per day docked.  
  • Weaponsmith: 5 points.  Requires smithy. Decreases cost of equipment upgrades by 1 point.
  • Enhanced Wall: 8 points. Requires wall.  Units stationed on the wall gain +3 Defense.  +1 to the settlement’s soak.  
  • Enhanced Gate: 4 points.  Requires gatehouse.  Adds +4 defense to one unit stationed in the gatehouse.  +1 to the settlement’s soak.  
  • Fortress: 10 points.Contains 2 housing units. Up to three units can be stationed in the Fortress and these units gain +3 defense.  +2 to the settlement’s soak.  
  • Castle: 20 points. Contains 3 housing units. Up to five units can be stationed in the Castle and these units gain +4 defense.  +3 to the settlement’s soak.  
  • Grand Castle: 30 points. Contains 4 housing units. Up to eight units can be stationed in the Grand Castle and these units gain +5 defense.  +4 to the settlement’s soak.  

Land

Defines how much territory is controlled by the settlement including both land it actually occupies and land it controls, such as nearby farmland.  

Land Holdings

  • Plains: 3 points.
  • Light Forest: 4 points. +1 fortune die to appropriate Industry checks.  
  • Heavy Forest:  6 points. +2 fortune die to appropriate Industry checks.  
  • Hills: 4 points. +1 fortune die to appropriate Industry checks.  
  • Mountains: 6 points. +2 fortune die to appropriate Industry checks.  
  • Swamp: 2 points. +1 misfortune die when dealing with disease in the settlement.  
  • Hamlet: 5 points. +1 fortune die to Industry and Trade checks.
  • Village: 10 points. +2 fortune die to Industry and Trade checks.  
  • River: 5 points. +1 fortune die to Trade checks.  
  • Lake: 10 points. +2 fortune die to Trade checks.  
  • Ocean: 15 points. +3 fortune die to Trade checks.  
  • Wasteland: 1 point. +1 misfortune die when dealing with weird threats to the settlement.    
  • Caves: 4 points.   
  • Roads: 3 points. +1 fortune die to appropriate checks.  
  • Major Trade Route: 6 points.  +1 fortune die to Trade checks.  

Scholarship (Intelligence)

Defines how well educated the populace is and how many institutions of learning there are within the bounds of the settlement.  

Scholarship Scale

  • 1: No Education: The inhabitants of the settlements are completely uneducated.  Literacy is all but unknown and superstition rules.  +2 misfortune dice to monthly maintenance rolls.  
  • 2: Little Education: The inhabitants of the settlement have little education with maybe a single school.  Only government or church leaders know how to read.  +1 misfortune dice to monthly maintenance rolls.  
  • 3: Average Education: Most of the inhabitants of the settlement can read and write at a basic level and there is some manner of school in the town, probably run by the church.  
  • 4: Improved Education: Most of the inhabitants of the settlement can read and write at an intermediate level plus have basic knowledge of one or two other disciplines, such as math or history.  
  • 5: Good Education: Students from across the Empire flock to the settlement to learn from its masters.  Numerous schools, academies, and libraries call the settlement home in addition to a number of scholars of note.  Most locals make use of these resources regularly.  
  • 6+: Excellent Education: Among the best of the Empire, even elves and dwarves come to learn from the settlement’s storehouses of knowledge.   +1 misfortune dice to monthly maintenance rolls (Chaos often hides among the learned).  

Scholarship Holdings

  • School: 10 points.
  • Library: 5 points.
  • Academy: 10 points. Requires school. Select an Advanced skill; that skill may be trained as a basic skill by inhabitants.  Also gain +1 fortune die to skill contests with the selected skill when the Academy’s resources can be accessed.  
  • Arcane Workshop: 10 points. Requires Weird 1.  +1 fortune die to Spellcraft and Education checks made regarding magic in the workshop.   
  • Sage: 8 points.  Local expert with Intelligence 5 and x3 training in a specific knowledge skill lives in the town.  
  • Military Academy: See military holdings.  
  • Laboratory: 8 points. +1 fortune die to appropriate Tradecraft, Medicine, and Spellcraft skills.  
  • Surgeon: 10 points.  A surgeon with Intelligence 4 and x2 training in First Aid and Medicine lives in town.  

Law (Willpower)

Defines the stability, civic will, and police power of the settlement.  Settlements with a low Law will be unruly, dangerous places where violence and theft are rampant, while settlements with high Law will be order places with little corruption or crime.  

Law Scale

  • 1: Lawless:  There is no low to speak of in the settlement, only chaos and crime.  There are no police, constables, judges, etc.  +2 misfortune dice on any contest involving social interactions about enforcing the law and +2 misfortune dice on maintenance checks
  • 2: Rough: The rule of law is present, but it is easily distracted, slow, and corrupt.  There are a few constables and maybe a sheriff, but they are overwhelmed and not very effective.  +1 misfortune dice on any contest involving social interactions about enforcing the law and +1 misfortune dice on monthly maintenance checks
  • 3: Average: Crime still occurs in the town, but the day to day operation of the settlement is one of law and order.  The laws are enforced by a sheriff and a squad of constables, which can be fielded as a single unit of Green Guardsmen if the settlement is under attack.  
  • 4: Lawful: The settlement is orderly and little crime is seen on a day to day basis.  The laws are encorced by a sheriff with a large, dedicated team of constables.   +1 fortune die on maintenance checks.  
  • 5: Very Orderly: The populace is either loyal or cowered into backing the law enforcement agencies in the settlement and the average citizen does not consider breaking the law.  The settlement is protected by a sheriff backed by a large team of bailiffs, constables, and thief-takers. +1 fortune dice on any contest involving social interactions about enforcing the law.  +2 fortune dice on maintenance checks.
  • 6+: Just Society: Crime is incredibly rare, or if it does exist it is regulated and its practitioners stay within those regulations.  The settlement is patrolled by a large force of constables, sheriffs, and thief-takers.  +1 fortune dice on any contest involving social interactions about enforcing the law.   +3 fortune dice on maintenance checks.

Law Holdings

  • Guardsmen: Guardsmen units may be purchased for the same point cost as with Military holdings, including upgrades.  
  • Witch Hunters: 11 points
Strength: 3 Intelligence: 4 WS: 0 Damage: 9 Wounds: 12
Toughness: 3 Willpower: 4 BS: 1 Damage: 8 Defense: 1
Agility: 3 Fellowship: 4 Intimidate: 1 Soak: 5
Intuition: 1
Stealth: 1
Special:  Steely Gaze action, Scrutinise action,  Fear Me! action
Equipment:  Pistol , hand weapon, mail shirt
  • Stocks: 2 points. Can be used to contain prisoners, but adds +1 misfortune die to attempts to keep the peace.
  • Jail: 6 points. Can be used to hold up to fifty prisoners.  +1 fortune die to attempts to keep the peace.
  • Prison: 15 points. Massive containment facility that can hold hundreds of prisoners.  +1 fortune die to attempts to keep the peace and can function as a fortress if needed.  
  • Penal Legion: 5 points. Requires Prison.  Prisoners are recruited to the militia and may be purchased as Infantry, Crossbowmen, Archers, or Militia units using Law Upgrade points.  They may never receive upgrades and may desert or cause other problems.  
  • Madhouse: 8 points. The town has some manner of sanatarium for containing the insane including the special tools and knowledge for doing so.  
  • Courthouse: 12 points. The settlement has a central court house for trying cases and storing criminal records.  +1 fortune die to settlement maintenance checks.  
  • Imperial Judge: 15 points. An Imperial judge is in residence in the town, allowing the locals to deal with matters of high law in addition to common law, such as crimes of nobles.  This does mean lawbreakers are dealt with especially harshly in town.  +2 fortune die to attempts to keep the peace and to settlement maintenance checks,  
  • Guard Barracks: 6 points.

Government (Fellowship)

Defines how effective the leaders of the settlement are at providing for its people, keeping the settlement productive, avoiding corruption, etc.  

Government Scale

  • 1: No government. There is no controlling force in the settlement and instead everyone does whatever they want, leading to little getting accomplished.  +2 misfortune die to monthly maintenance rolls.  
  • 2: Ineffective Government. There is a weak and generally ineffective controlling force in the settlement. It has little ability to direct the activities of the inhabitants.  +1 misfortune die to monthly maintenance rolls.  
  • 3: Average Government. The settlement has a recognized leader of some type, such as a mayor or local lord.  He or she is moderately effective at directing the populace.  
  • 4: Effective Government. The settlement has an effective leader or a highly motivated populace that can accomplish goals with minimal fuss.  +1 fortune die to monthly maintenance checks.  
  • 5: Efficient Government. The settlement is a model of civic efficiency and has little in the way of incompetence or corruption.  +2 fortune die to monthly maintenance checks.  
  • 6: Astounding Government.   The settlement runs with a surety and effectiveness that defies reason.  +3 fortune die to monthly maintenance checks.  

Government Holdings

  • Municipal Office: 8 points.  The settlement has a central building where all the necessities of government are carried out.  +1 fortune die to keeping the peace or to large scale organizational efforts.  
  • Mayor: 6 points. The settlement has a recognized mayor who legally has control over the town.  This position is generally appointed by a local lord.  The mayor gets +1 fortune die to social interactions with the locals assuming he is not corrupt or ineffective.  
  • Lord: 12 points. The settlement is ruled by a noble lord who has the power to judge crimes, including the crimes of nobles.  The noble lord gets +1 fortune die to social interactions with the locals assuming he is not corrupt or ineffective.  
  • Knight: 12 points. The settlement has a knight in residence who may also be the commander of the town’s military forces.  The knight is a noble but is not necessarily the leader of the town.  The knight gets +1 fortune die to Leadership checks involving the settlement’s military units.  
  • Noble Family: 12 points. Requires a Lord, Baron, or Count.  Whoever is the noble lord of the settlement has a family and an hair, providing a safe line of succession should the noble lord die.  Also this provides additional people to help run the settlement.   
  • Baron: 24 points. The ruler of the town is a baron who also rules the surrounding countryside.  The baron gains +2 fortune die to social interactions with the locals, assuming he is not corrupt, and with neighboring nobles and leaders.  
  • Count: 36 points. The ruler of the town is a count and thus a player in regional politics (though not an elector count).  The count gains +3 fortune die to social interactions with the locals, assuming he is not corrupt, and with neighboring nobles and leaders.  
  • Town Council: 18 points.  The town is ruled by a council of locals who are elected by their peers.  This gives the populace a feeling of having a voice in government.  +1 fortune die to attempts to keep the peace or to to organize the town.