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== = ARMY TEMPLATE = ==

== = INTRODUCTION = ==
Give a description of how the army works in its
currently used format, pointing out general
strengths, potential weaknesses, and how they
generally would win strategically. A few paragraphs
are usually all that is necessary. This can sometimes
be merged with History and Function.
If its felt necessary, usually for an alliance or
development, some brief history will give a
background understanding as to how the faction
came to be in its current order. It allows a strong
glance at the shortcomings and capabilities and how
they could psychologically view future opponents.
Its also useful to see how the different units or subfactions within the army view each other and work
together.
This will allow for a smooth transition into the
functionality of the army. This includes any
technology they might have developed, magical
abilities (and the extent of studies from discoveries
and usage). Anything in common use, abilities,
magical arts, weapons, or martial practices can be
laid out to provide a foundation for understanding
how they work with the units.

== = UNIT ENTRIES = ==
Each category of units is organized in relation to the
role they are applied on the battlefield. Trying to
force and cram certain units together based on an
opinionated outlook is a poor method of examining
different units. For example, an almost exclusively
mounted army could possibly use their abundance
of heavy cavalry extremely differently from an
army that counts such troops as precious
commodities of last resort. If the cavalry-based
army constantly sends their heavy cavalry into the
thick of the fighting, charging head-long and
leading the attack, why are you comparing them to
the rare and prized cavalry of the enemy that is held
back in reserve for smashing the enemy flank mid
or late battle?

When this is the case, forcing both heavy cavalry


units to be compared to each other is ignorant folly
because neither fulfills the same role. They might
appear or seem similar, but their function in each
army is incomparable. Thus so, when comparing
armies in their true form, it is important to line up
the units according to role, and see which army has
the more effective troops performing each role. Not
every army has the same type of troops and rarely
will they all use them in the exact same manner.

= PRIMARY UNITS =
Simply put the units that are dedicated to doing the
largest amount of raw destruction. They usually
therefore carry the bulk of the army and what the
rest of the army aims to help support. While some
units might be individually capable of inflicting
more serious damage, they are not the most
available units thrust to take the brunt of the
punishment and give it back. Most essentially they
are the most important core units in the army.
Most often (BUT NOT ALWAYS) Primary Units are
the largest form of men, women or creatures that
answer the call to war, swelling the ranks and
prepared to march to war. They might not
necessarily be expendable, but are typically of a
less-precious commodity in the army and almost
always by no means rare. The rest of the army
revolves around their success or failure, directly
supporting them in some way, most secondary of
importance to the existence of the Primary Units. If
they cannot do the job, another unit with another
role will come to aid.

= LINE BREAKERS =
The line is buckling. The Primary Units are finding
difficulty pressing a needed attack or withholding
against the enemy on the defense. Line Breakers
step up to aid when the Primary Units are not
enough to cripple or destroy the foe, and so
something must break the enemy armys legs. They
are firm and can be called upon crush the enemy
head on, smashing and confusing them to create
gaps for the Primary Units to exploit. Some
common examples of Line Breakers are heavy
infantry, plugging gaps and taking over weakened
areas of the battlefield for the Primary Units,
forming up as close support. They can also
represent small war machines or groups of bulky,
bear-like monstrous infantry. The weakness of Line
Breakers is that if they lose too much momentum or
are outmaneuvered, they can find themselves picked
apart by the enemys own Primary Units ore
deadlocked into bloody battles with opposing Line
Breakers.

= RAPID RELIEF =
Units that perform a similar role to Line Breakers,
but are almost always a tactical reserve that
performs lighting hit-and-run attacks or can inflict
serious damage at a moments notice. Rapid Relief
troops are there to support the Primary Units and
other elements when the plans are fixing to crumble
or to rapidly assail the enemy and temporarily stop
them from pressing forcefully against their
comrades. When the enemy is going to break the
lines in a gap and exploit your formations, they can
be used to counter that tactic, driving them off and
keeping your formations firm. They allow your
army to regroup and continue to function normally
despite a changing battlefield (rather than
degenerate into chaos). They are also strongly
useful for covering a retreat or run down the enemy
when they flee.
Sometimes they ride as fast cavalry or are fast
beasts themselves. Sometimes they fly. Some
appear in the midst of the enemy via tunnels or are
conjured up on the battlefield (or act as the conduit
for such conjurations), attacking hard and suddenly.
Some Rapid Relief troops rarely movelongranged snipers or light war machines. These are
important in a tactical victory for the enemys

destruction or preserving your own casualties, and


unlike Line Breaker units, typically conduct hitand-run tactics with their special ability to hit the
enemy fast and suddenly.

= SHOCK AND AWE =


This is a category reserved for the rare or precious
(usually both) that inflicts terrible doom on the
enemy, overshadowing them and working to break
their morale (or while boosting that of their allies).
They are usually titanic war machines or monsters
as durable and destructive as tanks in comparison to
the rest of their army. But in essence they are
supposed to create large gaping holes in enemy
formations through pure size, destructive capability,
or both. They always represent a noticeable sink in
dedicated resources and are understandably rarely
or semi-rarely used doomsday devices for largescale war, the need being as monstrous as their cost.

= SPECIALIST SUPPORT =

There are sometimes those units that are, detached


from the rest of the army. They can be part of it,
move with it, work with it, but are not the primary,
reliant bulk of units. The best term to be used is
unique, the elements of the army common enough
to deserve their own category but are not always for
raw destruction. They are sometimes specific to the
needs of the army, required to maintain the armys
coherence (or mere existence!). They can be troop
carrier transports, logistical wonders to replenishing
the army, saboteurs and spies, healers. They can be
good for raising the dead or causing such havoc on
the enemy with more harm than raw destruction
could ever perform. Or they might just be so bizarre
in use and construction they just dont fit anywhere
else, the miscellaneous category! On rare or unusual
occasion, they can be those units that are capable of
shifting and working the jobs of all or multiple units
altogether, shifting, moving, and morphing between
roles.

= HEROES AND LEADERSHIP =


An area for a select few individuals who are
important to the unity, construction, morale, or
effectiveness of the army. They can be
technological innovators, powerful magicians, or
leaders. This can also be an area for those rarely
summoned monstrosities or those who might not be
of a particularly individual, but are extremely
influential and rare to be found (like less than a
dozen) that arent deployed commonly.
Designers Notes: Why do we use this template
instead of the traditional: Infantry, Elites, Fast, War
Machines/Monsters, Special Support?
If every army operated and organized itself exactly
the same way or even ideally similar, then this
would make some sense. Each of these categories
would represent variable troops that would all be
used accordingly in the same manner with the same
principles applied. But for a tournament like this, it
is not the case. Basic historical examples can easily
be used, and it only gets worse for Fantasy.
Instead, each category listed here represents a
specific tactical role not based on what they are but
how they are used.
The Mongols were an almost exclusive cavalry
force. Almost everything they used in warfare was
from horseback. What are you going to do, put all
of their units in the Fast category and leave the
others blank just because all of them move fast?
Most fast according to who? Its a matter of
perspective.
Another example could be two forces who both
have heavy cavalry. The later-period Romans utilize
a generalized block of heavy infantry to do most of
the fighting. A disciplined, mobile force that would
sink its teeth into the enemy in close combat and
butcher them. The entire Roman army revolved
around the Legionnaire. While the Legionnaire was
not always the most numerous, he was part of the
Primary Units category. His job is to do most of
the damage even though he was a heavy infantry.
It would be wrong to put him into the Elites
category because he doesnt fight or operate in
doing what most elite forces might perform.

In the Roman army, the heavy cavalry were a


support unit. They were designed to smash into
enemy ranks and weaken them, they are a Line
Breakers. Just because they can move fast doesnt
mean they always did and they were almost always
exclusively held in reserves. Only if the infantry
could use the assistance would they be called in to
box the enemy in and smash into their lines on the
flanks.
By extreme contrast, the Crusading Europeans
approached combat differently. Their version of
heavy cavalry (the knights) were the primary units
of the army. They were supposed to be the ones
who did a majority of the head-on fighting, and
everyone else revolved around them. The archers
supported them at range (since knights did not take
to ranged weapons), and the basic massed infantry
actually performed the same role as the heavy
cavalry groups of the Roman army. They boxed in
and softened up the enemy so the knights could take
the glory of the day as often as possible.
If both armies fought each other, the knights and
legionnaires would be fulfilling the Primary Unit
roles, even though one is heavy infantry and the
other is heavy cavalry. The Romans heavy cavalry
and Crusaders infantry would be performing the
Line Breaker role.
Because this is how the roles are assigned in each
army, it is wrong to compare the light infantry
skirmishers of the Romans to the infantry of the
Crusaders, or the Romans heavy cavalry to the
Crusaders knights.

== = UNIT PROFILE OUTLINE = ==


NAME OF UNIT

*Mobility: 1 10 (see next page)


**Training/Experience: 1 10 (see after next page)
Max Range:
Preferred Range:
BASIC DESCRIPTION
Describe the unit in as much detail as can be afforded on a single page. Sometimes it will only be a short
paragraph, other times several and the more the better. Try to list very specific information using exacting field
comparisons in regards to skill or strength. Listing something is very strong does not mean anything without
something to compare to. If its twice the strength of a man then we have a good idea of how physically
strong the unit in question is, at least in a general whole. Retain and keep towards an average ideal behind the
unit, with footnotes to the weakest and/or strongest known elements. Listing only the strongest or weakest feats
will produce an incorrect notion towards the unit from outside readers. Its also very important to try and list
how common this unit appears within the army. Try to refrain from over-specifying information on their
weapons or defenses unless they are specifically remarkable to the units usual role and function. Leave that
info for below.

== LOADOUT ==
Offense: Any common weapons or magical attacks can simply be listed. If there is a large notable section of
offensive abilities or weapons, then capitalize OFFENSE, then bold each item.
Defenses: Name any defenses the unit might have, including armor, skin, or specific resistance to things like
magic or fire. If there is a large notable section of defenses, then capitalize DEFENSES then bold each item.
== ADDITIONAL LOADOUT ==
List any specific wargear pieces, magical attacks, or other unique abilities that pertain to this unit only (or a
small group of which this unit is part of). This can also include the occasional weapon team specialists that may
accompany the unit.

*MOBILITY
Mobility represents a combination of raw speed and maneuverability, as well as any distant limitations
therein specifically on the battlefield. The capability of moving around, through, or over obstacles also has a
hand in factoring in the trait. Why so combined? Arent you usually against that sort of thing? The picture and
unit description listed for the unit should already indicate the general movement characteristics; if it has wings it
probably flies, if its a monstrous dinosaur it probably cant turn on a dime but stampede pretty fast in a straight
line. This is just to help cut back on repeated mundane information. Any raw speed feats should still be listed.
Keep in mind, the ability to dodge weapon-fire or attacks (flash-step) is not the same as being able to cover
distance on battlefield.
Mobility 0 The unit in question cannot ever
move or takes many hours worth of preparation just
to set up. A few oversized war machines like the
Bretonnian trebuchets fit in this category.
Mobility 1-2 A ponderous unit that barely inches
forward or requires to be stationary in order to be
useful at all. It takes tremendous effort just to twist
and turn but is not wholly immobilized. Rough
terrain all but completely hinders them.
Mobility 3 Most Dwarves with their shortlegged status have a Mobility of 3. Anything slower
than a man but not necessarily impeded completely
by terrain.
Mobility 4 Simply put, mortal men on foot.
Anything that can match this amount of mobility
comparatively or keep up also goes here.
Mobility 5-6 Something that is faster-paced than
a man, very swift Elven races, some large animal
mounts, and anything that can fly but not terribly fast.
If they can run on all fours or have beastial legs
allowing them to run far faster than a man also can
fit.
Mobility 7 Most of your cavalry is going to be
here. Anything that can fly at a decent pace also goes
here. If it moves faster than a man but phases through
all solid objects could also be placed at a 7.
Mobility 8 Rapidly-flying steeds or something as
fast as a motorized bike cross-country.
Mobility 9 Near equal to a modern helicopter if
flying; if a ground unit can get this mobility rating, it
better have jet engines strapped on it and a bulldozer
blade or tusks capable of bashing aside nearly any
obstacle in its way, or be rendered almost immaterial

to otherwise not be hindered by any element; can


land just about anywhere.
Mobility 10 Near-reliable teleportation to
anywhere as a primary means of movement.

** TRAINING/EXPERIENCE
This trait represents the general level of skill
the unit has with the weapons they generally handle
and the cohesive ability to function together. Coming
against a variety of enemies increases the units
rating as does long-term fighting service.
Rating 0-1 Almost no formal training and
participated usually in less than 3-4 battles, if ever.
Skavenslaves are rated here.
Rating 2-3 Militiamen might be drilled and
practice with wooden staves or invisible targets, but
they arent very battle-tested. Mostly made up of lax
volunteers or groups of fighters that simply form an
angry mob. Could be experienced with brawls and
violence.
Rating 4 Battle-hardened warriors who have
plenty of fighting experience to be sufficient, having
taken part in over a dozen battles at least and are
hardened to bloodshed.
Rating 5-6 A campaign veteran who has tread a
few years worth of battles. What he used to lack in
training he makes up for in experience. Those who
might have only had a handful of battles but are so
resolute and well-trained they overmatch what men
can achieve in many lifetimes could also go here,
where training makes up for experience. Having seen
(though maybe not participating in) many wars can
also help earn a character or unit into this spot,
despite not having much, if any, battlefield
experience or formal training.

Rating 7 Any higher than a 6 should be a fulltime warrior or one who has seen many campaigns
and fought many enemies, perhaps over the length of
a decade. Those supremely long-lived warriors but
who fight in sporadic bursts (like a few battles or
campaign every several dozen years) can also earn
this spot.
Rating 8 Over a hundred years of experience
fighting many enemies or comparable, non-stop
training and experience. They have seen many die
and have had several near-death experiences. Their
unit can function so well they rarely need more than a
nod or a single note to move into action, and are
often trusted bodyguards or advisors.

Rating 9 The warrior knows nothing but


constant war. Their life has been threatened by it for
hundreds of years, if not well over a thousand. There
is little they havent met or fought against, and
nothing should surprise these warriors. Hope for
peace is long forgotten in their minds and battle is a
way of life. They do not know what peace is and
likely never will.
Rating 10 Several thousands of years of
experience fighting many hundreds of battles,
training or meditating on battle in-between
campaigns.

== = LEADERSHIP = ==
An army cannot function without some form of direction or leadership. History has proven time and time again
that having crappy leadership results in failureguaranteed. This part is about who leads the faction to battle
and how. Below is a template for the individuals involved. It is best to try and figure out who would be the
overall best commander, if any exist at all. Try to limit this section to only the best in each particular field but it
can be as extensive as necessary.
== NAME OF LEADER ==
Command Designation: List the type of commander (see below)
*Mobility: 1 10
*Training/Experience: 1 - 10
*Max Range:
*Preferred Range:
* If applicable as a battlefield unit. If they are not known or do not partake in active battle, there is no
need to list any of these traits.
== BASIC DESCRIPTION ==
List any notable battlefield achievements (and failures), and the personality of the leader (good and bad where
applicable). If they appear on the battlefield as a capable fighting unit, list what they might be able to do in a
tactical sense.

== X-FACTORS ==
NOTE: These are roughly analogous to the TOM or
other individual tournament X-factors, though they
do relate to a faction or group (also an army) rather
than personal combat.
Adaptive Creativity/Resourcefulness: 50/100
The ability to shift to surprises and a changing
battlefield and fight outside of usual battle
doctrines.

Tactics: 50/100 The ability to win a single battle


on the front with what is at hand. This could be
summed up as a percentage of battles won modified
by experience and situations. Winning half of his
battles against equal force earns a straight 50.
Winning no battles at all deserves a 0-10. Earning
many pyrrhic victories (in which the losses are
hardly justifiable to the gains) deserves less than a
50, but at least greater than a 30. Never losing
against all manner of opponents grants 90+.

Strategy: 50/100 The ability to direct and control


a gathered group or whole faction towards overall
victory, with the most efficient amount of tactical
loss or engagement. The thorough effectiveness of
knowing when to engage and how (or circumvent or
prevent them) earns top marks. Winning every war
perfectly deserves a 90+, while winning every war
with severe losses can grant closer to a 70, equal
to a few exceptional victorious wars. Barely
surviving the odds but still losing out when superior
forces were available and squandered earns very
low 20 or so.
Intuition: 50/100 Detecting that something isnt
quite right, either with luck or foreknowledge, and
then trying to act accordingly. This is really hard to
judge, but can be seen in how the character speaks,
acts, or feels before a battle in relation to the
outcome.
Audacity: 50/100 Willingness to send themselves
and/or their troops to their deaths. Never taking a
step back no matter the odds, rather blindly and
foolishly always earns a high 80+, while backing
down when facing an equal opponent or following
up when a disadvantage is spotted at a cautious
50. Cowering and preferring to flee every time the
enemy so much as flinches can get a 10, though
pitching battle instead of retreating immediately can
get 20+.
Psychological Warfare: 50/100 Capability of
outwitting opponents with minimal or little fighting,
enacting the armys capable sabotage and skilled
use of propaganda and rumors of wars. Also the
ability to get the enemy to abstain from fighting,
even enticing betrayal.
Experience: 50/100 Self-explanatory, though
more in part to leadership position than personal
combat experience.
Discipline: 50/100 Ability to keep a cool head
under pressure, and display that to the faction they
leadand the faction that they fight against.
Represents their ability to restrain themselves from
falling into pursuit traps and ambushes against a
tempting target. Able to face an Eldritch
Abomination while watching half the army vaporize
and still acting cool would earn a 90+, while most
mortal men would know when reasonable sense of
urgency is more necessary and stress more at 70.

Visibly reacting with equal measure on the


battlefield earns a 50, praising victory and
panicking when losing. Displaying little restraint to
chase or flee despite obvious strategic needs earns a
20+.
Inspiration: 50/100 Cruelty and acquired loyalty
can have a tremendous effect on the troops and the
faction as a whole. A harsh taskmaster and brutal
warlord can send fear shuddering into his own lines
while one who shows particular kindness or favor to
his men can instill feats of loyalty. Men who always
willingly lay down their lives for him regardless of
rank or position earns the commander around a
70+, mindless obedient zombies earn 90+. The
inability to even keep men doing what he wants for
more than thirty seconds ranks a 20+, while men
who react as well as he would under Discipline for
him earn a straight 50.
Corruption: 50/100 Self-explanatory, the general
scale of evilness or tendency towards violence,
possibly extending a little into how the character
appears or looks. Someone who is beyond
redemption and utterly evil beyond all reason could
earn a 90. The butchering and eating of childrens
souls, while they are alive, enslavement, and
continually committing heinous acts even when
things are going good. A 70 is one who
understands his men have needs and some enemies
are better left alone or bargaining with, but still
pretty evil. 50 is a true neutral, perhaps coldly
calculating. At 30+, the commander is wellrespected and well-known by all, and even the
semi-evil give him the benefit of the doubt and at
least some measure of respect. To deserve less than
a 10 would mean the character in question
shouldnt even be on a battlefield, blindly urging
everyone and everything to hug and sniff flowers,
unable to send men willing to their deaths.
Those not known or have little effect on the faction
can be listed as N/A. For example, a tactical
commander who never leads a full army nor
influences the whole faction in this way will not
have a Strategy X-Factor. It is also important to
remember that these are the traits of the leader or
hero in question, presenting their level of character,
personality, or their influences to the whole faction.
They are not just for those that specifically lead an
army or how they would function as generals. For

example, a character that can outwit those who


think hes an enemy and subdue violence altogether
would have an incredibly high Strategy rating
because he can achieve goals and needs for his
faction without lifting a sword. The best generals
can win without fighting, after all.

[COMMAND DESIGNATION]
This is allows multiple individuals within a ranking
structure be recognized within the Leadership rather
than trying to pin and force everything under a
single leader type.
Chief Commander: A chief commander has
absolute control over his forces. He has the say-so
on all that there is, both tactical and strategic. It
creates a simple chain-of-command and maintains
one of the fastest methods of getting things done.
However, it puts a lot of stress and responsibility on
a single individual. General Grevious is a good
example.
Overlord: An overlord type of commander has
direct network control over the forces. The will of
the commander is enacted through the troops that
are all united in some form of psyche. Bug-related
armies like the Arachnids and Zerg. Most often,
troops can be directly controlled by the authority in
question through the powerful mind of the
commander.
Co-Commander: Short for co-operational
commander, this leader is part of a split command
structure in which multiple kinds of affair duties are
split between equal-powered individuals, such as a
religious commander, a political commander, and a
military commander. Or if specific regions or races
are recognized, they could have Northern/Southern
Commander or individuals who oversee a particular
faction or race. One of these high commanders may
have a say-so in nullifying or enacting actions over
the others, but all matters related to their particular
field are the responsibility of only one. There may
also be two commanders present with equal rank
that cooperate with each other in this category. The
Citadel Forces represent the best example.
Delegate: Not usually part of a very effective
command structure, this represents three or more
individuals in a community of shared, equal power

members all sharing the same responsibilities,


though prominent members may have certain
emergency or veto powers. Each supposedly
representing a group within those involved with the
military. Most often, larger strategic measures and
decisions are put up to a vote and is up for debate
and discussion, while the other members have more
immediate tactical command over different
branches or structures. This is currently how the
Protoss command structure works.
Inspirational Commander: A commander who is
not necessarily or always a military strategist or
tactical analyst but one who serves to inspire the
troops. In the most common sense, this would
represent a religious leader of some kind or a
supportive member of the forces in a sidecommand. Their job is to ensure discipline and
morale are high. Commissar Yarrick of the
Imperium and the Covenant Prophet of Truth are
such members.
Strategic Commander: This character is part of a
chain command structure, which is very common,
especially within human-based militaries. As part of
a direct hierarchy of leadership, the character
determines large decision-making that affects the
overall campaign. While the strategic and tactical
commanders may not always be exactly recognized
by particular authority rank, the structure is still
there and recognized. Commander Keys of the
UNSC and Commander Farsight of the Tau Fire
Caste represents such a class.

Tactical Commander: In conjunction with the


strategic commander, the tactical commander sat on
the lower end of the hierarchy but exhibits much
greater control over the movement of troops and
what they do. In essence, the strategic commander
(often his superior authority) states what he wants
done and how he wants it done, and the tactical
commander sees to it how it is accomplished.
Advisor: Advisors have no actual authority.
Anything they say has no bearing on the troops
being commanded. They have access to intelligence
and the commanders within the leadership. They are
often highly regarded and leadership would be wise
to listen to their council and suggestions. In some
cases, commanders rely on their advisors to make
strategic, even tactical, decisions.

== =ARMY X-FACTORS = ==
These X-factors are for the overall height of morale from the beginning for the army and in general. This is in
relation to the full scale judged as best as possible, weighed some by the tactical levels. Sometimes different
units or heroes can shift and change morale where they are, but this is for the strategic tier, for the whole of the
faction.
While we could use a 0-10 scale, the 0-100 gives a greater feel for grasping the scale without feeling like were
crunching the numbers. While 7.5 would be 75 out of 100, to us our brains register 7.5 and 4 as fairly close. But
when you take it up to an extra zero, 75 to 40 is quite a big gap for us to grasp. After each dash, use a short
explanation or longer one if you think its necessary, briefly describing why the army makes marks in that range
of category.
MORALE: 50/100 This represents the full
strength of mind as it applies to the whole faction.
Tactical applications on a battle-by-battle account
can come into strong play as each loss will
undoubtedly (usually) interfere with the height of
morale. But this overall X-factor is designed to
represent the whole faction as it applies when it
enters the battlefield.
o With a 0-10 of Morale, the faction is willing to
give up and surrender at the slightest
provoking threat. There is no more stomach to
fight. If reduced to 0 for any major reason,
near permanently, the faction would probably
be declared the losers of the conquest.
o On a 20-40 scale, the morale is extremely low.
There is little hope to start with, and anyone
who looks forward to total victory is a fanatical
nutcase. But there is some hope and each
victory would serve as a severe boost in future
morale, if it can be raised. The sight of an
overwhelming force on the horizon, they might
give it one shot but after that they will pack up
and retreat in full. They are willing to try and
duke it out with an equalizing force for a
limited length of time.
o At a medium of 50, the force is not super-high
in overall morale, but they are not waning.
Thoughts of complete rerouting is only
considered a last resort when things are
obviously getting pretty desperate. The faction
will stand and it will fight for one reason or
another. Hard losses will hurt the morale, but
not to the point of complete hopelessness while
strong victories might give the green light to
keep pushing.

o Going higher, reaching to the 60-70 mark


means that losses are not going to deter the
current morale status of the faction or force.
Either through political guile and ignorance,
outright lies, or some other form of discipline.
This is above the mercenary mark, where
just because youre going to die doesnt mean
you dont fight.
o Getting to the 80+ region, either the faction is
desperate for a victory, or they simply do not
care for losses. It would take a monstrous
amount of horrific losses and near
impossibility to retreat or stop fighting, or less
merge with the victors. Backing down and
surrender is, for the most part, simply not an
option. That or a faction might thrive on losses
or battle itself, and see it as nothing more than
a bumped up challenge.
o Morale strength of 100 is almost unbreakable.
The army will continue fighting to the last man,
almost no matter what. If the gods themselves
descended, or if the planet itself was fighting
against the faction, they would still fight and
attempt to conquer.
ARMY INTIMIDATION: 50/100 A general
outlook based upon a normal, semi-trained army as
they would behold their enemies, which would in
turn leave them at the 50 range.
o 0-10: I dont expect anything to look like cute,
breakable, flimsy creatures beyond compare.
Perhaps its an army of very, very slow-moving
trees or something that is in of itself actually
scared and clearly wary of your own forces,
fleeing every time you gesture angrily.

o 20-30: Ewoks. Maybe Ewoks after they


beheaded a number of Imperial troops and
plant them on sharp sticks.
o 40-50: Short-stature creatures such as gnomes
or hobbits are good comparisons, as would be
Gungans. They couldnt make themselves look
scary even if they put on war masks. But an
army with this range have supplements; they
are threatening, they have technology or
weapons that are clearly very dangerous, and
their methods once beheld, could be quite
horrifying only because the deeds are nothing
to what they ought to look like.
o A straight 50 is a moderate force that appears
to have powerful abilities, forewarning their
enemies with demonstrations of their power,
but they seem reasonable, negotiable, and
properly maintained. It is clear or assumed
that they can be intimidating if they need to be
and this can be played upon, but their combat
tactics or doomsday devices can come into play
later and scare some weaker factions into
submission.
o 60-70 range is a faction that is beyond normal.
They are bizarre, strange, and abnormal, and
many men would be queasy in their presence.
They possess and evil look or are grossly large
in stature; it might just be their combat armor
or nature of their wicked-looking techniques
and approach, but blind rage and anything that
can be trained to look beyond these will curb
their disgust and fight them. The abhorrence
might even fuel the drive of inquisitorial armies
that do not see them as pure. Abhumans or
humanoid creatures that can speak, such as
Orc-like creatures in their sheer numerical
strength and look, coupled with their dark and
mysterious technology and magic would get
good marks in this range.
o 80-90 is an army that is terrifying, utterly
incapable of anything other than fighting, war
and death. It is clear from early on that they
have come to consume or torment. Those who
have not been trained well or are slave-driven
to the battlefield, without mind-numbing drugs
or power of effect would surely prefer to flee
rather than face them in a battle. They are

utterly alien or even demonic, and possess


many strange and terrible artifices.
o To get 90+, the entire army needs to be in the
range of complete Eldritch abomination, where
simply being in their presence causes normal
sane men to rot their brains out and are
virtually unable to even behold them, much less
fight them with any stomach. Anything and
everything about the army is horrifying, and to
know their very existence is to be tormented
day and night forever, and facing them in a
battle would take monstrous amounts of
mindlessness for almost no courage could
possibly bear them.

DISCIPLINE: 50/100 This is what determines


the fighting capabilities of how well-trained and
coordinated the army is. With extreme coordination,
an army with inferior weapons or technology can
measurably overcome a greater foe.
o 0-10: There is almost no coordination, if any at
all. Without any discipline, no amount of
fighting or formation could be performed, and
all battles would be a jumbled mass of chaos.
Even Fantasy Orcs are not nearly this low,
have the sense to mob up with like-minded
battle brothers, and they do fear their overall
leadership, if not barely respect him enough, to
do as theyre told. Without discipline, the army
could not even really function.
o 20-40: There is extreme lack of training or
discipline but at least there is some measure of
cohesion. It exists, but just barely to be noted.
The army almost always degenerates into what
they would prefer to do, even against what is
obviously necessary; perhaps they scavenge a
battlefield rather than pursue and destroy an
enemy, or routinely form independent defensive
circles instead of regrouping together to repel
a counter-attack. Even an army that is
overzealous might be always lured into a
massed charge because they simply cannot
help themselves to changing battlefield
situations.

o With a straight and solid 50, the army has


some measure of training, though perhaps not
totally universal. Regiments are organized with
a direct and clear chain-of-command (though it
might not always be adhered to, the command
chain does exist). The army can respond to
changing battlefield situations, even against
the troops wishes.
o 60-70, the army is extremely well-trained.
Troops dont quite have an essence of linked
spirit, but communication is less necessary as
one word or automated response tactic is
instilled. Troops snap to attention and will
obey their commands almost without question.
Marching in unison is commonplace, and the
willed reaction of a commander is moments
away from his army playing out. Its almost
like they can read their minds without needing
to thanks to well-timed drills and training.
o At 80-90, mind-linked swarm factions come
into play. They will require some cohesion to
continue functioning, usually in the form of
leader-creatures, but when in total control, the
faction effortlessly shifts and functions exactly
as needed at the whim of the command.
o At 90-100 range, there is perfect unity and
cohesion. Each and every single individual
knows exactly what the other is doing, even on
the other side of a planet. A chain of command
might exist, but it is not completely necessary.
It is impossible to disassemble the structure of
operations because they are all directly mindlinked or possessed of one mind.

COHESION: 50/100 This determines how well


the different overall elements of the army work
together. Any alliances with different races can
have strained relations, or the whole faction might
have such a strong unity of purpose they never have
infighting. This is different from Discipline in that,
Discipline is the tactical level of how well the
forces obey their leadership. You might have a
force that obeys without question, but will squabble
or breed mistrust within each other.

o 0 -10: This faction does not work together at


all, or if its part of an alliance, said alliance
cannot function. As soon as fighting the
common threat finishes, the army will resort to
fighting and killing itself to near extermination,
either splitting factions or individually. There
are clear divides between the different elements
and they will almost never mingle unless
absolutely forced to for personal survival. At
worst, there is little distinguishing the enemy
from allies.
o 20-30: The faction is considered an emergency
grouping of necessity. If part of an alliance, the
different sub-factions or races strain not to
break into settling old debts and will only fight
together because of the hated foe beyond.
Troubling sabotage is first and foremost
blamed on each other.
o 30-40: There might be reluctant cooperation
between different elements, but they do not
outright distrust each other to the point of
silent backstabbing or disobedience. At the
very least chances of them killing each other
are significantly decreased, though they might
still hamper each other's efforts.
Disagreements can prolong the required
actions of the overall faction, but eventually
things will get done, even if the end result is
less than satisfactory. In the event of extreme
distrust, the faction can break apart into
splitting civil war and temporary anarchy.
o For a straight 50 score, even if there is some
dissent or problems between different
regiments, groups, or races, they will not
instantly suspect each other of sabotage. There
are clear divides, if not competitive ones, as
pride, wealth, or social status determines the
rank and well-being of each subgroup. If part
of an allegiance they may have good formal
loyalty however the individual factions may
have secret agendas to pursue that might
collide with the interests of other factions. So
there might be some possible treachery or
inner-lust for power, but it is not outrageous to
the point of suspicion or complete hate towards
each other that they willingly kill. It could also
represent a faction that would break up into infighting were it not for a unity of purpose or a
leader who can inspire them to work together.

But things are not perfect and the time of


communication or misunderstandings can still
slow things down. Hampering of the flow of
necessity still exists.
o 60-70: At this score the races/factions of an
alliance can generally merge into singular
units or formations with only minor cohesive
penalties, such as a slight language barrier,
but not because of in-fighting. The different
regiments know what the other needs and they
will tend to them. Going out of their way for
their faction is fair though maybe not
commonplace. An opponent with excellent
espionage rating could still manipulate said
Alliance to bring about problems.
Disagreements and loose ends, even hidden
information, shrouds possible mistrust but
these are easily ignored for the greater good.
o With a score of 80+, a faction here is going to
operate almost entirely free of major internal
differences, with the ones existing only being
minor annoyances. The faction throughout,
though having regional and leadership
differences will exist but only they will only
cause minor, if even noticeable break of
effectiveness. A faction with this cohesion score
is barely going to have any noticeable
problems even among nobles, and if they exist
they have mostly been put aside or resolved.
Inefficiency between different sub-leaders is
almost non-existent, and they will work to the
best of their ability the vast majority of the
time.
o 90-100: At this point we are basically looking
at factions that cannot be physically or
mentally disobey the commanding objective on
either the macro or micro level. This is where
Swarm factions, the factions they rely on mind
control reside. Only those factions that can
disrupt said mind control somehow can even
hope to lower this score, and only barely.

ESPIONAGE: 50/100 This represents the


importance of emphasis on, and the strength of
ability for the faction to interfere and harm the
productivity and capability of the enemy. This can
be done through bribing disagreeing regimental

commanders to falter, destroying equipment,


assassinating leadership, and destroying or
manhandling the use of munitions and supplies. All
of these things work together to weaken the
enemys resolve to continue the fight.
o At 0-10, either faction doesnt care for it, sees
complete dishonor with it or have no means to
infiltrate the enemy in any way, shape or form.
For them, victory is about hard-won battle and
meeting the foe face-to-face.
o 20-30: The faction sees the use or desires
espionage, hindering or weakening enemy
materials but they are overall not very good at
it, or only incorporate it in very sparing
amounts.
o 30-40: There are some elements capable of
hindering the enemy in some shape and form.
They are most likely more subtle or the
commanders in question want to wait for one,
big, nasty party surprise. Enough garrison
force and a complete, 24/7 vigilant watch, or
even a faction that has too strange a detection
ability can put up enough resistance to make
attempts at espionage unnoticeable.
o For a solid 50 score, there must be the
intention and the desire, and they have multiple
means of exploiting their own scouting,
infiltrating forces. They do all they can to
hinder the enemy, but they do not have
complete amount of resources to do it or the
necessary resources to dump into any strong
dedication. They could also have an extreme
singular measure (such as the magical ability
to warp war machines, but that is it)
o To achieve 60-70 marks, there must be
excellent and near-impossible means of
infiltration and some pretty hefty use of it.
Commanders must work tirelessly and
creatively to fight not only physical forces on a
battlefield, but take care that their troops can
sleep soundly. The over-cautious and
superstitious begin fearing for bad luck or
worse, and can be nearly immobilized with
terror. The most skilled agents of physical
espionage exist within this realm.

o With 80-90, no amount of garrison force,


guard duty, or even magical conjuration is a
guarantee that the enemy will sneak in and do
their horrors. Through teleportation, extreme
guile, or even outright cloning/physical
mutation they faction has agents that can
disguise themselves aplenty and do their worst
to the army. Nobody sleeps well, and men fear
being backstabbed or finding horror in camp
possibly more than they would be shell-shocked
in battle.
o At 100, one must command the very shadows
(or seem to) to destroy the enemys resolve.
Blinding whole armies, misdirecting their
pathways, whisking away all commanders and
killing them by all means possible, or even
directly mind-controlling whole segments of
the army to fold in on itself. No amount of
creativity or physical means can stop this
faction from picking apart the enemy
piecemeal.

LOGISTICS: 50/100 This deals with how the


faction as a whole can survive and keep going in a
long-winded campaign through the receiving of
supplies or more importantly, the need to receive
them. It also deals with the efficiency in method in
which reinforcements are received (usually one and
the same as how they get supplies).
o The complete incapability of functioning for
even a week without receiving specialized
supply or some form of resource from an off-site
area, or are severely weakened in a siege, might
get a 0-20. This would be compounded if they
must receive reinforcements on a very slow
march over the most vulnerable and resourcethirsty methods. Perhaps requiring the sacrifice
of hundreds of your own men might be required
to receive a thousand more, yeah pretty
inefficient.
o An army that needs to constantly receive
specialized equipment take long periods of time
to build anything (so all weapons and supplies

must come from off base or the homeland)


would rough out in the 25-40 range.
o A middle-ground 50 represents most factions of
people that can till the ground and use natural
resources, but not as any necessity and they do
require several (though not all) of their
resources from home. Reinforcements are
totally reliant on outside received methods such
as by navy.
o However, if said army can scrap and utilize
things from the land, or scavenge from the
enemy, or they depend and thrive on it might
receive a 50-65 range. The same army is good
about receiving their own supplies but can
rough out a stubborn fight without shipments.
o Any faction that can live off the land, carefully
construct and cultivate their resources and live
and fight by receiving few, if any, actual
supplies would score a strong 60-75.
Reinforcements that can at least over time, be
produced in any rapid sense on site helps to
increase the score if they are otherwise in the
50s range.
o One that could achieve victory only through
consuming available resources of any domain
or region right there, such as a swarm faction
that devours the very soil, depletes the air, and
consumes the water in a very thorough process,
might attain 80+ Logistical score. But only if
they can do this and not require shipment or
supplies. Any faction that utterly relies on too
few methods of resources will have their score
hurt some by it. Additionally, a faction that can
raise the dead for their own reinforcements or
straight up create them from resources on the
spot would receive a good solid score in this
range.
o To achieve an 85-100 in Logistics means that
the army is so far beyond the need of resupply
they can go several weeks or more without
anything at all. The Protoss form a great
example. Any structures or reinforcements are
teleported directly into the base with no
potential for interception. On top of this, the
Protoss only require some sunlight, and do not
breathe or eat, going weeks without needing any
type of sustenance.

BLOCKADE: 50/100 Any form of logistical


interference. This is about the ability for the faction
to hinder the availability of Logistics.
o 0-10: A faction that has absolutely no
capability to stop the enemy for any length of
time or would take weeks just to put something
in place. The enemy can bring in their troops
by land, air, or sea and all this faction can do
is know that from somewhere the foe is getting
bolstered.
o 20-30: With at least some measure of physical
sabotage, this faction can hinder or at least
slow down the enemy in some form. Perhaps
they can summon strong winds or impose a
light snow storm through magic or they can set
up booby traps to force caution to supply
trains, but little more than slow them down.
o 40-50: A faction with this score can stop the
logistics with strong use of physical force.
Through expendable scouts actively destroying
shipments or a form of naval blockade, the
enemy faction with the same range of Logistics
will see their amount of supplies severely
reduced and they must turn inwardly to
available resources. Any shipment-heavy
faction is going to suffer horrible losses just
based on not receiving anything at all.
o 60-70: With exceptional means, either through
terrible magic or technological prowess, the
very means of transportation becomes a
nightmare. What would have been a 60 in
Logistical score suddenly becomes a 20.
Resources trickle in as they are physically
barricaded or destroyed en mass, and there are
few means of defense against this without
specialization.
o 80-90: Even natural resources are being dried
up by this faction, and the skies are choking
with their ability to hinder, spoil, or destroy
enemy faction supplies. Some factions that
would even rely on simply eating the dead,
scraping off the faction for weapons, or even
cannibalism will find hard times as very little is
ever salvageable.

o 90-100: Unless the reinforcements and


resupply is being directly teleported into the
presence of the faction, they will not be seeing
any form of them. Through terribly strong
naval forces, air power, or controlling the
nature of existence itself, maybe even
commanding the oceans to dry or magma
chambers to completely prevent passage.
Worse possible, the resources might be
whisked away once in range of receiving or be
booby-trapped. Opening much-needed crates
of food only to have pests or nightmare
creatures emerge. The use of any natural
resource is difficult in the extreme, if not
completely impossible. This faction can barely
even have their own resources usable by the
enemy.

== ADDITIONAL FACTORS ==
This section can go at the forefront of the profile inserted into the Introduction description, or be listed here.
Other additional factors or interesting, strange ideas such as a specific or unique universal technology could also
be listed here for ease of reference.
SWARMS: ~120k /month, 130k total (240%
REASON FOR BATTLE: List the reasons for
increase)
which the faction fights.
REINFORCEMENT RATE: The battles here
between armies already have a large portion of the
logistical nightmare for a long-winded campaign
figured out and they are going straight into battle.
This means were representing a single regional
campaign that ideally in the pre-vehicular world
could take a few months.
This rating that determines the number of
reinforcements to be available and coming at each
interval, and possibly the frequency therein. This is
increased if many, several, or all of the forces can
be remade or grown on site. At the end of a battle
round, the armies will revert back to their original
starting numbers but will keep any gains they might
have acquired. For example, an undead faction that
raises new bodies from the dead to their use could
use much of them depending on the tilt of their
gains.
Except for some exceptions, after a year (12
months) the army in question should have every
single conscript and weapon in use. These general
numbers is for multiplying the current 50k numbers
as is and (barring very rare or special units/heroes)
adding onto them.
LACKING: <2k /month; <52.5k total; (5%
increase)
VERY LOW: ~5k /month, 55k total (10% increase)
LOW: ~10k /month, 60k total (20% increase)
MODERATE: ~25k /month, 75k total (50%
increase)
HIGH: ~50k /month, 100k total (100% increase)
VERY HIGH: ~100k /month, ~130k total (160%
increase)

GENERAL STRATEGY: Since there are so many


factors involved pertaining to how an army
functions towards victory, this is not a sliding scale.
It is an outline of how the army as a whole has,
would, or might react against another. It is a great
place to compile and compare the strategies and
what will lead to the tactics side-by-side to make a
quick, easy reference on how they would probably
interact. This section may be as lengthy as thought
necessary but shouldnt need to be more than a few
paragraphs. It can be imagined that this is the
personality section for the army so that fans wont
be theorizing what the army could do versus what
they would do. (For example, the Alliance and
Horde factions have access to small atomic-bomb
weaponry but the General Strategy section would
outline that they would not use it as a first, go-to
weapon as early as possible).
The General Strategy is divided up into the
following categories:
OPENING SETUP: This is a general area for
explaining how the faction produces intelligence on
both a strategic and tactical method. Some use
prophesy, ask for help to the divine in prayer, read
the stars to try and predict the movements and
intentions of those around them. Others will utilize
mechanical devices such as flyers or telescopic
sights. Some use spies or arcane methods to see the
present and ongoing actions of the enemy or other
factions around them. Traditionally on the
battlefield (tactical) there are scouts who seek out
the most immediate information on the ground,
usually fast units on ground or air cavalry or wellhidden field craft rangers. This is not a unit
category though units that are used specifically for
this role should be listed as examples.

FOREIGN RELATIONS: This can usually be


described easily with how the faction would react to
an evil, neutral, and good-natured faction overall.
This can also be emphasized with how native small
factions would influence them. For example, would
they be devoured and enslaved, brought together
under the banner as axillaries or simply keep
passive-aggressive tendencies?
INITIAL STRATEGY: This is how the army is
used to winning its battles (or tries to). The general,
standard approach the army is known for taking to a
war. It is an important section to compare between
two armies because when examined side-by-side,
the opening moves and initial reactions can be
quickly concluded.
ADAPATIATIONS: Any variation, changes or
shifts in what the army is capable of, performed, or
considered in the past. These are part of the back-up
plans and how the army might have evolved or
creativity utilized what is around it against
scenarios where general applications do not work.
The last segments of this area would include any
last resort options, like the emergence of the
Swarmlord for the Tyranids.
WITHDRAW: This outlines when, how, and why
an army would retreat in a tactical battle case (not
the overall faction on faction, just battlefield
engagements). Some have the weakness of not
moving from the field in the face of obvious
impossibility, others will flee at a moments notice.
Ideally it is understood many factions will withdraw
as soon as things start going badly but the nature
of what is considered potentially upsetting can
differ from faction-to-faction. For example, some
dark forces cannot resist the sun or overwhelmingly
holy artifacts and will shy away from battle when
their presence is strong. Some will get bored from
battle, be whisked away without warning due to
non-physical reasons, and others could be due to
battle doctrinefor example: a mobile army
standing at range would begin fleeing if an overtly
strong close combative force threatens to sweep
over them.

GAINS: This is important to list how well the


faction will absorb the resources of the land or of
the enemy. List them in specifics and how well they
work, or if there is any particular weaknesses
therein. Typically the two are biological gains from
consuming the fleshy elements of the enemy and
technological gains by understanding, manipulating,
or adding to their technology. Also, any means in
which the dead, dying, or supplies of their own
forces could be recycled after being expended
would go here.

WEAKNESSES: Some factions might have


specific or unique weaknesses as a whole, and they
should be listed here. Even if it is fairly obvious, or
could be derived from enough consideration, its
still helpful as a reminder.
STRENGTHS: Some factions also have specific
strengths that might be interesting to note, unique
qualities that make them exceptionally difficult to
defeat or destroy. This could be emphasis on
specific battle tactics, adaptively, or other reasons
the army has found itself successful.
PAST OPPONENTS: Even if its just briefly
touching up on the type of factions the army has
faced, it is important to list how the faction has
fared at fighting other factions within its realm or
universe. Try to combine certain similar-element
armies or factions (the breadth and depth of
Warhammer 40,000 stuff for example might require
Imperium of Man and Space Marines rather
than listing each and every uniquely known subfaction). A picture of them fighting the faction in
question really helps to get the feel and idea.

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