NHDS Army Table

A list of army units that can be raised by noble houses.
Armies represent organized military forces controlled by a house. Each army unit represents a formation of soldiers, not individual characters.
Armies require ongoing upkeep each domain turn. If upkeep cannot be paid, the GM may reduce the army's effectiveness or disband it.

Unit Type Offense Defense Upkeep Recruitment Cost Description
Militia Levy +4 12 1 RP 4 RP Poorly trained peasants raised during emergencies. Cheap but unreliable.
House Guard +6 14 3 RP 10 RP Professional soldiers serving the noble household. Reliable core troops.
Infantry Company +7 15 4 RP 12 RP Well-equipped foot soldiers trained for organized combat.
Crossbowmen +7 13 3 RP 11 RP Ranged infantry specializing in defensive positions and sieges.
Light Cavalry +8 15 4 RP 14 RP Fast mounted troops used for patrols, raids, and flanking.
Knight Retinue +9 16 6 RP 18 RP Elite heavy cavalry composed of armored noble knights and their retainers.
Mercenary Company +7 14 4 RP 14 RP Hired soldiers who fight for pay rather than loyalty.
City Watch +5 14 2 RP 8 RP Guards used primarily for internal security and maintaining order.

Raising Armies

During domain actions, a house may recruit an army by paying its Recruitment Cost.

Example:

Recruit House Guard
Cost: 10 RP

The unit becomes available at the end of the domain turn.

Military Upkeep

Each domain turn, a house must pay the Upkeep cost of all armies it controls.

Example:

Army Upkeep
House Guard 3 RP
Militia Levy 1 RP

Total Military Upkeep:

4 RP

If upkeep cannot be paid, the GM determines the consequences.

Possible results include:

Military Scale

Armies represent large groups of soldiers, typically ranging from 50 – 200 troops depending on their type.
Exact numbers are intentionally abstract to keep the system simple.

Narrative Use

Armies can be used for:

Notes on Army Types

Militia

Cheap but weak. Often raised in emergencies.

House Guard

Represents:

Most houses will rely on these early.

Infantry

Standard field army troops.

Crossbowmen

Good for:

Cavalry

Provides mobility and battlefield shock.

Knights

Extremely powerful but expensive to maintain.

Mercenaries

Useful for short-term wars.

The GM may rule that mercenaries leave if unpaid.

City Watch

Primarily defensive troops that improve internal security.