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Cultural Retinues

rulescorewarfarecultures

A culture in the context of war is a distinct military tradition shaped by a region’s social structure, strategic doctrine, technological capability, demographics & economic infrastructure that determines what an army (as a gathering of soldiers) can possess. Each Culture has a set of troop types & a muster table displaying the different kinds of soldiers that can be deployed in a given army based on that culture.

Raising a cultural retinue costs MP debt only. The soldiers already exist. They are supported in the quantities your culture manages. The only constraint is economic: you can only pull 1 soldier per Family before you risk economic collapse.

You can choose to only raise a specific troop type from a given Settlement. If you do so, you must specify the troop type(s) you raised & may only raise a percentage of the total MP available equal to that troop type’s percentage of the culture’s army.

Warning!

These are averaged stats, not specific stats. A troop type’s BR represents the averaged combat power of a group including its officers, not any individual person. A unit of 100 light foot soldiers includes Level 0 skirmishers with spears, Level 2 sergeants with swords & chain, and a Level 3 captain-Lord in plate; its 6 BR is the mean of that distribution, not the actual value for every soldier.

Glassian Human

Humans fight in open terrain & if they cannot do so, they will force the terrain to be flattened.

Troop Type%BR(Vet)(Elite)Equip CostNotes & Features
Light foot30%112338$100
Medium foot30%183660$400
Heavy foot6%244880$600
Light cavalry4%233960$700Cavalry
Medium cavalry3%366396$1,500Cavalry
Heavy cavalry2%5696144$6,000Cavalry, Thunderous
Windgun sniper20%153050$200Windguns
Windgun heavy4%244880$700Windguns
Harpy scout1%4813$50Flying, Reconnaissance
Average173456$450

House Eagle

House Eagle benefits tremendously from an association with the inventors of the windguns & makes heavy use of them relative to the rest of Glass.

Troop Type%BR(Vet)(Elite)Equip CostNotes & Features
Windgun sniper50%153050$125Windguns
Windgun heavy16%244880$625Windguns
Medium foot20%183660$400
Heavy foot6%244880$600
Light cavalry4%233960$700Cavalry
Medium cavalry3%366396$1,500Cavalry
Harpy scout1%4813$50Flying, Reconnaissance
Average183660$350

Outlander Harpy

Harpies do not fight in open terrain. Harpies fuck up your supply chains, snipe people from a distance, scatter when marched on, & hide in dense woods where they can forage & sleep during the warm months.

Troop Type%BR(Vet)(Elite)Equip CostNotes & Features
Harpy scout50%4813$50Flying, Guerrilla, Reconnaissance
Highwayman40%112338$80Flying, Guerrilla
Hunter10%233856$100Flying, Guerrilla
Average91727$70
  • Harpy scout: Lightweight harpy spies carrying little more than a purse for letters & some light padded armor while relying on natural claws for defense.
  • Highwayman: Leather plus real weapons for landing & ambushing targets. Extremely loose & discordant harassment units.
  • Hunter: Experienced highwaymen & raiders who often appear as half-beast chimeras from mutation.

Glassian Salamander

Salamanders do not fight in open terrain. Salamanders sink you into a quagmire of defense-in-depth. Engineered road sinkholes, windgun sniper murderholes in hillsides, trenches & tunnel warfare, mass punji spike pits & worse.

Troop Type%BR(Vet)(Elite)Equip CostNotes & Features
Tunnelrat50%51120$50Tunneling, Guerrilla
Engineer40%92036$80Tunneling, Guerrilla
Prairie wolf9%122748$300Tunneling, Guerrilla, Windguns
Harpy scout1%4813$50Flying, Reconnaissance
Average71629$85
  • Tunnelrat: Guerrilla warriors with light armor, natural ‘mander claws & a toolkit for trapping, stabbing & digging. Some carry crossbows for sniping.
  • Engineer: Armored miners & sappers just as competent at combat as in engineering.
  • Prairie wolf: A mountainous variant of the snipers seen in Apogea — elite hunters who adopted long-range windguns to act in squads both above- & underground.

Coraler

Coralers do not fight in open terrain. They live almost exclusively on warm coastlines, where amphibious cities sit mostly untouchable by land-locked armies. Searaiders plunder & raze enemy Settlements wherever they lie within spitting distance of a river or stream & move essentially unchallenged & invisibly through larger bodies of water.

Troop Type%BR(Vet)(Elite)Equip CostNotes & Features
Searaider80%81730$100Amphibious
Landguard19%163664$600Lightly amphibious
Harpy scout1%4813$50Flying, Reconnaissance
Average102036$200
  • Searaider: Spears & long knives for close combat, minimal leather armor & maximum speed. Searaiders travel light, hit hard & carry a lot of loot.
    • Can treat map-marked rivers & water bodies as roads.
  • Landguard: Plate & polearms plus knives prohibit land-locked coralers from swimming effectively, but enable better stationary defenses. Almost never taken along on raids.