From The CBG Wiki
Æsctír is a "setting" for the table-top Wargame "No Quarter" by Cheomesh. You can find out more about the game, and obtain the rules here.
|Religion and the Occult|
Æsctír isn't a full-fledged setting because I've decided to be very light on things like history. Because of the nature of the wargame, any and all maps produced are bound to be temporary. I have recently redesigned the map to have new (but similar) terrain features and a nice bit of color, as well as a definition of "influence zones" for the various factions. New factions may be added in the future, which will be retconned into the fluff. Wargames such as this are very conductive of different factions coming in from all kinds of angles; the "west" isn't defined, nor is what exists across the sea to the "east". The forsaken "north" is known to house human tribes, but not yet is much written about them. Below the Alvernan, who is to say what is furthest south? Tales come back foggy, and saga cannot always be trusted...
The Ninety Year Saga
Ninety years ago the army of Gehátland was first unified under a strong king, supplementing the cumbersome feudal forces with reliable full time professional troops. Using these men, the realm was expanded and the first continental professional army created. Whole new industries came to support this to continue offensive and defensive struggles against the tribal warriors outside the borders.
Fifty years ago, the Nifara came. Strange people, they carved a petty kingdom out of Alvernan tribal holdings along the coast and a small portion of the Realm of Gehátland as well. Counter attacks by both the Tribals and the men of the Realm met with stalemate; these newcomers where here to stay. The Gehátland king and his counsel sought peace with them, granting them gifts and encouraging trade, though it was sparse with these people. Conflict with the Alvernan has raged since, on and off, with no real gains by either side.
Thirty years ago the Áþexe came, foul lizard beasts beyond reckoning, and tore into the peninsular holdings of Gehátland and some of the northern tribes. Though they could well have taken more, they halted their advance to consolidate their takings, reducing their war-making to raids and the occasional small scale probing campaigns. Displaced northern tribesmen, usually too embroiled in internal strife to make much war on Gehátland, receive sanctum within the Realm's borders in exchange for labor as workmen and soldiers.
Ten years ago the Áþexe and Nifara came to blows as the latter attempted to probe the peninsular coasts.
A year ago a new king was crowned, a new counsel made and rumors of war hammered out in the grand forges...
There is honor to be won in war.
Known Factions at War
For more information, see the article about these people.
Alvernas is a large area populated by an unrecorded number of tribes. While each tribe rules itself individually, most of the collective tribes have come together to form what they call the Lyga or Lygos; a confederacy of tribes for the common defense. Though the armies have little in the way of standardized arms, generals have begun using the practice of sorting troops by both weapons and tactical ability, and over the last few generations a small measure of "standardization" in arms has become vogue. The Lyga is split militarily between east and west, with the easterners fielding mostly heavy infantry and the west preferring cavalry forces, particularly horse archers and javelineers.
For more information, see the article about these invaders.
An invading force that has claimed land and set up their own small kingdom. They are giant lizards, some reaching over 7' tall. They fight with crude looking spears, toothed clubs and can field vicious dinosaur-like cavalry. They arrived out of the blue a mere 30 years ago, coming in vast numbers and attacking without any provocation or warning. They cemented themselves a large portion of land that used to belong to Gehátland and have been developing it ever since. Due to the lack of successful espionage missions dispatched by the king of Gehátland, not much is known about them.
For more information, see the article about these people.
The kingdom of Gehátland started off no different from the ream they call "Alvernas". In the past, they were small tribes that made peace or war with each other as they saw fit. At some point in the past a particularly influential tribe began a prolonged series of wars that carved out a good portion of what is now Gehátland. There, they shifted from a tribal war-society to a feudally based one, reducing the general number of soldiers available in exchange for mounted ones that were much better equipped. After some time of this practice, they attempted offensive conquest again, only to find they lacked sufficient numbers to do this. Military disaster lead to the near destruction of the kingdom. Military reforms after this period lead to the implementation of a plan for a new national army under the king (and his advisory counsel), which would be comprised of full time soldiers paid from tax-coffers. This system, along with the feudal obligations of the nobility, exists to this day.
More information coming soon.
Faction Undecided. Ideas include a separate confederacy of tribes from the "Alvernan", another non-human race, or prehaps a different proto-nation.
Information coming soon.
An invading force, the Nifaran took land from the eastern tribes of Alvernas and a small portion from Gehátland. They are strange but human, from unknown origins. Their warriors appear to be mostly of a hereditary feudal caste, of which there appear many, and fight hard in any battle they find themselves in. Relatively introverted, they fight to control land for their ever needy feudal soldiery.
House Rules and Idiosyncrasies
I use a few house rules that may eventually be put up on their forums as a supplement.
Spears in Æsctír
Since spears are a common weapon, I got to take a good look at them and figured that as-is, they were a tad overpowered. A one handed spear can fight in two ranks even when charging according to the rule-book, lending not only +3AC for charging and +1 strength, but two entire rows of fighters. Ouch. To make them more even-handed, I use this as the Weapon Special Rule:
Fight in Two Ranks: A weapon with the Fight in Two Ranks ability allows two rows of warriors to use this weapon to fight. However, if the weapon is used in one hand for any reason, for example because the other hand supports a shield, then the unit or model can only use this Weapon Special Ability when it is stationary. When charging, this second row of warriors has to stow their spears in a position that does not allow it to fight in two ranks for fear of hitting their allies in front of them. In subsequent rounds of combat, the unit can fight in two ranks as usual, assuming it is still ranked. If the weapon with this ability is used in two hands, then no restriction applies as the unit members can easily steady their spears on the charge. Cost: 1 point.
Note that this kind of spear is an infantry weapon only. They would not be long enough, for example, to allow cavalry to fight in two ranks if that situation ever came up. Cavalry spears are considered a different weapon with a different special rule associated with them.
Throwing weapons do not feature in the base rules as anything other than a basic ranged weapon. However, this means that a thrown weapon carries with it a set amount of damage (energy) regardless of the strength of the user. Inspired by a thread on the No Quarters forum, I decided to make "Thrown Weapons" a category of their own, with a hybrid set of rules between melee and close combat. As such, they now add a bonus to the strength of the thrower like a melee weapon, but have distance and use accuracy modifiers like ranged weapons. In the future, I might add a chart of user strength to range ratios, but for now I want to keep it simple as possible.
To create a throwing weapon, consult the following charts. Every throwing weapon has a strength bonus ranging from +0 to +3, a range band for short, medium and long range and a range modifier that alters accuracy depending on range. In addition, it has a strength modifier that alters the strength of the weapon based on the distance thrown. At the end, the use cost of the weapon for the model is derived by simply adding 3 to the strength bonus it grants.
Use Cost: The use cost of a throwing weapon is equal to 3 plus the strength bonus, just like a melee weapon.
So if a Javelin had a +1 strength bonus, a 6/+1,12/+0,18/-1 range band/mod and a strength mod of +1,0,-1 it would cost 5 points, with a use cost of 4. In addition, any sensibly applicable special rules could be applied. For example, that javelin could get the Penetration Modifier of -1 to further enhance its ability to pierce armor for an additional +1 point.
Usually, a unit that is charged can either shoot at the chargers, run away, or sit and take the charge. However, I rule that a charged unit on hold can also Counter Charge, gaining all the bonuses usually received when a unit charges. To do so, the owner of a charged unit that was on hold can declare that his unit reaction was to counter charge. Each unit moves half the distance between them, expending all the AC required to do so. When the units contact, melee is then resolved by both units at the same time. Since both units charged, they gain the +3AC and all other bonuses usually awarded to a unit that charged. Note that unlike the "Receive a Charge" response, the unit that is defending can make more than a single attack if they have the AC to do so.
A shield gives +1 to your Armor Save. A buckler gives +1 to your parry in melee. May or may not stop giving +1 if the attack is strength 7 or higher; not yet decided. They cost one point.