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  1. #1

    Default Rebel/Mercenary Unit Ideas

    I want to add a variety of new humanoid units as rebels and mercs such as orcs and men, and could use some help with ideas. Feel free to post whatever ideas you like. What I have so far are generic units to use as rebels in certain parts of the map, I need ideas for specific races, cultures, realms, and regions as I can't think of any. Nothing is definite yet so if you have something, speak up. Ideas for rebel units for Rhun to deal with are needed like Easterlings, Variags, and Balchoth. Also some rebels for Eriador, Rohan, and Gondor. And some of the unit ideas I already have suck donkey balls so they need to be improved or replaced.


    Wild Goblins (Located wherever Goblins would be found.)

    Goblin Pillagers (250) – Saber and shield. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 1)

    Goblin Trackers (250) – Axe and shield. A more lightly equipped variety of the Goblin Pillagers, it is their duty to swiftly plunder a settlement once the Pillagers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the Pillagers and anything else that may be of use or value. They are swift, agile, and capable of crossing long distances with energy still to fight. It is for this natural stamina that the Trackers are selected, as they often scout trade caravans and stage ambushes. (Tier 1)

    Goblin Trappers (250) – Bow and knife. These Goblins have lost their sense of purpose with the destruction of their great armies long ago. They are crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the men of Gondor, tools of a far greater construction than any orc bow. This accompanied with their large numbers can make them a serious threat. (Tier 1)

    Goblin Raiders (250) – Javelins, Two-handed axe, bracers. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 2)

    Goblin Scroungers (250) – Dual Scythe. These goblins have been banished from their clans for countless reasons, all having their origins at greed and trickery. While these attributes are encouraged in Goblin society, this foolish scum was arrogant enough to challenge their betters openly and were cast out of their homes for it. They band together in large hoards and prey upon the weak, this constant struggle for survival has made them hardier and more cunning than their ‘domestic’ brethren, should these outcasts find a leader to rally themselves behind they would be a force to be reckoned with. (Tier 2)

    Goblin Marauders (200) – Javelins, saber and shield. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 3)


    Wild Orcs (Located wherever Orcs would be found.)

    Orc Scavengers (250) - Saber and shield. These bands of Wild Orcs are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 1)

    Orc Plunderers (250) - Axe and shield. The more lightly equipped variety of the Orc Scavengers, it is their duty to swiftly plunder a settlement once the Scavengers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the scavengers and anything else that may be of use or value. They are swift, agile, and capable of crossing long distances with energy still to fight. It is for this natural stamina that the Plunderers are selected, as they often scout trade caravans and stage ambushes. (Tier 1)

    Orc Stalkers (250) - Bow and saber. These Orcs are the companions of the scavengers who lost their sense of purpose with the destruction of their great armies long ago. Crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the dead of Gondor, tools of a far greater construction than any orc bow. This accompanied with their large numbers makes them a serious threat. (Tier 2)

    Orc Raiders (200) - Javelins, Two-handed axe. Before Saruman bred the mighty Uruk-hai, Sauron already had Uruks in his service. It is these great brutes who were the vanguard of the Dark Lord’s Orc forces in days long past. Favored by natural selection, the average Uruk stands as tall as a man. This coupled with their affinity to wield monstrous, two-handed Iron Hammers and Serrated Black Greatswords into battle made them horrifying shock infantry commonly mistaken as half-trolls. Condemned to the wilderness, their only goal now is self-preservation. They often lead small clans of Wild Orcs in their raids on unsuspecting villages and travelers. (Tier 2)

    Orc Ravagers (200) - Javelins, Billhook. Despite the fact that the Wild Orcs are the remnants of shattered armies long past, they may be rather well organized by more intelligent Uruk Chieftains. These Warlords are likely former captains in Sauron’s army, the most cruel and cunning of the Orcs, who stood taller among their already fearsome brethren to the height of a man. They often lead larger clans of Wild Orcs in their raids on unsuspecting villages and travelers where they are commonly mistaken as half-trolls. (Tier 3)


    Outlaws/Brigands (Located in Eriador, Western Rhovanion, Northern Gondor, Rohan.)

    Drifters (150) – Bow and knife. These are men who have nothing to call their own except a stolen hunting bow and knife, along with the clothes on their backs. (Tier 1)

    Woodland Bandits (150) - Javelins and axe. These bandits dwell in forested areas using the trees for concealment and protection. They often scout any nearby pathways through or around their forest domain for weary travelers or merchant caravans. (Tier 1)

    Mountain Brigands (150) - Javelins, short spear, and small shield. Due to rough terrain Mountain Brigands travel light, usually carrying a small shield and a small number of throwing spears while saving the last one for hand to hand combat… should it be necessary. (Tier 1)

    Plains Outlaws (150) - Bow and spear. These bandits dwell on plains and hill slopes. They often scout any nearby pathways through or around their domain for weary travelers or merchant caravans. (Tier 2)

    Desert Nomads (90) - Saber and small shield, camel mount. Desert Nomads are constantly on the move from watering hole to watering hole and so usually have camels to aid in their struggle. If they do come upon weary travelers they will not hesitate to steal anything of value and leave any survivors to die a slow death in the wilderness. They never kill merchants however, as that would mean one less merchant to steal from in the future. (Tier 2)

    Robbers (150) - Sword and small shield. These are men who started out with nothing to call their own. However, through experience, skill, and perseverance they are able to accumulate enough of other’s personal property to survive quite comfortably in their day to day lives. (Tier 2)

    Thugs (150) - Mace/club and small shield. These men rely on brute force and intimidation to ensure they get what they want. (Tier 2)

    Fugitives (150) - Axe and small shield. These men were pursued out of their original homes after being accused of murder or worse. As fugitives, they have already lost everything and therefore have nothing to lose. (Tier 3)

    Ruffians (150) - Two-handed mace. These men rely on brute force and intimidation to ensure they get what they want. However, they usually stick around to ensure that they keep getting what they want until there is nothing left. (Tier 3)

    Renegades (150) - Sword, shield, armor. These are the descendants of kingdoms of old. Many still fight to reclaim their long lost lands and unify what remains of their scattered people. (Tier 3)


    Corsairs (Located in Southern Gondor, Western Harad, some other coastal regions.)

    Corsair Sentinels (150) – Javelin thrown before charge, short spear, small shield. low offence/ high defense. It is the charge of these men to protect the ships and “control” the slave population that work the oars. However, as equal members of the crew they must also share in the risks and rewards of land raids as well, which allow them to subsist. (Tier 1)

    Corsair Raiders (150) - Two sabers, bracers, high offence/ low defense. These men rely on speed and agility in their attacks. They wear no armor and wield dual sabers which allow them to constantly remain on the offensive. Their goal is not simply to destroy their enemy, but to destroy their enemy’s will to fight… and plunder booty of course. (Tier 2)

    Corsair Sharpshooters (120) – Bow and saber, bracers. Only the best bowmen are chosen to be Sharpshooters. It is the charge of these men to protect the ships and “control” the slave population that work the oars. They are often found high in the rigging of their ships during engagements at sea, picking off unsuspecting targets from above. However, as equal members of the crew they must also share in the risks and rewards of the land raids which allow them to subsist. (Tier 2)

    Corsair Mariners (150) - Javelins thrown before charge, saber, small shield. Gondorian merchant ships often replenish their supplies while still at sea in order to reach their destinations faster. Fishermen of the Bay of Balfalas share a mutually beneficial relationship with the merchants of Gondor in this way, saddling up beside ships on a weekly basis to exchange wares. The Corsairs took note of this and began to employ a new raiding tactic: They would silently surround and plunder a town of the Bay at night, and then at dawn they would send out their own mariners disguised as fishermen in the ships of the townspeople they had pillaged. Once aboard, the unsuspecting merchants soon realized the fisherman’s humble harpoon could be used for skewering more than fish. The entire crew was wiped out within a matter of minutes and the corsairs earned a whole flotilla to add to their fleet. The Pirate Captains of the corsairs use this tactic sparingly, and only the hardiest corsairs hand-picked and led by a Captain’s First Mate may form the boarding party. (Tier 2)

    Corsair Nahptha Bombers (100) - Naffatun, hammer/axe, bracers. Of all the malevolent works of the Southern Lands, the Naphtha Bomb is the most dastardly. Filled with flammable liquid drawn from plants found only in the southern reaches of Harad, these harmless spheres comprised of porcelain and clay become one of the most lethal weapons of the East no matter where it is deployed. The wielders of these highly volatile weapons are directly chosen by the Captain of the Corsairs and trained in the lighting of the fuses and throwing of the bombs. These men are highly mobile, motivated and deadly. (Tier 3)

    Corsair Marauders (150) - Javilins thrown before charge, long and sharp bracers, two-handed saber. Corsairs rely heavily on the strong leadership of their Captains to keep them organized and “productive.” Therefore, in their Captains’ best interests, the men elect the bravest, fiercest, and most resourceful of the Corsairs from within their own ranks to form the Captain’s Guard. These men are unflinching in their loyalty and incomparable in combat prowess, protecting their Captain from threats without and from threats within. (Tier 3)


    Balchoth Clan (Located in East Rhovanion.)

    Balchoth Peasant Mob (200) - Pitchforks and billhooks. The last war with the Kingdoms of Gondor and Rhovanion ended in victory for the Balchoth Clan and their Orc and Easterling allies. However, the quality of life for the Balchoth never improved as Sauron and the Easterlings denied them of any gains. Since then the lives and lands of these people have fallen under the shadow of Sauron and his puppets the Easterlings. These unruly people are really pissed off and ready to kill whomever they think is responsible. They absolutely despise Easterlings and Orcs, and they also travel in large numbers which can make them a real threat. (Tier 1)

    Balchoth Freedom Fighters (150) - Short spear, small shield. These people have the heart, but not necessarily the means. Many have never even seen combat and some are not even trained as they are volunteers. (Tier 1)

    Balchoth Irregulars (150) - Javelins, axe, shield. These men are veterans of past battles where they were forced into service. They have since been fighting to free their people so that their children will not have to experience the horrors of war. Though they still have some skill with an axe and some old armor it has been years or decades since any have fought in a unit and on a battlefield. (Tier 1)

    Balchoth Revolutionary Bowmen (120) – Bow and spear. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)

    Balchoth Revolutionary Spearmen (150) - Spear and shield. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)

    Balchoth Revolutionary Swordsmen (150) - Sword and shield. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)

    Balchoth Insurgents (120) - Bow, axe, shield. These men have been fighting for their people for as long as they can remember. Many were greatly wronged by the Easterlings or watched their families suffer some great torment. As such some have some experience in killing any Easterling scum they can find. These men are skilled, experienced, and equipped for both ranged and close combat. (Tier 3)

    Balchoth Radicals (150) - Two-handed axe. These men have been fighting for their people for as long as they can remember. Many were horribly wronged by the Easterlings or watched their families suffer some horrifying torment. As such many have experience in hunting down and slaughtering any Easterling filth they can find. They often charge straight into combat with their great axes, simply trying to kill as many as possible with no regard for their own safety. Sometimes this can be a strength, and at other times it can be their undoing. (Tier 3)

    Balchoth Guerrillas (150) - Javelins, sword, shield. These men are often the most skilled and experienced of the Balchoth Revolutionary Force. They have seen combat on many occasions and so are valuable enough to supply with the best weapons and armor the clan can offer. They often shower their opponents with long range javelins from a distance before closing in for the kill. (Tier 3)


    Easterling Renegades (Located in Rhun.)

    Some cloned Rhun units…

    Renegade Horsemen (90) - Spear, sword, shield. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 2)

    Renegade Chariot Archers (75) - Chariots and bows, weak charge. These men have “confiscated” civilian chariots for military use. They are often lead by stolen horses which are ill-trained and ill-equipped for the battlefield. (Tier 2)

    Renegade Horse Archers (90) - Bow and sword. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 3)

    Renegade War Chariots (75) - Chariots. These veterans have been trained to devastate their enemies with War Chariots lead by armored war horses. (Tier 3)


    Variags (Located in and near Khand.)

    Variag Pathfinders (150) - Javelins, short spear, small shield. These men have little to no training and no experience in close quarters combat. They are however, decently equipped and fast moving making them exceptional for the job of scouting and skirmishing with the enemy while the main force moves into position. (Tier 1)

    Variag Warriors (150) - Sword and shield. These men have some training but little experience. They are however, well equipped. (Tier 1)

    Variag Bowmen (120) - Bow, sword, shield. These men have some training but little experience. They are however, well equipped. (Tier 1)

    Variag Axemen (150) - Two-handed axe. These men have some training and experience. They are also well equipped. (Tier 2)

    Variag Guardsmen (150) - Spear, shield. These men are veterans and can be depended on to do their job. They are also well equipped. (Tier 2)

    Variag Lancers (90) - Spear, sword, shield, horse. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 2)

    Variag Horse Archers (90) - Bow and sword, horse. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 3)

    Variag War Chariots (60) - War chariots. These veterans have been trained to devastate their enemies with War Chariots lead by armored war horses. (Tier 3)

    Variag Chieftains Guard (60) - Better war chariots. These veterans have been trained to devastate their enemies with Great War Chariots lead by armored war horses. (Tier 3)


    Merchant Mercenaries (Located in regions on main trade routes.)

    Merchant Militia (150) - Short spear and small shield. These men are part-time mercenaries for hire. It is just another job to them. (Tier 1)

    Caravan Sentries (120) - Bow and knife. These men are paid to scout the ways for merchant convoys and deal with any enemies along the way… from a distance. (Tier 1)

    Merchant Sentinels (150) - Sword and small shield. These men are full time mercenaries and will do almost any job… for the right price. (Tier 1)

    Caravan Guard (150) - Sword and large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Some do it for extra money, and some because they owe money. Most do it because fighting is the only skill they have, and a man has to eat. (Tier 2)

    Mounted Caravan Guard (90) - Spear, sword, large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Some do it for extra money, and some because they owe money. Many do it because fighting is the only skill they have, and a man has to eat. (Tier 2)

    Merchant Guild Guard (150) – Javelins, sword, large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Merchant guilds keep them on as full time mercenaries and spend a great deal of money training and equipping their investments. (Tier 3)

    Mounted Merchant Guild Guard (90) – Javelins, sword, large shield, horse. These men are military veterans of past and present wars that have made themselves available for the right price. Merchant guilds keep them on as full time mercenaries and spend a great deal of money training and equipping their investments. (Tier 3)
    Last edited by alreadyded; December 28, 2010 at 02:42 AM.

  2. #2
    Fable's Avatar Tiro
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    Default Re: Rebel/Mercenary Unit Ideas

    Great ideas
    I have adressed this before, with the point being that rebels should be region-specific. Lorewise there are curently many of the areas in Vanilla TATW that were inhabited by wild men, monsters or other independent "rebels":

    Forochel: Lossoth or snowmen
    Barrow-downs: Barrow-wights
    Trollshaws: Trolls
    Enedwaith: "A few scretive hunter folks" - most like remnant druedain tribes
    Minhirath: "A fairly numerous but barbarous fisherfolk" - tribes relative to the dunlendings
    Druedain forest: Druedain tribesmen(With rebel Ghan-buri-Ghan chieftain)
    Vale of Anduin: Beornings(more than 1 unit type - Grimbeorn Chiftain)
    Framsburg: Eotheod remnants
    Mirkwood: Woodmen(men that helped fight the goblins)
    Gladden fields: Stoors (hobbits)
    Rhun: Independent tribes that opposed Melkor worship(sparked by the blue wizards)
    Withered Heath; Dragons
    Eriador: Outlaws

    As you can see there are plnety of units that can be made as rebels
    As for the work involved most wildmen could just be reskinned dunlendings !

  3. #3
    Maiden_Ante's Avatar Semisalis
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    Default Re: Rebel/Mercenary Unit Ideas

    More mercenaries are definitely needed. I don't think however that it should be masses of cheaper units. The evil factions all have that.

  4. #4

    Default Re: Rebel/Mercenary Unit Ideas

    I allso don't like the idea of making bunch of different Goblin, or Orc mercenaries. I'd prefer them to be unique units.
    But what you propose may be used for rebels meaby?

  5. #5

    Default Re: Rebel/Mercenary Unit Ideas

    I want a faction based on the human rebels...

  6. #6

    Default Re: Rebel/Mercenary Unit Ideas

    Quote Originally Posted by trollface View Post
    I want a faction based on the human rebels...
    That would be the Outlaws/Brigands and the Corsairs. I also want to make a rebel subfaction for Rhun to deal with, but unit ideas, names, weapons, and descriptions are difficult to come up with after making so many already. So I need help.


    Most of these units are pretty general and will be used as rebels and some for mercenaries, and each has different tiers of units so not all are "cheap." I am far more concerned with adding rebels, after that I will choose which should be mercs. I want a lot of rebels and only a few mercs per region.

    All of the rebels and mercenaries are region specific, that is why I need a lot of different units. Some are generic rebels that will be placed on certain terrain types in certain regions. i.e. Woodland Bandits.
    Last edited by alreadyded; December 24, 2010 at 05:39 AM.

  7. #7

    Default Re: Rebel/Mercenary Unit Ideas

    First post updated with new info.

  8. #8
    Meckerdrache's Avatar Libertus
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    Default Re: Rebel/Mercenary Unit Ideas

    This would be a nice addition. The first 10 Turns or longer are just boring, because of fighting so many rebel-clones.

  9. #9
    Louis Lux's Avatar Into the Light
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    Default Re: Rebel/Mercenary Unit Ideas

    You have my support and my talents if you ever need it.

  10. #10
    Raiven's Avatar Ducenarius
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    Default Re: Rebel/Mercenary Unit Ideas

    nice idea

    mayb you can add some Dunendling units to your list?

  11. #11

    Default Re: Rebel/Mercenary Unit Ideas

    Dorwinion Units!

  12. #12
    Fable's Avatar Tiro
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    Default Re: Rebel/Mercenary Unit Ideas

    Need suggestions?
    I will once again strongly advocate for different wild men units:

    Lossoth(Bay of Forochel, Pitkaranta) - rebels:

    Lossoth huntsmen(light archers, skirmishers):
    The survivors of the Forodwaith, the ancient people from whom the northern lands of Middle-earth took their name. The Lossoth lived mainly along the northern shores of the Icebay of Forochel, but also explored the lands around its southern rim. They had a culture well adapted to their icy existence, constructing houses out of snow, and travelling on sleds and bone skates.
    The Lossoth gave aid to Arvedui, last King of Arthedain, who had fled into the north to escape his kingdom's destruction. When an elven-ship came to rescue him, he rewarded the Lossoth for their friendship with the Ring of Barahir. His hosts sensed approaching disaster, and warned Arvedui not to board the ship. Against their advice, he did so, but a great storm overwhelmed the ship and last King of Arthedain was lost in the cold waters of the far north.


    Drûg-remnants of Minhiriath (Eryn
    Vorn) - Rebels:

    Drûg hunters(Light skirmishers):

    The forest of Eryn Vorn has long been home to the remnants of the Drûgs, but since the destruction of the forests of Minhiraith in SA by the numenoreans and later Sauron, thier numbers has greatly dwindled. Today the Eryn Vorn is home to a small number of secretive hunter-folks, but the burning of thier anscentral homes has not been forgotten, and the harsh life of survival has left them to fend for themsselves - having been attacked by both the Numerenorans and the Dark Lord they are equally hostile to both man and orc.

    Druedain(Druadain Forest/ Druwaith Laur) - could be both rebels or mercs:

    Druedain hunters(light archers):
    At the end of the Third Age the Drûedain still lived in the Drúadan Forest of the White Mountains, and on the long cape of Andrast west of Gondor. The region north of Andrast was still known as Drúwaith Iaur, or "Old Drûg land". beeing home.Because of their ugly appearance and frightening statues the Drúedain were feared and loathed by other Men of the region; they were considered little better than Orcs, and there was much enmity between those peoples. Nevertheless the Drúedain of Ghân-buri-Ghân's clan came to the aid of the Rohirrim during the War of the Ring. A large company of Orcs had been sent to the Drúadan Forest to waylay the host of Rohan as it made its way to the aid of Gondor. It was the Drúedain who held off the Orcs with poisoned arrows whilst they guided the Rohirrim through the forest by secret paths.

    Wild-men of Enedwaith:

    Fisher-men(light skirmishers):Enedwaith, the wide lands that lies between Arnor in the north and Gondor in the south, were originally deeply forested, until the great forests of this region were cut down by the Númenóreans during the Second Age. This resulted many conflicts with the the Enedwaithrim themselves, who were forest dwellers, scattered communities without central leadership. Following the destruction of the Numenorean harbor Tharbad by devastating floods in TA 2912, and thereafter, only two groups survived in Enedwaith: the Dunlendings in the far east, and a fairly numerous but barbarous fisher-folk wandering the coast. As a result of the harsh life along the cost, these wild men are fairly accostumed to using thier spears with deadly prescision.

  13. #13

    Default Re: Rebel/Mercenary Unit Ideas

    I suggest some plains nomads in the East and South of Rhun. Not necessarily Khand, but good horse archers who live in there yurts and follow the herds. Maybe they could be to the north and be based of the reindeer herders of Russia, with reindeer drawn chariots (I'm slightly serious with this.)

  14. #14
    Shocked's Avatar Campidoctor
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    Default Re: Rebel/Mercenary Unit Ideas

    Quote Originally Posted by alreadyded View Post

    Spoiler Alert, click show to read: 

    Wild Goblins (Located wherever Goblins would be found.)

    Goblin Pillagers (250) – Saber and shield. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 1)

    Goblin Trackers (250) – Axe and shield. A more lightly equipped variety of the Goblin Pillagers, it is their duty to swiftly plunder a settlement once the Pillagers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the Pillagers and anything else that may be of use or value. They are swift, agile, and capable of crossing long distances with energy still to fight. It is for this natural stamina that the Trackers are selected, as they often scout trade caravans and stage ambushes. (Tier 1)

    Goblin Trappers (250) – Bow and knife. These Goblins have lost their sense of purpose with the destruction of their great armies long ago. They are crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the men of Gondor, tools of a far greater construction than any orc bow. This accompanied with their large numbers can make them a serious threat. (Tier 1)

    Goblin Raiders (250) – Javelins, Two-handed axe, bracers. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 2)

    Goblin Scroungers (250) – Dual Scythe. These goblins have been banished from their clans for countless reasons, all having their origins at greed and trickery. While these attributes are encouraged in Goblin society, this foolish scum was arrogant enough to challenge their betters openly and were cast out of their homes for it. They band together in large hoards and prey upon the weak, this constant struggle for survival has made them hardier and more cunning than their ‘domestic’ brethren, should these outcasts find a leader to rally themselves behind they would be a force to be reckoned with. (Tier 2)

    Goblin Marauders (200) – Javelins, saber and shield. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 3)


    Wild Orcs (Located wherever Orcs would be found.)

    Orc Scavengers (250) - Saber and shield. These bands of Wild Orcs are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 1)

    Orc Plunderers (250) - Axe and shield. The more lightly equipped variety of the Orc Scavengers, it is their duty to swiftly plunder a settlement once the Scavengers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the scavengers and anything else that may be of use or value. They are swift, agile, and capable of crossing long distances with energy still to fight. It is for this natural stamina that the Plunderers are selected, as they often scout trade caravans and stage ambushes. (Tier 1)

    Orc Stalkers (250) - Bow and saber. These Orcs are the companions of the scavengers who lost their sense of purpose with the destruction of their great armies long ago. Crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the dead of Gondor, tools of a far greater construction than any orc bow. This accompanied with their large numbers makes them a serious threat. (Tier 2)

    Orc Raiders (200) - Javelins, Two-handed axe. Before Saruman bred the mighty Uruk-hai, Sauron already had Uruks in his service. It is these great brutes who were the vanguard of the Dark Lord’s Orc forces in days long past. Favored by natural selection, the average Uruk stands as tall as a man. This coupled with their affinity to wield monstrous, two-handed Iron Hammers and Serrated Black Greatswords into battle made them horrifying shock infantry commonly mistaken as half-trolls. Condemned to the wilderness, their only goal now is self-preservation. They often lead small clans of Wild Orcs in their raids on unsuspecting villages and travelers. (Tier 2)

    Orc Ravagers (200) - Javelins, Billhook. Despite the fact that the Wild Orcs are the remnants of shattered armies long past, they may be rather well organized by more intelligent Uruk Chieftains. These Warlords are likely former captains in Sauron’s army, the most cruel and cunning of the Orcs, who stood taller among their already fearsome brethren to the height of a man. They often lead larger clans of Wild Orcs in their raids on unsuspecting villages and travelers where they are commonly mistaken as half-trolls. (Tier 3)


    Outlaws/Brigands (Located in Eriador, Western Rhovanion, Northern Gondor, Rohan.)

    Drifters (150) – Bow and knife. These are men who have nothing to call their own except a stolen hunting bow and knife, along with the clothes on their backs. (Tier 1)

    Woodland Bandits (150) - Javelins and axe. These bandits dwell in forested areas using the trees for concealment and protection. They often scout any nearby pathways through or around their forest domain for weary travelers or merchant caravans. (Tier 1)

    Mountain Brigands (150) - Javelins, short spear, and small shield. Due to rough terrain Mountain Brigands travel light, usually carrying a small shield and a small number of throwing spears while saving the last one for hand to hand combat… should it be necessary. (Tier 1)

    Plains Outlaws (150) - Bow and spear. These bandits dwell on plains and hill slopes. They often scout any nearby pathways through or around their domain for weary travelers or merchant caravans. (Tier 2)

    Desert Nomads (90) - Saber and small shield, camel mount. Desert Nomads are constantly on the move from watering hole to watering hole and so usually have camels to aid in their struggle. If they do come upon weary travelers they will not hesitate to steal anything of value and leave any survivors to die a slow death in the wilderness. They never kill merchants however, as that would mean one less merchant to steal from in the future. (Tier 2)

    Robbers (150) - Sword and small shield. These are men who started out with nothing to call their own. However, through experience, skill, and perseverance they are able to accumulate enough of other’s personal property to survive quite comfortably in their day to day lives. (Tier 2)

    Thugs (150) - Mace/club and small shield. These men rely on brute force and intimidation to ensure they get what they want. (Tier 2)

    Fugitives (150) - Axe and small shield. These men were pursued out of their original homes after being accused of murder or worse. As fugitives, they have already lost everything and therefore have nothing to lose. (Tier 3)

    Ruffians (150) - Two-handed mace. These men rely on brute force and intimidation to ensure they get what they want. However, they usually stick around to ensure that they keep getting what they want until there is nothing left. (Tier 3)

    Renegades (150) - Sword, shield, armor. These are the descendants of kingdoms of old. Many still fight to reclaim their long lost lands and unify what remains of their scattered people. (Tier 3)


    Corsairs (Located in Southern Gondor, Western Harad, some other coastal regions.)

    Corsair Sentinels (150) – Javelin thrown before charge, short spear, small shield. low offence/ high defense. It is the charge of these men to protect the ships and “control” the slave population that work the oars. However, as equal members of the crew they must also share in the risks and rewards of land raids as well, which allow them to subsist. (Tier 1)

    Corsair Raiders (150) - Two sabers, bracers, high offence/ low defense. These men rely on speed and agility in their attacks. They wear no armor and wield dual sabers which allow them to constantly remain on the offensive. Their goal is not simply to destroy their enemy, but to destroy their enemy’s will to fight… and plunder booty of course. (Tier 2)

    Corsair Sharpshooters (120) – Bow and saber, bracers. Only the best bowmen are chosen to be Sharpshooters. It is the charge of these men to protect the ships and “control” the slave population that work the oars. They are often found high in the rigging of their ships during engagements at sea, picking off unsuspecting targets from above. However, as equal members of the crew they must also share in the risks and rewards of the land raids which allow them to subsist. (Tier 2)

    Corsair Mariners (150) - Javelins thrown before charge, saber, small shield. Gondorian merchant ships often replenish their supplies while still at sea in order to reach their destinations faster. Fishermen of the Bay of Balfalas share a mutually beneficial relationship with the merchants of Gondor in this way, saddling up beside ships on a weekly basis to exchange wares. The Corsairs took note of this and began to employ a new raiding tactic: They would silently surround and plunder a town of the Bay at night, and then at dawn they would send out their own mariners disguised as fishermen in the ships of the townspeople they had pillaged. Once aboard, the unsuspecting merchants soon realized the fisherman’s humble harpoon could be used for skewering more than fish. The entire crew was wiped out within a matter of minutes and the corsairs earned a whole flotilla to add to their fleet. The Pirate Captains of the corsairs use this tactic sparingly, and only the hardiest corsairs hand-picked and led by a Captain’s First Mate may form the boarding party. (Tier 2)

    Corsair Nahptha Bombers (100) - Naffatun, hammer/axe, bracers. Of all the malevolent works of the Southern Lands, the Naphtha Bomb is the most dastardly. Filled with flammable liquid drawn from plants found only in the southern reaches of Harad, these harmless spheres comprised of porcelain and clay become one of the most lethal weapons of the East no matter where it is deployed. The wielders of these highly volatile weapons are directly chosen by the Captain of the Corsairs and trained in the lighting of the fuses and throwing of the bombs. These men are highly mobile, motivated and deadly. (Tier 3)

    Corsair Marauders (150) - Javilins thrown before charge, long and sharp bracers, two-handed saber. Corsairs rely heavily on the strong leadership of their Captains to keep them organized and “productive.” Therefore, in their Captains’ best interests, the men elect the bravest, fiercest, and most resourceful of the Corsairs from within their own ranks to form the Captain’s Guard. These men are unflinching in their loyalty and incomparable in combat prowess, protecting their Captain from threats without and from threats within. (Tier 3)


    Balchoth Clan (Located in East Rhovanion.)

    Balchoth Peasant Mob (200) - Pitchforks and billhooks. The last war with the Kingdoms of Gondor and Rhovanion ended in victory for the Balchoth Clan and their Orc and Easterling allies. However, the quality of life for the Balchoth never improved as Sauron and the Easterlings denied them of any gains. Since then the lives and lands of these people have fallen under the shadow of Sauron and his puppets the Easterlings. These unruly people are really pissed off and ready to kill whomever they think is responsible. They absolutely despise Easterlings and Orcs, and they also travel in large numbers which can make them a real threat. (Tier 1)

    Balchoth Freedom Fighters (150) - Short spear, small shield. These people have the heart, but not necessarily the means. Many have never even seen combat and some are not even trained as they are volunteers. (Tier 1)

    Balchoth Irregulars (150) - Javelins, axe, shield. These men are veterans of past battles where they were forced into service. They have since been fighting to free their people so that their children will not have to experience the horrors of war. Though they still have some skill with an axe and some old armor it has been years or decades since any have fought in a unit and on a battlefield. (Tier 1)

    Balchoth Revolutionary Bowmen (120) – Bow and spear. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)

    Balchoth Revolutionary Spearmen (150) - Spear and shield. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)

    Balchoth Revolutionary Swordsmen (150) - Sword and shield. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)

    Balchoth Insurgents (120) - Bow, axe, shield. These men have been fighting for their people for as long as they can remember. Many were greatly wronged by the Easterlings or watched their families suffer some great torment. As such some have some experience in killing any Easterling scum they can find. These men are skilled, experienced, and equipped for both ranged and close combat. (Tier 3)

    Balchoth Radicals (150) - Two-handed axe. These men have been fighting for their people for as long as they can remember. Many were horribly wronged by the Easterlings or watched their families suffer some horrifying torment. As such many have experience in hunting down and slaughtering any Easterling filth they can find. They often charge straight into combat with their great axes, simply trying to kill as many as possible with no regard for their own safety. Sometimes this can be strength, and at other times it can be their undoing. (Tier 3)

    Balchoth Guerrillas (150) - Javelins, sword, shield. These men are often the most skilled and experienced of the Balchoth Revolutionary Force. They have seen combat on many occasions and so are valuable enough to supply with the best weapons and armor the clan can offer. They often shower their opponents with long range javelins from a distance before closing in for the kill. (Tier 3)


    Easterling Renegades (Located in Rhun.)

    Some cloned Rhun units…

    Renegade Horsemen (90) - Spear, sword, shield. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 2)

    Renegade Chariot Archers (75) - Chariots and bows, weak charge. These men have “confiscated” civilian chariots for military use. They are often lead by stolen horses which are ill-trained and ill-equipped for the battlefield. (Tier 2)

    Renegade Horse Archers (90) - Bow and sword. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 3)

    Renegade War Chariots (75) - Chariots. These veterans have been trained to devastate their enemies with War Chariots lead by armored war horses. (Tier 3)


    Variags (Located in and near Khand.)

    Variag Pathfinders (150) - Javelins, short spear, small shield. These men have little to no training and no experience in close quarters combat. They are however, decently equipped and fast moving making them exceptional for the job of scouting and skirmishing with the enemy while the main force moves into position. (Tier 1)

    Variag Swordsmen (150) - Sword and shield. These men have some training but little experience. They are however, well equipped. (Tier 1)

    Variag Bowmen (120) - Bow, sword, shield. These men have some training but little experience. They are however, well equipped. (Tier 1)

    Variag Axemen (150) - Two-handed axe. These men have some training and experience. They are also well equipped. (Tier 2)

    Variag Guardsmen (150) - Spear, shield. These men are veterans and can be depended on to do their job. They are also well equipped. (Tier 2)

    Variag Cavaliers (90) - Spear, sword, shield, horse. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 2)

    Variag Horse Archers (90) - Bow and sword, horse. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 3)

    Variag War Chariots (60) - War chariots. These veterans have been trained to devastate their enemies with War Chariots lead by armored war horses. (Tier 3)

    Variag Chieftains Guard (60) - Better war chariots. These veterans have been trained to devastate their enemies with Great War Chariots lead by armored war horses. (Tier 3)


    Merchant Mercenaries (Located in regions on main trade routes.)

    Merchant Militia (150) - Short spear and small shield. These men are part-time mercenaries for hire. It is just another job to them. (Tier 1)

    Caravan Sentries (120) - Bow and knife. These men are paid to scout the ways for merchant convoys and deal with any enemies along the way… from a distance. (Tier 1)

    Merchant Sentinels (150) - Sword and small shield. These men are full time mercenaries and will do almost any job… for the right price. (Tier 1)

    Caravan Guard (150) - Sword and large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Some do it for extra money, and some because they owe money. Most do it because fighting is the only skill they have, and a man has to eat. (Tier 2)

    Mounted Caravan Guard (90) - Spear, sword, large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Some do it for extra money, and some because they owe money. Many do it because fighting is the only skill they have, and a man has to eat. (Tier 2)

    Merchant Guild Guard (150) – Javelins, sword, large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Merchant guilds keep them on as full time mercenaries and spend a great deal of money training and equipping their investments. (Tier 3)

    Mounted Merchant Guild Guard (90) – Javelins, sword, large shield, horse. These men are military veterans of past and present wars that have made themselves available for the right price. Merchant guilds keep them on as full time mercenaries and spend a great deal of money training and equipping their investments.
    (Tier 3)
    I agree with your idea, but the only reservation I have, is that the rebel corsairs/orcs have more units/variations then some official factions
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  15. #15

    Default Re: Rebel/Mercenary Unit Ideas

    Quote Originally Posted by Shocked View Post
    I agree with your idea, but the only reservation I have, is that the rebel corsairs/orcs have more units/variations then some official factions
    That is so you don't see an entire army of the same units, or the same units over and over again. The map is big and I added a bunch of new regions so there is more than enough space to have a large variety of units and still only see them rarely. Plus some will be available to certain factions as mercs so that adds to their roster too.

  16. #16
    Dazo's Avatar Biarchus
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    Default Re: Rebel/Mercenary Unit Ideas

    Let's try some to join the fun :


    ORC / GOBLIN

    Orc Seekers (60-90) - Saber, axe, no shield.
    Various bands of orcs searching/hunting something/someone on behalf of Evil (can be the One Ring, Hobbits, Sauron's lost teddy bear...) or just to regain fame/power in their clan. Not numerous, light weapons to travel fast. Main feature would be higher morale than average since they're on "do or die" missions so they won't flinch easily.

    Drunk Orcs (120-150) - Sword, mace, armour, shield.
    Orcs are used to fight among themselves unless a strong master is around to tame them but sometimes it just get out of hand over petty things because that's how orcs behave. Some armies have been destroyed by inner fighting before they even meet one enemy thus their nickname since they lost their mind (remember the fight in Cirith Ungol). Remnants of such massacres are feared by their own kind because they survived a bloodbath frenzy making themselves veteran warriors. Good morale, good equipment.

    Goblin Diggers (250) - Mattock, axe, no shield.
    Goblin scum used as cheap workers to do all poorly rewarding jobs (getting wood, extending tunnels, basic repairs...). Sometimes they just go a little too far and fall upon harder nuts to crack than trees or rocks. Well, whatever happened, no one would care, such cowards won't flee, they're too afraid to be whipped to death so they'll come back, for sure...


    HUMAN

    Henchmen (90-120) - Crossbow, sword, no shield.
    Not your ordinary thugs, a handy mix of agents, thieves, murderers and spies gathered by gold. The people to hire when you need to organize some big shaddy dealing. They will solve your issue by any mean necessary (killing or abducting people, scarying merchants or peasants). They won't last long in a battle but can be deadly if they catch you by surprise (can hide nearly anywhere). High accuracy, average melee, low morale.

    Slavers (90-120) - Sword, saber, bow, no shield.
    There's always some money to make when you know who want what and there's even more to gain with "livestock" of any kind. Corsairs usually do the job but they don't go far inland that often and you need to rely on dedicated people to get the "goods". Inland regions, along rivers, map borders, not in elven territory.

    Half-men (200) - Javelin, spear, wooden shield.
    Quite savage / barbaric though tribe organized, remnants of vanished kingdoms, no one knows who their ancestors can be. Rumored to have crossbreed with nearly every race trough ages. Only wooden weapons, poor knowledge of warfare but strong. Located in less civilized areas.

    Eastern Seafolk (200) - Axe, round shield.
    Corsair raiders coming from the Eastern Seas and scouring oriental shores. South-east corner of the map. High attack, low morale.

    Lost company (75) - Heavy armour, sword, spear, long shield.
    Unit that retreated after a battle and lost its way but keep its discipline. Those warriors come from foreign lands or kingdoms and can barge in any fight as they have no clue about local politics and will wander for some time before getting destroyed or finding their way back. Eastern and Southern map borders. Usually veteran/elite and well equiped unit (as it avoided to fall apart). Can even be some numenorean descendants from south-eastern kingdoms or city-states.

    Evil Zealots (250) - Daggers, short swords, no shield.
    In times of trouble you'll always find some desperate people ready to blame anything on anyone, especially if you're at the wrong place at the wrong time and evil is looming around. Human areas.

    DWARVES

    Petty Dwarves (60) - Crossbow, axe, shield.
    Young ones or fool ones, renegades whose ideas, words or acts ashame their kind. They were sent or put themselves in exile so they can have the time to cool their heads. Sometimes just adventurers or wanderers they also can be wicked traitors. Well equiped, lower than average morale (no home or cause to defend). Mountain areas and near, not Mordor.
    (from the lore, actual petty dwarves no longer exist in TA, Mîm was the last one and was killed long ago FA 502 but it's not unthinkable the name was still in use to call "bad dwarves")

    Feverish Dwarves
    (60) - Mattock, hammer, no shield.
    Someone said or felt there was something to mine around, no one remembers but who cares, it's there. And it's not a good idea to disturb dwarves when they're digging even more when they got that "mithril fever" hoping to mine for something special. Located in mountain areas, not Mordor. Very high morale, light armour.

    Hope there's something usable .

    +
    Last edited by Dazo; December 25, 2010 at 03:48 AM.
    REP Blackomur89.

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