SOLDIER HIRE and RECRUITMENT
Post the soldiers you hired / recruited here! Include numbers and calculations for total cost and total upkeep p.a.
For more information about soldiers, unit classes and special things like mercenary advantages, check the Rules Thread.
These men are professional soldiers who can be used to bolster your levy or offer an advantage in battle. These men can be invaluable, if you have the coin to pay for them. Make sure you update your home thread with the size of your troops and your income thread for the expenses. All troops/ships listed below take THREE DAYS to recruit.
Important Note for Sellswords: Only sellswords signed up AT GAME START get their first units without any waiting period. All units puchased by Sellswords after the game starts, even by newly signed up Sellswords, take 3 days to train. This does mean that Sellswords signed up after the game has started will spend their first three days without a sellsword company.
Unit Point Values
1 point: Light Infantry, Archers, Crossbowmen
1.5 point: Polearms, Light Cavalry
2 point: Heavy Infantry
3 point: Heavy Cavalry, Elite Infantry
3.5 point: Elite Cavalry
Standing Forces Caps
All Lords may have 3,000 Points of Professional troops.
All below the Lord or Merchant Prince rank (except Sellsword characters) may have 1,500 points worth of Professional Soldiers.
Standing Forces do not have percentage caps on how many more men you can have. you can choose to have an all elite cavalry and elite infantry army (as long as you can afford it) but do realize that they will take up more points while giving you an overall lesser number of men.
Standard Soldiers
All units are 300 men in size unless stated otherwise. Points values will vary depending on which type of soldier is in the unit, and the points values can be viewed in the first content box. Per unit points values are listed below for convenience: please refer to the "Standing Forces Caps" content box to see what your limit on points is.
Mercenary Light Infantry
Hire Cost: 5000 Dragons
Upkeep Cost: 1000 Dragons
Points: 300
Mercenary Heavy Infantry
Hire Cost: 8000 Dragons
Upkeep Cost: 1700 Dragons
Points: 600
Mercenary Polearm Infantry
Hire Cost: 6000 Dragons
Upkeep Cost: 1500 Dragons
Points: 450
Mercenary Archers
Hire Cost: 5000 Dragons
Upkeep Cost: 1500 Dragons
Points: 300
Mercenary Crossbowmen
Hire Cost: 5000 Dragons
Upkeep Cost: 1500 Dragons
Points: 300
Mercenary Light Cavalry
Hire Cost: 8000 Dragons
Upkeep Cost: 1800 Dragons
Points: 300
Mercenary Heavy Cavalry
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 600
Mercenary Archers
Hire Cost: 5000 Dragons
Upkeep Cost: 1500 Dragons
Points: 300
Specialist Troops
Raider Infantry (light infantry)
Hire Cost: 8000 Dragons
Upkeep Cost: 1500 Dragons
Points: 300
Skill: More bandit than soldier, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -2 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.
Raider Archers (archers)
Hire Cost: 8000 Dragons
Upkeep Cost: 1500 Dragons
Points: 300
Skill: More bandit than soldier, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -2 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.
Raider Cavalry (light cavalry)
Hire Cost: 10,000 Dragons
Upkeep Cost: 1800 Dragons
Points: 300
Skill: More bandit than soldier, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -2 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.
Outriders (light cavalry)
Hire Cost: 10,000 Dragons
Upkeep Cost: 1800 Dragons
Points: 300
Skill: The fastest riders available: young, fit horses and no armour or baggage. These horsemen get +2 scout rolls. This bonus only applies to the destination the Outriders are specifically scouting.
Household Knights (elite cavalry)
Hire Cost: 20,000 Dragons
Upkeep Cost: 6000 Dragons
Points: 1,050
Skill: These troops form the personal bodyguard of the Lord in a battlefield situation. Formed of minor nobility, wards, trusted retainers and second sons of wealthy lords, these men represent the best equipped fighting force Westeros can field, composed of men with the financial means to buy the best and spend most of their time in training. If these men are present as the Lord's bodyguard the Lord gains +2 to the post-battle condition roll (eg dead, captured, wounded, free) and, if the Lord to which they are attached leads a cavalry charge, these men form the highly-armoured spear tip granting the charge an additional +1 modifier.
Dismounted Knights (elite infantry)
Hire Cost: 12,000 Dragons
Upkeep Cost: 2500 Dragons
Points: 900
Skill: The heaviest of heavy infantry, these men are armed and armoured to the teeth. These troops gain +3 to battle rolls. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Night Watchmen (light infantry)
Cost: 5000 Dragons
Upkeep: 1000 Dragons
Points: 300
Skill: Skilled watchmen, these troops interdict raiders. If they are in a province that is raided and a peasant militia forms to oppose the raiders, these troops will also oppose the raiders. In addition, for every 300 watchmen (1 unit), 2.5% of the province levy can be mobilised to aid the defence.
Longbowmen:
Hire Cost: 7500 Dragons
Upkeep Cost: 2000 Dragons
Points: 450
Crossbowmen:
Hire Cost: 7500 Dragons
Upkeep Cost: 2000 Dragons
Points: 450
AOR Units
These troops may only be hired by native Lords, but may be then sent into service with others. For example, only a Reachman Lord may hire Reach AOR units.
Westerlands:
Guardians of Casterly Rock (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the Westerlands. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Westerlander Knights (elite cavalry)
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 700
Skill: If fighting in the Westerlands, they gain +2 to rolls, subject to ratio calculations.
Westerlands Crossbowmen:
Hire Cost: 7500 Dragons
Upkeep Cost: 2000 Dragons
Points: 600
* * *
Reach:
Hightower Axemen (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the Reach. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Reachman Lancers (elite cavalry)
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 700
Skill: Knights from the home of Chivalry, these men are highly skilled knights. If fighting in the Reach, they gain +3 to rolls, subject to ratio calculations.
* * *
Dorne:
Guardians of Sunspear (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in Dorne. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Dornish Raiders (all raider types)
Hire Cost: See Raider units
Upkeep Cost: See Raider units
Skill: Skilled Dornish guerillas, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -4 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.
Dornish Outriders (light cavalry)
Hire Cost: 10,000 Dragons
Upkeep Cost: 1800 Dragons
Points: 300
Skill: The fastest riders available: young, fit horses and no armour or baggage. These horsemen get +3 scout rolls. This bonus only applies to the destination the Outriders are specifically scouting.
* * *
Stormlands:
Bronzegate Axemen (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the Stormlands. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Stormlander Knights (elite cavalry)
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 700
Skill: If fighting in the Stormlands, they gain +2 to rolls, subject to ratio calculations.
Marcher Longbowmen:
Hire Cost: 7500 Dragons
Upkeep Cost: 2000 Dragons
Points: 600
* * *
Crownlands:
Capital Militia (light infantry)
Size: 500 men
Cost: 5000 Dragons
Upkeep: 1000 Dragons
Points: 500
Crownlander Knights (elite cavalry)
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 700
Skill: If fighting in the Crownlands, they gain +2 to rolls, subject to ratio calculations.
Kingswood Gamekeepers (archers)
Hire Cost: 5000 Dragons
Upkeep Cost: 2000 Dragons
Points: 300
Skill: Veteran woodsmen. If these men comprise at least 2.5% of a marching army, the movement pentalty for moving through forest tiles can be ignored. They may fight in the battle line as archers.
* * *
Riverlands:
Ringmail Greycloaks (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the Riverlands. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Seagard Watchmen (light infantry)
Cost: 5000 Dragons
Upkeep: 1000 Dragons
Points: 300
Skill: Skilled watchmen, these troops interdict raiders. If they are in a province that is raided and a peasant militia forms to oppose the raiders, these troops will also oppose the raiders. In addition, for every 300 watchmen (1 unit), 5% of the province levy can be mobilised to aid the defence.
Knights of the Riverlands (elite cavalry)
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 700
Skill: If fighting in the Riverlands, they gain +2 to rolls, subject to ratio calculations.
* * *
Vale of Arryn:
Knights of the Bloody Gate (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the Vale. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Knights of the Vale (elite cavalry)
Size: 200 men
Hire Cost: 14,000 Dragons
Upkeep Cost: 3000 Dragons
Points: 700
Skill: If fighting in the Vale, they gain +2 to rolls, subject to ratio calculations.
Falconguard (polearms)
Hire Cost: 8000 Dragons
Upkeep Cost: 2000 Dragons
Points: 450
Skill: +2 to the pike walls rolls against cavalry if uncommitted to battle.
* * *
Northern Swordsmen (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the North. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Northern Cavalry (light cavalry)
Hire Cost: 8,000 Dragons
Upkeep Cost: 1500 Dragons
Points: 300
Skill: Cheaper in upkeep than standard mercenary light cavalry.
Northern Herders (light infantry)
Hire Cost: 5000 Dragons
Upkeep Cost: 2000 Dragons
Points: 300
Skill: Skilled at moving across the harsh terrain of the North, these men are excellent at operating a baggage train. If these men constitute at least 5% of the army they are attached to, the time taken to move across normal tiles drops from 2.4 hours to 2 hours. They do not have any impact on moving across other tile types.
* * *
The Iron Islands:
Ironborn Hearth Warriors (elite infantry)
Cost: 12,000 Dragons
Upkeep: 2500 Dragons
Points: 900
Skill: These troops gain +3 to battle rolls if fighting in the Iron Isles. This will be divided by their ratio in the fighting forces and decimal points rounded as normal. Therefore, this unit type must compose at least 1/6th of the clashing infantry to gain a +1, 1/2 of the clashing forces to gain +2, and 5/6ths of the clashing forces to gain a full +3.
Ironborn Raiders (all raider types)
Hire Cost: See Raider units
Upkeep Cost: See Raider units
Skill: Skilled Ironborn reavers, these men of the night are adept at raiding towns and villages as they sleep. A force of raiders will gain -4 on their detection rolls and +3% loot gained. These bonuses only apply if the entire attacking force is Raider units.
Siege Units
Mantlets:
Hire Cost: 5000 Dragons (placeholder)
Upkeep Cost: 1500 Dragons (placeholder)
Points: 500 (placeholder)
- Can be deployed in both land and siege battles.
- In both battles, each mantlet will grant a -1 to al archery rolls by the opposing sides.
Ballista:
Hire Cost: 12,000 Dragons (placeholder)
Upkeep Cost: 4,000 Dragons (placeholder)
Points: 600
- Can only be deployed in land battles.
- In land battles, they will be counted as “archers”
Catapult:
Hire Cost: 6,000 Dragons
Upkeep Cost: 2,000 Dragons
Points: 300
- Can be deployed in both land and siege battles.
- In land battles, they will be counted as “archers”
- In siege battles, the besieger will gain a +1 to attack rolls per catapult that is present.
Trebuchet:
Hire Cost: 12,000 Dragons
Upkeep Cost: 4,000 Dragons
Points: 300
- Can only be deployed in sieges.
- In siege battles, the besieger will gain a +2 to attack rolls per trebuchet that is present.
Essosi Mercenaries
Myrish Crossbowmen
Hire Cost: 6000 Dragons
Upkeep Cost: 1800 Dragons
Number of Men
Points: 600
Prerequisite: Requires a trade route with Myr
Skill: They grant an additional +1 to dragon death rolls due to their experience fighting dragons according to the lore.
Max limit: 5 per House
Elephants
Hire Cost: 100,000 Dragons
Upkeep Cost: 25,000 Dragons
Number of Men: 50 Elephants with 300 handlers.
Points: 1,500
Skill: -2 to overall enemy rolls on that flank, becomes -5 if it is facing a cavalry assault
Prerequisite: Requires a trade route with Volantis.
Max Limit: 2 per House
Naval Units
Levy Ships, Dromonds, and Heavy Galleys are recruited in squadrons of 10 ships.
AOR Ships and Grand Warships are recruited in squadrons of 5 ships.
Standard Ships:
Levy Ship: 5 point
Can sail in rivers
Dromond: 30 points
Heavy Galley: 50 points
AOR Ship: 80 points
Grand Warship: 100 points
AOR Ships:
Lannister Carrack: 80 points
Oldtown War Galley: 80 points
Dornish Dromond: 80 points
Can sail in rivers.
Stormbreaker Ships: 80 points
Narrow Sea Galleon: 80 points
Riverrun Riverboat: 80 points
Can sail in rivers
Sisterton Pirate Ships: 80 points
White Harbour Warship: 80 points
Ironborn Warship: 80 points
Can sail in rivers
Standard Ships:
Levy Ships
Points Cost: 100 naval points per squadron (20 ships)
Recruitment Cost: 10,000 per squadron
Upkeep: 2,000 per squadron
Abilities: Can sail up rivers
Dromonds
Points Cost: 300 naval points per squadron (10 ships)
Recruitment Cost: 30,000 per squadron
Upkeep: 6,000 per squadron
Abilities: Can sail up rivers
Heavy Galleys
Points Cost: 500 naval points per squadron (10 ships)
Recruitment Cost: 50,000 per squadron
Upkeep: 10,000 per squadron
Abilities: If these ships make up at least 25% of the points on a specific flank, a +1 to the battle roll shall be given, which shall be Rped as added firepower provided by these warships.
Grand Warships
Points Cost: 500 naval points per squadron (5 ships)
Recruitment Cost: 100,000 per squadron
Upkeep: 20,000 per squadron
Abilities: If these ships make up at least 10% of the points on a specific flank, a +5 to the battle roll shall be given, which shall be Rped as added firepower provided by these warships.
AOR Ships:
Westerlands Carrack
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can carry an additional 50 men (150 overall per ship). If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
Reachmen War Galley
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: If these ships make up at least 20% of the points on a specific flank, a +4 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
Dornish Dromond:
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can sail in rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
Stormlands Stormbreaker
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can carry an additional 50 men (150 overall per ship). If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
Narrow Sea Galleon
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can carry an additional 50 men (150 overall per ship). If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them..
Riverlands Riverboat
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can sail up rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
Ironborn Longship
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can sail up rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them. Can move across land at 50% movement speed. In addition, a maximum of 5 hexes per 24 hours. (Therefore, if your over-land journey is more than 5 hexes, it'll take at least 24 hours anyway)
Northern Heavy Galley
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: Can sail up rivers. If these ships make up at least 20% of the points on a specific flank, a +3 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
Valemen Holks
Points Cost: 400 naval points per squadron (5 ships)
Recruitment Cost: 75,000 per squadron
Upkeep: 15,000 per squadron
Abilities: If these ships make up at least 20% of the points on a specific flank, a +4 to the battle roll shall be given, which shall be rped as these warships having more added firepower, like ballistae or catapults, on them.
- All units are 300 men in size unless stated otherwise. Recruitment time is 3 RL days unless stated otherwise.
- RP naming is allowed, so long as the unit type is provided in brackets. For example, "Storm's End Guardians (merc heavy inf)" or "Eyrie Crossbowmen (merc crossbowmen)".
- Hired troops will train at, and become available at, your home. For Lords, this is their seat of power. For other characters, this is where ever their guild houses (or equivalent) are located. This means if your home is under siege you cannot hire troops: if you're in the middle of training them when the siege occurs the process is paused and will resume when the siege ends. If your home is conquered your hired troops will not be available until you liberate your home.





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