### Post by chris on Feb 13, 2017 14:57:51 GMT

Creating an imaginary army can be quite a daunting task. So here I present a series of tables for randomly generating armies for ImagiNations and Sword & Sorcery games - both of which I prefer to use DBA 1.0 for instead of HotT.

First step: The Guards Unit

To generate the General's Element throw 1d6.

1. Blade

2. Cavalry

3. Spear

4. Warband

5. Knight

6. Elephant

Second step: Battle Line

What element does the nation use as it's mainstay? Roll 1d6 to find out. There will be 6 of the rolled element in your army.

1. Warband

2. Spear

3. Pike

4. Auxilia

5. Bow

6. Cavalry

Third step: Support

Two elements of supporting troops. Roll 1d6.

1. Roll again on step 1 table

2-4. Roll again on step 2 table

5-6. Roll again on step 4 table

Fourth step: Light Troops

There will be two elements of these. Roll on this table to determine what they are.

1. Psiloi

2. Psiloi

3. Psiloi

4. Auxilia

5. Light Horse

6. Light Horse

Step 5: Wild Card

There will be one specialist element in the army.

1. Elephant

2. Scythed Chariot

3. Blade

4. Camelry

5. Artillery

6. War Wagon

Knight and Cavalry results can be replaced by the appropriate Chariot version if desired.

Example army:

For the first step a 6 is thrown, giving us an Elephant general.

In step two a 4 is thrown granting 6 elements of Auxilia.

In the third step a 1 followed by another 1 is thrown granting 2 elements of Warband.

In the fourth step a 3 is thrown granting 2 units of Psiloi.

In the fifth and final step a 6 is thrown giving the army a War Wagon.

The final army therefore looks like:

1 El (General), 6 3Ax, 2 4Wb, 2 2Ps, 1 WWg

From that you can then extrapolate cultural details. This particular army looks like it might come from an unusually interesting culture!

If you are playing a later version of the rules you will probably need to determine a few other things.

Terrain type will have to depend on the kind of culture you think would result in the army you have ended up with.

Aggression can be determined by throwing on the following table:

1. 0

2. 1

3. 1

4. 2

5. 2

6. 3

If an element could be Solid or Fast, you can roll randomly. On a 1-4 it will be Solid, on a 5-6 it will be fast.

You will notice that blade and knight are quite rare, or at least show up in limited quantities. This is deliberate, not an ommission. Both elements are quite powerful and I prefer to limit their presence in my games. The tables are easy to adjust for your own campaigns.

Random culture name generator:

First element:

1. Rom-

2. Ar-

3. Gal-

4. Sum-

5. Akk-

6. Eg-

Second element:

1. -er-

2. -an-

3. -add-

4. -ypt-

5. -at-

6. -am-

Third element:

1. -ian

2. -an

3. -ish

4. -ic

5. -ii

6. -esh

An example randomly generated 6 player campaign:

Nation 1, Sumamish: 1 3Kn (General), 8 4Pk, 2 2Ps, 1 El

Nation 2, Romatesh: 1 3Cv (General), 4 3Ax, 4 4Sp, 2 2 Ps, 1 WWg

Nation 3, Egaddian: 1 3Cv (General), 6 4Pk, 2 2LH, 2 3Ax, 1 Art

Nation 4, Araman: 1 4Sp (General), 6 4Wb, 2 3Bw, 2 2Ps, 1 4Bd

Nation 5, Galerish: 1 3Cv (General), 6 4Wb, 2 4Ax, 2 2Ps, 1 Sch

Nation 6, Galamii: 1 3Cv (General), 6 3Cv, 2 2LH, 2 2Ps, 1 4Bd

First step: The Guards Unit

To generate the General's Element throw 1d6.

1. Blade

2. Cavalry

3. Spear

4. Warband

5. Knight

6. Elephant

Second step: Battle Line

What element does the nation use as it's mainstay? Roll 1d6 to find out. There will be 6 of the rolled element in your army.

1. Warband

2. Spear

3. Pike

4. Auxilia

5. Bow

6. Cavalry

Third step: Support

Two elements of supporting troops. Roll 1d6.

1. Roll again on step 1 table

2-4. Roll again on step 2 table

5-6. Roll again on step 4 table

Fourth step: Light Troops

There will be two elements of these. Roll on this table to determine what they are.

1. Psiloi

2. Psiloi

3. Psiloi

4. Auxilia

5. Light Horse

6. Light Horse

Step 5: Wild Card

There will be one specialist element in the army.

1. Elephant

2. Scythed Chariot

3. Blade

4. Camelry

5. Artillery

6. War Wagon

Knight and Cavalry results can be replaced by the appropriate Chariot version if desired.

Example army:

For the first step a 6 is thrown, giving us an Elephant general.

In step two a 4 is thrown granting 6 elements of Auxilia.

In the third step a 1 followed by another 1 is thrown granting 2 elements of Warband.

In the fourth step a 3 is thrown granting 2 units of Psiloi.

In the fifth and final step a 6 is thrown giving the army a War Wagon.

The final army therefore looks like:

1 El (General), 6 3Ax, 2 4Wb, 2 2Ps, 1 WWg

From that you can then extrapolate cultural details. This particular army looks like it might come from an unusually interesting culture!

If you are playing a later version of the rules you will probably need to determine a few other things.

Terrain type will have to depend on the kind of culture you think would result in the army you have ended up with.

Aggression can be determined by throwing on the following table:

1. 0

2. 1

3. 1

4. 2

5. 2

6. 3

If an element could be Solid or Fast, you can roll randomly. On a 1-4 it will be Solid, on a 5-6 it will be fast.

You will notice that blade and knight are quite rare, or at least show up in limited quantities. This is deliberate, not an ommission. Both elements are quite powerful and I prefer to limit their presence in my games. The tables are easy to adjust for your own campaigns.

Random culture name generator:

First element:

1. Rom-

2. Ar-

3. Gal-

4. Sum-

5. Akk-

6. Eg-

Second element:

1. -er-

2. -an-

3. -add-

4. -ypt-

5. -at-

6. -am-

Third element:

1. -ian

2. -an

3. -ish

4. -ic

5. -ii

6. -esh

An example randomly generated 6 player campaign:

Nation 1, Sumamish: 1 3Kn (General), 8 4Pk, 2 2Ps, 1 El

Nation 2, Romatesh: 1 3Cv (General), 4 3Ax, 4 4Sp, 2 2 Ps, 1 WWg

Nation 3, Egaddian: 1 3Cv (General), 6 4Pk, 2 2LH, 2 3Ax, 1 Art

Nation 4, Araman: 1 4Sp (General), 6 4Wb, 2 3Bw, 2 2Ps, 1 4Bd

Nation 5, Galerish: 1 3Cv (General), 6 4Wb, 2 4Ax, 2 2Ps, 1 Sch

Nation 6, Galamii: 1 3Cv (General), 6 3Cv, 2 2LH, 2 2Ps, 1 4Bd