After the end of actual play - Band of Blades I’ve gone back to some scattered thoughts I had after running a few sessions of the game. In my home game, the Legion wanted to recruit a pack of wild wolf to fight against the undead (The Horned One special ability gave them the ability to talk to them). In the actual play campaign, the Legion recruited a bunch of bandits. For both cases, the system isn’t really built to accommodate using the non-Legion personal in game.
So, here is my not-playtested rules for using auxiliary forces in Band of Blades:
Auxiliary forces are personal that are not sworn to the Legion but still travel and fight with them. Tracking them and deciding if to send them to a mission is the Marshal’s job. As they are not sworn, every engagement roll for a mission were auxiliaries are deployed does not get the dice for “everyone is oath sworn to the Legion”. Can’t be sent to a mission without accompanying Legion squad. in secondary missions and if you use the “three missions at once” optional rule, the Marshal can sacrifice auxiliary size die instead of legionnaires, one for one. Dead auxiliaries are not Legion and so do not cost 1 Moral per auxiliary force annihilated, and not per death.
Auxiliaries have Size, Quality and Upkeep.
Size is one to three dice.
One die is small force, 5-10
two dice is medium force, 11-20
three die is large force, 21+
Exact numbers are not important - the badass Seven Highwaymen Of The North can be a medium force, 15 folks with pitchforks from the local farm can be small.
Killing a force down in size is a 4 clock for each die. So a medium group would take 4 clock to kill them down to be a small force with one die, and another 4 clock to kill\break the moral of them all.
Quality is binary - Elite or Normal. Elite force gets another die to their pool and killing them down a size is a 6 clock. Elite auxiliary usually have a Supply recruitment cost, because all this high quality equipment wouldn’t pay for themselves.
Auxiliaries roll their pool when fighting and when doing things that they are good at (bandits are good at scouting and terrorizing civilian population, Panyar rangers are good at laying traps, tracking and dealing with wild animals, ect’). When doing something they are not good at, auxiliaries roll 0 dice, or one if the GM feels generous.
Upkeep cost is what you need to pay to when the auxiliary join you and each time a time clock is finished. usually food.
When the Legion have auxiliaries, it can recruit legionnaires from the auxiliaries even if the current region have no other recruitment opportunities. Recruit legionnaires from an auxiliary reduce it’s size by one die. When recruiting legionnaires from an elite auxiliaries, the new recruits always include two soldiers.
Now let’s see how it comes together:
generic small auxiliary
upkeep: 1 food dot
1 die (4 clock)
generic medium auxiliary
upkeep: 1 food dot
2 dice (4 clock each)
generic large auxiliary
upkeep: 2 food dots
3 dice (4 clock each)
Elite: +1 die (all dice are 6 clocks), need to pay 1 Supply at recruitment
Now let’s try to use the formula to represent some… weirder auxiliaries:
Medium Vampire Cohort
upkeep: sacrificing 1 legionnaire
Elite at night
2 dice +1 at night (6 clock each at night, 4 at day)
Special: when recruiting legionnaires out of a vampire cohort, the resulting legionnaires can preform feats of outright superhuman strength and speed at night if they push themselves, start with 1 Blight, take double contraption from any source and can only heal by killing a living human and drinking their blood - sacrifice 1 legionnaire to completely heal one Vampire legionnaire, otherwise harm is permanent.
Small Wolf Pack
upkeep: 1 food dot or 1 horse dot
1 die (4 clock)
Special: you can’t recruit legionnaires out of Wolf Pack, but they roll to track enemies with 2 dice
Medium Guard Mechanic Squad
upkeep: 1 food dot +1 Supply upon recruitment only
3 die (each 6 clock)
Special: function as laborers on downtime after not being sent on a mission.
So, what do you think? will this work?