

Scarlet Caste (RRaMC)
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Warrior Training
During the extensive training of warriors, they learn many matters. Their training is both physical and mental. The training of a warrior is similar to the training of an assassin in many respects. Warriors learn much from teaching scrolls at war schools. The scrolls are very similar in different cities by virtue of the Sardar fairs.
Warriors learn how to wield the weapons of a warrior: the gladius, spear, and crossbow. They are taught to use both arms to fight, in case their primary arm is disabled. They are trained in unarmed combat, similar to some of the martial arts of Earth. They learn the Warrior's Pace, a slow jog that can be kept up for hours. A warrior can usually make ninety pasangs a day alternating a warrior's pace with a warriors stride. Some warriors can do even better.
They are trained in acute observation and retention. They almost unconsciously size up every situation, analyzing where an attack might come from. This enables them to avoid surprise in many circumstances. Warriors learn the virtues of concealment and subterfuge. They also learn about the hunting and capture of women. They learn certain universal conventions concerning combat. To signify a truce or call for a parley, you place your shield on the ground and then place your spear atop the shield. If you wish to surrender, the shield straps would be broken and spear shaft also broken. During battle, you grant quarter by gesturing to the ground with your sword.
Subgroups: (Optional)
Tarnsmen: These are people who Fight from Tarnback, masters of the mighty War Tarn, not people who can ride Tarns. Draft Tarns and Racing Tarns are ridden by anyone, but does not make a Man a Tarnsman.
Placement Roll - Tarn combat gives an advantage from higher ground. A roll of Caste dice is used for Arial Placement. Both dice higher then the opponents indicates higher ground. Only 1 higher equals same level. The tarnsman with higher ground gets 1 Dice side higher then normal for this attack. Example, a Warrior with High Ground would use 2d24 for his attack. His opponent only uses standard Caste Dice. Placement Rolls should be made every other round of Combat.
Escape Roll - When engaged in combat, a tarnsman may roll to escape and flee. If this roll is made, the tarnsman forfeits his Attack roll to flee. A roll of 15 or higher indicates escape. Pursuit may occur.
Pursuit - Pursuit is simple, each rider rolls their Caste Dice. If the target has higher dice, they are escaping and pulling ahead. Lower dice means they are losing ground. Two rolls indicating Lost ground results in combat once again.
Surprise - Because of the ability of a tarn to attack from the air, it is able to surprise targets. When attacking by surprise, the tarn rider uses dice as if attacking from Higher Ground. Surprise will last for 1d6 Rounds. A round is defined as each round of actions by the players.
Damage - A Tarn taking 10 hits will attempt to flee. 15 points will cripple the tarn. If the tarn is crippled, it will lose it's ability for flight, then the rider will fall, usually resulting in death unless another tarnsman rescues, or the fall is above water at less then 100 feet. To make the tarn stay when attempting to flee, or bring it safely to ground when crippled, a roll of Caste dice is needed, with both dice rolls over 15 to keep control.
Rescue/Capture by tarn - To catch a person in a tarn's grip, the tarns rider will designate the target with actions and attempt to get close to them. Caste dice are rolled, 15 or higher on both dice are needed, or a single roll over 18+ to indicate success. If capturing a prisoner/slave from the ground, the action should clearly indicate the target and give them time to withdraw from the situation if Mun Consent is not granted. The second action will be followed by the capture roll.
New Tarnsmen - A new tarnsmen applicant should approach a tarn. 2d20 are rolled. If both dice succeed, then the tarn accepted him. One failure and the warrior is attacked by the tarn with a 2d23 roll. Two failures and the warrior is savagely attacked, often resulting in death. The tarn will keep attacking as long as the warrior is within range or the tarn is killed or controlled. Damage inflicted on a tarn with a Tarn Goad isn't permanent. Once a tarn has rejected a warrior, he may attempt again 1 time. He will need 18's or better on both dice in the second attempt.
Cavalry: Tharlarion and Kaiila cavalry. The High Tharlarion is used for combat, not saddle tharlarions, draft tharlarions, or racing tharlarions. These men fight with lances and spears while mounted on one of these beasts.
Charge - cavalry charges are deadly clashes. When a cavalry man is charging his beast, spear or lance lowered to strike, the momentum of the beast increases the chances of damage. Charging cavalry will get a 1 side increase in dice (2d23 becomes 2d24, etc.) on open terrain. Barricades will prevent charges from being successful. If the opponent is charging as well, he also get the increase, and both attacks are considered to occur Simultaneously. A successful hit rolling over 20 results in the opponent being dismounted, thrown from their steed by the force of the hit. An infantry Man with a set spear against a charge uses the same increase to attack a charging rider, and if the hit is successful, it results in the rider being dismounted.
Damage - A steed and rider taking 10 points of damage will usually withdraw from combat. To control the steed and make it charge into combat once again requires a successful roll using Caste dice. If failed, the beast has become skittish and will not charge, but can still be brought into normal mounted combat.
Higher Ground - A Rarius attacking from a mount has higher ground against Infantry. He uses a 1 side increase in dice (2d23 becomes 2d24, etc.) in this case. But, 3 or more Infantry can pull his beast down to dismount him. A cavalry man's advantages come in his mobility.
Remounting - A dismounted Rider can try to remount his steed if it's within range. Red Savages have a rope on Kaiila for remounting a running steed, most Tharlarions and Kaiila don't have this. A successful roll on both dice is needed to remount. If a remounting rope is present, then only 1 roll is needed.
Escape - A cavalry man who becomes surrounded by Infantry or other cavalry loses his mobility. He can either fight his way free, or attempt to escape the melee. To escape the melee, he forces his steed to push and trample everyone out of his way. A roll of 20 or higher is needed, or 16 on both dice. No attacks may be made by him while escaping, but he can be attacked.
Cavalry vs. Cavalry - cavalry men fighting each other, but not charging use standard Caste Dice.
Infantry: The Standard Soldier, Swordsmen. The most common troop in the Rarius Caste. City Guards are usually made up with Infantry, as well as the majority of a standing Army.
Familiar Ground - Infantry have an advantage on familiar ground. They know the land, the hazards, and potential points of ambush. Infantry defending their home city, and Home Stone fight with a renewed vigor as well. Pride in their Home. These troops attack invaders with a 1 Dice Side increase (2d23 becomes 2d24, etc.) within their own walls when ambushing them, and fighting from behind barricades.
Damage - A wounded Infantry man is slower. He loses his advantage for ambushes and barricades and is usually kept to the rear lines.
Higher Ground - Infantry attacking from walls against invaders is at an advantage due to higher ground. He uses a 1 Dice Side increase (2d23 becomes 2d24, etc.) against them, but is exposed to tarn attack in this way. Also, attacking from the top of stairs, podiums, stages a ship, etc., also grants high ground advantages, as long as you are higher then your opponent.
Set Spears - Infantry use set spears and spiked barricades to stop cavalry from over running their positions. A set spear or spike grants a 1 Dice Side increase (2d23 becomes 2d24, etc.) against charging cavalry and if successful, automatically dismounts the rider or takes down his steed. Either way, the Rider now becomes a ground troop, but not with the full advantages of trained Infantry.
Pull down - 3 or more Infantry men can pull down a mounted rider and dismount him. An Infantry man can then mount the steed, but is not trained as cavalry, so does not get all the advantages.
Archery: Bowmen, Spearmen, and Crossbowmen, experts in ranged combat.
Ranged Combat - Archers, whether Bowmen or Crossbowmen have an advantage, they cannot be attacked back, and they attack using a 1 Dice Side Increase (2d23 becomes 2d24, etc.) from their training. This advantage lasts as long as the opponents do not engage in melee range, and a sufficient supply of ammunition is kept available. Crossbow's have increased hitting power and a successful hit on both dice will knock an opponent down, causing them to lose an attack from stun.
Bola's - Bola throwers inflict no killing damage, and cannot take shelter behind a barricade, but a successful attack with both dice disables the opponent for 2 attack rounds until they can untangle themselves. A 20 + on both dice disables the opponent completely and they can only be freed by someone else. They use standard Caste dice.
Spearmen - Spear hurlers get a 1 Dice Side increase (2d23 becomes 2d24, etc.), but a limited supply of usually only 2 - 3 spears. A successful hit with both dice will knock an opponent down though, or force a dismount, causing the opponent to lose an attack from stun. Spearmen can also set for a charge against charging cavalry if out in the open.