Balatar Militia Military Formation in Kobos | World Anvil

Balatar Militia

"The balatar militias are the backbone of our culture. The intermural warfare is hardly helpful on its face, but these days it's almost more of a sport than real war. It's cats playing with yarn or dogs chasing each other around the field. It's practice for real bloodshed. In times of true danger, the balatari form up with years of long practice and face the horrors of war with the hearts of professional warriors. The goblins fear them, the elves fear them, and the dwarves respect them."   Margrave Arronax SkinnerElector of Cambreath

Composition

Manpower

Traditionally, a balatar militia requires at least a dozen participants. The largest balatar ever assembled was gathered in the Sixth Crusade under Margrave Gims, 35,000 strong. A settlement at least the size of a village can typically raise 200-300 individuals for the balatar without too much fuss.

Equipment

Balatar militia bring shovels, cookware, and they're generally responsible for carrying their own supplies and rations. They prefer lanterns that they can hang from tentpoles while on the march to keep the night at bay.

Weaponry

The balatar kit is a matter of tradition, and it's closely tied to the identity of the 'common man' in Maecodian culture (See Weapon and Gear Etiquette ). They carry slings with lead bullets, shields painted with their family symbol or crest, helmets unique to their town, spiked clubs/spears called stackels..

Structure

Command and control of Balatar are ad hoc affairs, usually democratic at the bottom and oligarchical at the top. Every team of four or five (for some Balatari it is as large as ten or twelve) elects a corporal. Three or four corporals will elect a sergeant. Three or four sergeants will elect a lieutenant.   The one who called the Balatar and makes decisions for the army is called the Commander, who nominates up to three captains, and each captain will command as many as five lieutenants.   Occasionally (so far only when a crusade has been called) Commanders will band together to form a Confederated Balatar under a High Commander. There is essentially no traditional limit on the sizes of these Balatari, as they rarely happen.

Tactics

Given that the militiamen may be well experienced but almost certainly lack the time to devote to real peacetime training, their tactics are simple. They form up into a shield wall, then they rush in to come to grips with the enemy. If they feel the need, they can use their slings and will fire volley after volley to soften their enemies up. Particularly well trained Balatari will push with their shield wall as normal while the back few rows will lob bullets over the heads of the front lines and harass the enemy.

Training

Each town trains its own Balatari.   Given that it's a voluntary, monthly obligation, it's not unusual for a given citizen to skip a month or so. This is a hidden strength of the training, as a militiaman will stand next to a variety of his fellow townspeople and not become too used to fighting next to a potential casualty.

Logistics

Logistical Support

With very few exceptions, and even then never without more professional units coming along, Balatari don't travel more than a few days' march from home. This homefield advantage extends to their supply lines, with their hometown generally able to keep them fed and watered.   When travelling further afield, they rely on a combination of foraging and whatever logistics the professional units they are accompanying have.

Auxilia

Halfling Partisans often accompany balatar on campaign, providing scouting parties, early warning systems, and area denial.

Upkeep

For each season it is in the field, a typical Balatar Militia costs 178 gp in supplies and wages. Keeping them in the field for more than a season, or during harvest or planting at all, requires an extremely charismatic leader or persuasive threat, and will have a negative effect on their local economy.

Recruitment

Balatari are called up from the town square. This process can take anywhere from a day to a week, wherein a prospective commander will plead, promise, cajole, or bribe the military age youths of the town until they can raise a Balatar.
Balatar Militia (Typical).png
 
Balatar Sergeant.jpg
 
Balatar.jpg
Type
Militia
Overall training Level
Semi-trained
Assumed Veterancy
Recruit

Balatar Squad CR: 3

Gargantuan horde of humanoids, any
Armor Class: Light (AC 13)
Hit Points: 66 (6d20+6) 6d20+6
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Skills: Athletics +7 1d20+7
Condition Immunities: charmed, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 3

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium humanoid. Additionally, the horde is immune to any spell or effect that would alter its form. Any spell or ability that would target one creature with an effect to which the Horde is immune instead deals 4 damage per creature that it would effect.   Reactive. The horde can take one reaction on every turn in combat.   Shieldwall. The horde has +4 AC so long as it has more than half of its health.

Actions

Multiattack. The horde makes four stackel or sling attacks, or two stackel or sling attacks if the horde has half its hit points or fewer.   Stackel. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing and bludgeoning damage.   Stackel Wall. Each creature of the horde's choice within 5 feet of the horde must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 16 (8d4) piercing and bludgeoning damage, or 8 (4d4) piercing and bludgeoning damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.   Sling. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.   Volley. The horde launches a volley of bullets at a point within 150 feet of it. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 16 (8d4) bludgeoning damage, or 8 (4d4) bludgeoning damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Take Prisoner. If a creature reaches 0 HP within the Balatar's space, the Balatar can immediately use its reaction to restrain the creature. The creature is Restrained with Hemp Rope, which has 2 HP and can be burst with a DC 17 St check. Every round, the Restrained creature is moved 15 ft. towards the rear of the Balatar formation. If the Balatar is routed, each Restrained creature can make a DC 12 Strength (Athletics) check to make themselves too much trouble to keep prisoner, and they are deposited on the ground in their last space.

A still organized wall of Balatar militiamen, armed with stackles, shields, and slings, led by a Sergeant.
 

Balatari Militiaman CR: 1/8

Medium humanoid (usually human), any
Armor Class: Light (AC 13)
Hit Points: 2 (Minion)
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: Con + 3
Skills: Athletics +4 1d20+4
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1/8

Minion. This creature has 2 HP. All sources of nonmagical damage dealt to this creature are reduced to 1 damage. If the attack is a critical hit or from a magical source that requires an attack roll, it does two. All sources of magical damage that require a saving throw for half damage does 2 damage unless this creature successfully saves, in which case the attack does one. Damage exploiting this creature's vulnerabilities instantly destroy it, and damage of a source that this creature is resistant against can do no more than 1 damage.  

Actions

Stackel. Attack, One Target: +3 to hit, Range: 5 ft. Damage: 3 (1d4+1) bludgeoning or piercing.   Sling. Attack, One Target: +3 to hit, Range 30/120 ft. Damage: 3 (1d4+1) bludgeoning damage.

Reactions

Shieldwall. When a creature within 5 ft. of this creature is struck by an attack, this creature can give the target of that attack a +2 to their AC.

 

Balatar Sergeant CR: 1/4

Medium humanoid (usually human), any
Armor Class: Medium (AC 15)
Hit Points: 9 (3d4+6)
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

12 +1

Saving Throws: Wisdom +3, Charisma +3
Skills: Athletics +7 1d20+7
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 1/4

Rally. All friendly creatures within 90 ft. of this creature have advantage on saves against fear (including morale checks).

Actions

Multiattack. This creature can make two melee attacks with his Stackel, or one melee attack with a Stackel and one Inspiring Cry.   Stackel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing or bludgeoning damage.   Sling. Ranged Weapon Attack: +4 to hit, reach 60/150 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.   Inspiring Cry. All friendly creatures within 30 ft. of this character gain advantage on their next attack or saving throw.

Legendary Actions

This character has one legendary action, which it can use at the end of another character's turn.   Form up!: Every friendly creature within 60 ft. of this character can use its reaction to move up to their base speed towards it, moving around obstacles and attempting to avoid opportunity attacks.   That One: Every friendly creature within 30 ft. of this character can use its reaction to make one ranged attack against an enemy within range designated by this character.    

The leader of a Balatar, responsible for its training and recruitment.
 

Balatar Champion CR: 1

Medium humanoid (usually human), any
Armor Class: Medium (AC 15)
Hit Points: 12 (4d4+8) 4d4+8
Speed: 30 ft

STR

14 +2

DEX

14 +2

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

12 +1

Saving Throws: Constitution +4 1d20+4 , Wisdom +2 1d20+2 , (advantage vs. fear effects)
Skills: Athletics +8 1d20+8
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1

Champion: This character's presence gives all friendly creatures within 30 ft. of it advantage against fear effects (including morale checks).    For the Men: This character can reroll one attack per round so long as there are friendly observers who can shout encouragements. Additionally, if they are being so observed and encouraged, they gain 1d10+4 1d10+4   temporary hit points as part of their initiative roll.

Actions

Multiattack. This creature can make two melee attacks with his Stackel, or one melee attack with a Stackel and one Inspiring Cry.   Stackel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing or bludgeoning damage.   Sling. Ranged Weapon Attack: +5 to hit, reach 60/150 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Reactions

Cannot Fail: If dropped to 0 HP, this character can use its reaction to make a Constitution (Athletics) 1d20+8 check to instead drop to 1 HP. The DC for this check is the amount of damage they received from this attack. This ability only functions if they are within sight or hearing of allies who are actively encouraging them.

Legendary Actions

The Champion has three legendary actions, which it can take at the end of an enemy's turn. It can only take these actions if they are within sight and hearing of allies giving them active encouragement.   Attack. The Champion makes one stackel attack.   Headbutt. The Champion makes a headbutt attack. Melee Attack. +4 to hit. Reach 5 ft. Damage 4 1d4+2. If the attack is succeful, the opponent loses their reactions until the beginning of their next turn.   Rally (2 actions). The Champion gains 1d6+2 Temporary HP.

The toughest and strongest of the Balatar

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