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Old Game Notebook: Mansabdar

Following is the Mansabdar, a 2nd Edition Dungeons & Dragons "Kit" that I created for use with the "Indian Adventures" rules that I was developing in the early 90s! It was printed on two 8.5x11 sheets of white paper with edges that suggested it was printed out from my old Brother word processor and numbered pages 13 and 14 ("Wealth" onward on the second page). "Lance" was written in under "Weapon Proficiencies" in red ink and in a hand other than my own, presumably that of whoever was playtesting this character type. All of the exotic weapons mentioned ended up in my article on Indian arms and armor in Dragon Magazine #189 and in my D&D sourcebook Dhanurvidya & Varman: The Arms and Armor of India. Looking over this piece again reminded me of how pleased I was with the introduction in this edition of the game of Nonweapon Proficiencies! 

Mansabdar

Description: Mansabdars are cavalrymen. The Maratha cavalryman exemplified this kit, a warrior and a freebooter living by his sword and on his horse, selling his services as a mercenary. Many of the idiosyncracies of the historical Marathas are described in this kit, but these may differ for other types of mansabdar. 

     Mansabdars may be from any background or area, but are most likely to be from the northern and western portions of India, where horses are more common and of the highest quality. 

Role: Mansabdars are usually the mounted warriors of a lord or king. There may be several classes of mansabdar, depending on whether they equip themselves, are landed gentry, are paid soldiers, etc. However, all receive the same benefits from the kit. When not fighting wars mansabdars might be employed as guards, adventure, or become bandits. 

Weapon Proficiencies

     Required: Scimitar or Talwar. Whichever one is selected is used at +1 to hit and damage. 

     Recommended: Bagh Nakh, Dagger, Horseman's Axe*, Flail, Pick or Mace, Katar#, Lance, Lasso, Mace, Matchlock*, Patani Jamdadu*, Sword (any), Vita*, Zaghnal#. The Lasso is described in The Complete Fighter's Handbook

Nonweapon Proficiencies: The mansabdar Riding skill is used at +1, and improves by +1 at every level divisible by three. 

     Bonus proficiencies: Riding (horse). 

     Recommended: Blacksmithing, Fire-Building, Hunting. 

Equipment: The mansabdar's horse, tack and harness, and armaments are his most important equipment. The Maratha mansabdar hung a silver bangle on his horse's leg, symbolic of the Maratha drive to conquer or die. 

     The least weaponry a Maratha mansabdar will carry are a pair of swords. In addition to anything else, they wear a loose tunic and a pair of short breaches. The best armor available will usually be worn, and a shield, at least, is typical. However, a mansabdar must not encumber himself to the point where his horse is slowed. Thus, the kit encourages more of a light than a heavy cavalryman. 

     The Maratha mansabdar diet was often limited to cakes seasoned with a little butter and red pepper, and this fare is said to have contributed to their irascible natures. 

Special Benefits: Mansabdars gain all the benefits of the Riding, Land-based proficiency (Player's Handbook, p. 62). 

Special Hindrances: Mansabdars can only carry as much weight as will leave their horses unencumbered and at full normal move rate. However, when traveling they may often take a second horse, as a spare and for carrying some extra equipment. 

Wealth: Unless they are self-sufficient gentry, mansabdars in an army will usually receive pay, and a share of loot from wars and expeditions. Pay is usually 10 gp per level each month. If the mansabdar is independent, he must pay for the upkeep of his horse, which will generally range from 2 to 5 gp, depending on type and value of his horse or horses. 

Notes: When going into combat, Maratha armies divided themselves into three contingents, an unencumbered cavalry force, a baggage train, and a headquarters. Maratha forces were supported by irregular infantry and a few pieces of artillery, if available. Their armies often maneuvered impressively, but were not as rigidly organized as western forces. 

     In camp, men, horses, and draft animals are jumbled together in a mass, about a hundred yards in width for every mile of its length. The various units are distinguished by banners and flags, the prevailing color of which is red. When not engaged in warfare, Marathas greatly enjoy hunting, especially the chase. 

     A Maratha leader's throne was his horse, his scepter a sword, and his country the one he could conquer. High-level or powerful Maratha cavalrymen were sometimes called Phakray, or heroic. 

As part of my ongoing struggle to keep Skirmisher HQ/my home office under control, I have decided that it is time to do something with the hundreds of pages of handwritten game rules, ideas, and other content that I have been compiling for decades. Some of this material, in fact, goes back more than 30 years, to when my friend George and I were developing our "Skirmish Wargaming Rules." And, when I began playing D&D in 1982, the notebooks, index cards, and scraps of paper with notes and stats increased exponentially. Some of that material has ended up in one form or another in various Skirmisher products, of course, but much of it has sat fallow for many years. So, with an eye to getting some fresh use out of it, I will be incrementally posting it here -- and then disposing of the hardcopy originals. Material will be presented in the order I discover or feel like keying it in. And I reserve the right to correct misspellings and add punctuation and the like!