Men : Bandit (Brigand)

FREQUENCY: Common

FREQUENCY: Common ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert]) <X>
FREQUENCY: Uncommon ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains], [Cold Wilderness Desert]) <X>
FREQUENCY: Rare ([Cold Wilderness Swamp]) <X>

FREQUENCY: Common ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Uncommon ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate Wilderness Swamp])

FREQUENCY: Common ([Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert] <1>)
FREQUENCY: Very rare ([Tropical Civilized Mountains])

FREQUENCY: Common ([Tropical Wilderness Forest])
FREQUENCY: Uncommon ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY: Rare ([Tropical Wilderness Swamp])

NO. APPEARING: 20-200 (52, 90, 199, 123)
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 HP
% IN LAIR: 20% (20 Bandits: wilderness(any), TPL48:8th, REF3.72)
TREASURE TYPE: Individuals [M], [A] in lair
NO. OF ATTACKS: 1 <2 with short bow> ~ {0 = natural 20 | 1 = 20 | 2 = 19 | 3 = 18 | 4 = 17 | 5 = 16 | 6 = 15 | 7 = 14 | 8 = 13 | 9 = 12 | 10 = 11}
DAMAGE/AttACK: By weapon
SPECIAL ATTACKS: Leader types
SPECIAL DEFENSES: Standard
INTELLIGENCE: Mean: average to very
ALIGNMENT: Neutral (Brigands = Chaotic evil) <>
SIZE: M
PSIONIC ABILITY: Leader types
    Attack/Defense Modes: Leader types
LEVEL/X.P. VALUE: I | 5 + 1 (7 + 1 if armed with missile weapon)

Bandits roam every clime from temperate to subtropical. <revise, or edit the MM2 info>

They travel in groups, generally led by high level fighters, magic-users and clerics.
Those encountered in dungeons will be far fewer in number and often cooperating with thieves.

For every 20 bandits encountered there will be an additional Swordsman (F3), <>
for every 30 there will be an additional Hero (F4),
for every 40 there will be an additional Swashbuckler (F5),
and for every 50 there will be an additional Myrmidon (F6).

Bandits will always be led by a Superhero (F8) or Lord (F9 or F10), <>
with 6 guards of the 2nd level fighting ability and a lieutenant of 7th level. <6 Warriors>
These 8 bandits are also in +addition+ to the # indicated by the dice.
To determine the level of the bandit leader use the following guide:
    if under 100 bandits are encountered the leader will be 8th level,
    if 100 to 150 the leader will be 9th level,
    and if 150 or more the leader will be 10th level.

For every 50 bandits there is a 25% chance that there will be a M-U
of 7th (Enchanter),
8th (Witch),
9th (Sorcerer), or
10th (Necromancer) level (roll a 4-sided die for level if one is with the group) in addition,
i.e. if there are 200 bandits there will always be a M-U.

For every 50 bandits there is a 15% chance that there will be a cleric of 5th (Perfect) or 6th (Canon) level, <>
with an assistant of 3rd (Priest) or 4th level (Curate) (dice only for the former) in addition. <>

Bandit lairs will be informal camps 80% of the time,
but 10% will be cave complexes with a secret entrance,
and 10% will be regular castles with 1-4 light catapults for defense.
Bandits will have from 2-20 important prisoners in their lair, as well as 5-30 camp followers/slaves.
<important prisoners could be interpreted as named NPCs in the FR or DL or GH>
<camp followers might mean prostitutes of some sort>

The mounting, armor, and arms of a force of bandits are:
 
 
d10 Weapon/Armor d%
1 medium horse, chainmail & shield, sword 10%
2 light horse, leather armor & shield, spear 10%
3 light horse, leather armor, light crossbow 10%
4-7 leather armor & shield, sword 40%
8 leather armor, pole arm 10%
9 leather armor, light crossbow 10%
0 leather armor, short bow 10%

        shield = large shield, medium shield, small shield, small wooden shield
      <BD4 notes that bandits do not use large shields>

        <65% of swords are longswords, 20% (66-85) are broadswords, 5% (86-90) are falchion swords, 5% (91-95) are short (small) swords, 4% (96-99) are bastard swords,
        and 1% (00) are two-handed swords, unless the description of a specific item indicates otherwise. - UA.89, % numbers added>
        <BD4 notes no weapons over 5' in length>

Terrain will vary the percentage of mounted bandits.
In hilly and mountainous terrain no more than 10% of the total would be horsed,
while in open country 90% of the force would be horsed.
They have normal chances for having psionically endowed leader-types with a party.
 

RG: Bandits are explained in the MONSTER MANUAL.
Leaders will always be accompanied by their bodyguards.
The number of horses entry includes those being ridden and spare mounts for the band.

All bandits whill have type M treasure.
Magic items are indicated by capital letters.

The unit types for bandits are:

    Unit #1 -- medium horse, chain mail, shield, & sword
    Unit #2 -- light horse, leathers, shield, & spear
    Unit #3 -- light horse, leathers, & light crossbow
    Unit #4 -- leathers, shield, & sword
    Unit #5 -- leathers & pole arm
    Unit #6 -- leathers & light crossbow
    Unit #7 -- leathers and short bow
 

Bandits #1

Total Size: 199

Leaders:
    1 Lord (F10), SH, S, OW, P
    1 F7, S, P
    6 Veterans (F1s) (bodyguards)

Additional High Level Fighters:
    5 F3
    5 Heroes (F4s)
    4 Swashbucklers (F5s)
    3 Myrmidons (F6s)

Bandits:
    Unit #1 -- 17
    Unit #2 -- 17
    Unit #3 -- 17
    Unit #4 -- 72
    Unit #5 -- 17
    Unit #6 -- 17
    Unit #7 -- 17

# of Horses: 97
 

Bandits #2

Total Size: 52

Leaders:
    1 Superhero (F8), SH, A
    1 Champion (F7), A, SH, P
    6 Warriors (F2) (bodyguards)

Additional High Level Fighters:
    2 Swordsmen (F3)
    1 Hero (F4), OW, P
    1 Swashbuckler (F5), SH

Bandits:
    Unit #2 -- 10
    Unit #4 -- 30

# of Horses: 40
 

Bandits #3

Total Size: 90
Leaders:
    1 Superhero (F8), P
    1 Champion (F7), A, S, OW
    6 Warriors (F2s) (bodyguards)

Additional High Level Fighters:
    4 Swordsmen (F3s)
    3 Heroes (F4s)
    2 Swashbuckler (F5)
    1 Myrmidon (F6), A, SH

Bandits:
    Unit #1 -- 10
    Unit #3 -- 10
    Unit #4 -- 30
    Unit #5 -- 10
    Unit #7 -- 10

Additional Adventurer Characters:
    1 C5, SC
    1 C4, SH, M

# of Horses: 50

Bandits #4

Total SIze: 123
Leaders:
    1 Lord (F9), S, R, M
    1 Champion (F7), S
    6 Warriors (F2s) (bodyguards)

Additional High Level Fighters:
    5 Swordsmen (F3s), R
    2 Heroes (F4s), S, SH
    3 Swashbucklers (F5s), S, P, A
    2 Myrmidons (F6s), S, S, M

Bandits:
    Unit #1 -- 10
    Unit #2 -- 15
    Unit #3 -- 20
    Unit #4 -- 20
    Unit #5 -- 15
    Unit #6 -- 10
    Unit #7 -- 10

Additional Adventure Characters:
    1 C6, W, P
    1 MU7, W, R, M

# of Horses: 80
 

<note: these are the DL3 stats for bandits -
AC 8, M 12", HD 1 to 4, D 1-6, AL NE>

<Half-orc  bandits (2): AC 4 (chain & shield), <medium shield, buckler>
MV 9", Level 0, hp 8, 6, #AT 1, THACO 20, D 1-8
(longsword), SA 1 spear each (D 1-6, ranges 1"/2"/3"); <2 spears>
XP 22, 20: T1-4, area 244>

<1: note: it might be OK to use the 'BOOT HILL' font for the main page for Trop Civ Des in the WSG>

Brigands:

% IN LAIR: 20% (130 Brigands: village/mountains, TPL36:6th, REF3.12) <Brigand Lair #1, Brigand Lair #2>

Brigonds are CE bandits.
They conform to the characteristics of bandits in general.

The brigands will have a cave complex lair 20% of the time and a castle 30% of the time.
They will have only 1-10 important prisoners, but there will be 20-50 camp followers / slaves.
They have high morale in combat, so they get a + 1 on reaction morale dice. <guess: translate a 2d6 range to %. approximately +10% (9.09%) to morale>

<original, Brigands: REF3.12>