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Difference between revisions of "40d:Fortress guard"

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==The Fortress Guard==
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{{av}}{{Quality|Masterwork}}
 
The '''Fortress Guard''' is a military organization that essentially serves as a combined police and militia.  Dwarves can be inducted into the Guard when the [[sheriff]] is promoted to the [[captain of the guard]].
 
The '''Fortress Guard''' is a military organization that essentially serves as a combined police and militia.  Dwarves can be inducted into the Guard when the [[sheriff]] is promoted to the [[captain of the guard]].
  
1/10 (rounded down) of the [[fortress]] population should be members of the fortress guard. Ignoring this requirement mostly just annoys [[noble]]s, and the [[captain of the guard]] will have to deal with [[justice]] matters on their own.  Once the [[hammerer]] arrives, they will personally deal out their own brand of vigilante [[justice]], if the fortress guard isn't doing its job. Note, that he will act only if some fortress guard officer was assigned to punish a dwarf, but didn't do it for some time, so, if you have NO guards, the Hammerer will NOT harm "criminals"{{Version|0.27.169.33g}}.
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The game interface suggests 1/10 (rounded down) of the [[fortress]] population should be members of the fortress guard. Ignoring this requirement mostly just annoys [[noble]]s, and the [[captain of the guard]] will have to deal with [[justice]] matters on his own.  Once the [[hammerer]] arrives, he will personally deal out his own brand of [[justice]].
  
Guards act like [[military]] dwarves, but they cannot be commanded.  They will attack any hostile creatures they see, but usually ignore wild [[animal]]s.  When not patrolling the fortress, they will engage in [[sparring]].  In a [[siege]], the fortress guard tend to make suicidal charges at the enemy and get slaughtered.
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Guards act like [[military]] dwarves, but they cannot be commanded.  They will attack any hostile creatures they see, but usually ignore wild [[animal]]s.  When not patrolling the fortress, they will engage in [[sparring]] or [[archery range|target practice]] the same way regular soldiers with the same assigned [[weapon]] will.  In a [[siege]], the fortress guard tend to make suicidal charges at the enemy and get slaughtered.
  
 
To assign a dwarf to the Fortress Guard, {{Key|v}}iew the dwarf, select {{Key|p}}references, and you will see a new option {{Key|C}} Fortress Guard. This option only appears after the Sheriff is promoted to Captain of the Guard.
 
To assign a dwarf to the Fortress Guard, {{Key|v}}iew the dwarf, select {{Key|p}}references, and you will see a new option {{Key|C}} Fortress Guard. This option only appears after the Sheriff is promoted to Captain of the Guard.
  
==The Royal Guard==
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Dwarves in the Fortress Guard spend most of their time [[sparring]] and will gain weapon (or wrestling) skill very quickly.  Unfortunately, once they reach "Great" skill with their weapons, they will become [[hero]]es and can no longer be turned back into regular soldiers or civilians, greatly reducing their flexibility.  If you want to retain use of dwarves in the Guard, either switch their weapons when they get above Adept, or rotate them into the regular military, where you can still give them orders.  See [[Soldier#Heroes and Champions]] for more details.
The '''Royal Guard''' is activated by the arrival of any civ leader noble. For most forts this will be the [[Baron]], but could be the [[Count]], [[Duke]] or [[King]] if you jump a couple of steps up the social ladder at once. Dwarves are assigned to the Royal Guard in the same manner as the Fortress Guard (from the {{Key|v}}iew -> {{Key|p}}references menu), and act in most respects like the Fortress Guards do. They are not involved in the punishment of criminals, but they will spar in the barracks and can be assigned weapons and armour.
 
  
Nobles such as the [[Baron]] and consorts will receive unhappy thoughts if there are not enough Royal Guards. You need 1/20 of your population, rounded down, in the Royal Guard to avoid this.
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==See also==
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*[[Department of Dwarven Veteran's Affairs]]
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{{Category|Military}}
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{{Category|Fortress defense}}

Latest revision as of 21:28, 25 February 2014

This article is about an older version of DF.

The Fortress Guard is a military organization that essentially serves as a combined police and militia. Dwarves can be inducted into the Guard when the sheriff is promoted to the captain of the guard.

The game interface suggests 1/10 (rounded down) of the fortress population should be members of the fortress guard. Ignoring this requirement mostly just annoys nobles, and the captain of the guard will have to deal with justice matters on his own. Once the hammerer arrives, he will personally deal out his own brand of justice.

Guards act like military dwarves, but they cannot be commanded. They will attack any hostile creatures they see, but usually ignore wild animals. When not patrolling the fortress, they will engage in sparring or target practice the same way regular soldiers with the same assigned weapon will. In a siege, the fortress guard tend to make suicidal charges at the enemy and get slaughtered.

To assign a dwarf to the Fortress Guard, view the dwarf, select preferences, and you will see a new option C Fortress Guard. This option only appears after the Sheriff is promoted to Captain of the Guard.

Dwarves in the Fortress Guard spend most of their time sparring and will gain weapon (or wrestling) skill very quickly. Unfortunately, once they reach "Great" skill with their weapons, they will become heroes and can no longer be turned back into regular soldiers or civilians, greatly reducing their flexibility. If you want to retain use of dwarves in the Guard, either switch their weapons when they get above Adept, or rotate them into the regular military, where you can still give them orders. See Soldier#Heroes and Champions for more details.

See also[edit]