Post by Father on Apr 22, 2019 21:48:29 GMT 1
Narrator Note: These rules are untested, and are therefore likely to be subject to change during play. In particular, strategy specialties are more likely to be used outside the scope of these rules.
Scale:
Ordinarily, each unit consists of 100 men (or 50 men with horses) which may be broken down into squads of 10 men (or 5 men with horses) for smaller battles. Each unit occupies an area of 100 square yards, typically 20x5.
Time:
One battle round is equal to 10 combat rounds, each unit may undertake two lesser actions or one greater per battle round.
Commanders:
An army tends to have a single commander, but often it is divided up into parts such as vanguard, center, rear and flanks with their separate commanders. A commander may issue 1 order per combat round, meaning a total of 10 orders may be issued per battle round, however, he may order the commander of a part of his army who again have ten orders to issue to individual units or further down the line. Typically only well organized free companies have efficient command structures, lords and knights bringing more than a single unit to an army will rarely allow anyone else to issue orders to their men directly (they will usually tolerate taking orders from whoever their liege lord tells them to), and most lords tends to desire as large a command as possible. Making the command structure of a Westerosi army a result of politics and clout as much as efficiency and merit.
Generally the chain of command is set, should a commander or sub-commander be replaced for any reason, whoever takes their place suffers -1D to their tests on the first battle round in charge, which also is suffered down the chain (does not stack in case of multiple replacements in the same chain)
Orders:
-When ordering a single unit, one tests Warfare (Command) TN 9
-When issuing orders to be relayed through a sub-commander, one tests both Warfare (Command) and Warfare (Tactics) TN 9, +3 TN for each additional sub-commander orders must be relayed through before reaching a unit. The lowest scoring result across the two tests that is used for resolution of the order.
Each DoS beyond the first grants +1 to any test made in the next link in the chain to carry out the order (such as a sub-commander issuing a command to a unit, or a unit making an attack test).
-On a simple failure, the order is carried out but with a -1D on all tests to carry out the order. A sub-commander or unit leader may attempt a warfare (Tactics) test at the same TN as the order to be issued to figure out the plan and carry out the order with no penalty, but makes a misjudgment on a critical failure.
-On a critical failure, the order is misunderstood, and if issued to a unit, the condition of that unit worsens by one step.
Nothing stops a unit- or sub-commander from issuing independent orders on his own (And knights are sometimes known to charge without orders at earliest opportunity regardless of the plan). Sometimes, sub-commanders or unit leaders may refuse to follow orders deemed excessively risky or suicidal, and the units themselves may sometimes make morale tests, refusing to carry out orders upon failing.
Heroes:
Characters will usually attach themselves to specific units. All attacks directed against a unit will also be resolved against any character attached to it.
Characters may engage with characters of the other side provided they are adjacent to them (or may attack at range), whether they are part of that unit or notable characters attached to it. This is resolved as regular combat against named characters. Against individual soldiers, a named character takes his combat turn first before a member of the unit attacked takes his combat turn, if the character is unattached, two individuals will take their turns. For each individual soldier in a unit that is defeated, the unit takes 1 damage, and the post-battle casualties for that unit increases by 1. If attacking at range, it is possible that enemy archers (if present) will take a few shots in return.
Each command issued in the battle round counts as a Greater Action. You gain +1D to Command tests involving any unit you are attached to. You may spend a Greater Action to attach yourself to an adjacent unit (leaving your former unit, if any).
A character attached to a unit may be designated as the unit leader, this is not necessarily (and often not) the commander or sub-commander that will issue actual orders on the battle scale. However, a unit leader may at any time issue their own orders independently which can complement or countermand the commander's orders. If the unit leader falls, the unit must make a morale test at TN 9 or have it's condition worsen by one step, or two steps on a critical failure.
If a highly notable hero falls, the unit they are attached to must make a TN 12 morale test and any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure.
If a unit moves during the battle round, sufficient actions to cover the required distance must be spent on moving to remain attached to it (If this requires more than 10 rounds it simply requires all your actions, exceptions apply, a character without a horse would be left behind by a mounted unit if 10 rounds cannot cover the distance.) These actions may be combined with any actions to issue commands. You may use the charge action to cover the last part of distance towards an enemy unit that your unit charges or attacks, and you may use the trample action to cover distance in which your unit also tramples through. (cannot be combined with issuing orders).
You may also perform the following actions which may be combined with moving with the unit (A unit can only benefit from the first such action involving it made per battle round and can only be affected by a character attached to it):
First in the wedge (Must be attached to a unit in wedge formation, a greater action).
-This functions as both leading from the front and inspiring the troops actions taken simultaneously, but the benefits only applies for charge and trample actions.
Inspire the troops (unit leader only, A Greater Action):
-Make a warfare (Command) TN 12 test to give +1 per DoS to all tests made by the unit to carry out it's battle order, -1D upon a critical failure.
Lead from the Front (requires that your unit is engaged in melee this combat round):
-Gain +1D to all command tests but -1D to all tactics tests, take double damage from unit being attacked.
Unit types:
Peasant Archers (Marksmanship 3)
Hunting Bow, Knife
Archer Militia (Agility 3, Marksmanship 3, Fighting 3)
Hunting Bow, Knife, Padded.
Upgrade: Light Crossbow.
Longbowmen (Agility 3, Athletics 3, Marksmanship 4, Fighting 3)
Longbow, Maul, Soft Leather.
Upgrade: Ring Armor, Buckler.
Crossbowmen (Agility 3, Marksmanship 4, Fighting 3)
Light Crossbow, Knife, Soft Leather.
Upgrade: Heavy Crossbow, Stiletto, Ring Armor.
Engineers (Awareness 3, Cunning 3, Endurance 3, Fighting 3)
Knife, Padded.
Peasant Levies (All at 2)
Peasant Tool
Guardsmen (Agility 3, Athletics 3, Awareness 3, Endurance 3, Fighting 3)
Spear, Large Shield, Ring Armor, Mace.
Upgrade: Halberd, Mail.
Militia (Athletics 3, Endurance 3, Fighting 3)
Spear, Shield, Padded.
Upgrade: Pike, Mace, Soft Leather, Large Shield.
Soldiers (Agility 3, Athletics 3, Awareness 3, Endurance 3, Fighting 4)
Pike, Mace, Mail, Large Shield.
Freeriders (Animal Handling 3, Athletics 3, Endurance 3, Fighting 3)
War Lance, Spear, Mace, Rounsey, Ring Armor, Large Shield.
Upgrade: Longsword, Mail
Men at Arms (Agility 3, Animal Handling 3, Athletics 3, Awareness 3, Endurance 3, Fighting 4)
War Lance, Longsword, Rounsey, Mail, Large Shield.
Upgrade: Courser, Full Plate.
Scouts (Awareness 3, Fighting 3, Marksmanship 3, Survival 3)
Hunting Bow, Spear, Rounsey, Padded, shield.
Upgrade: Longsword, Ring Armor.
Unit Experience
Units have a training level that is roughly corresponding with the sum of years of training and number of battles the average man in a unit has under his belt. Freshly assembled Peasant Levies would typically be Raw, militias being called up are usually Green or Trained, and more professional units such as guards, longbowmen and men at arms tends to be trained or seasoned. Elite and Veteran units are likely to only be found in sellsword companies and in the service of particularly powerful lords, though if a unit consisted solely of knights, trained by a master at arms from childhood typically would be elite men at arms, but very few lords can retain such a large number of knights in peacetime. Most men of such ability are spread out across less experienced units as leaders.
Units has an experience rank according to their training level, and have the corresponding morale dice, and increases in ability and specialty ranks (the limits on specialty ranks remains in effect), the TN for issuing commands to a unit is also modified by their rank. In addition, a unit gains an additional point of health for every 2 training levels it has.
Unit Equipment
-Units ignore the fragile quality of any weapons.
-Units scoring 3 DoS with an impaling weapon looses the use of this weapon for the remainder of the battle, in the case of sharpened stakes, they can no longer be removed during the battle.
-Units carrying weapons with the reach quality may attack any unit engaged with any adjacent allied unit at a -1D penalty.
-Upgraded Men at Arms have mail barding.
-Bulk affects units as if they were characters.
Unit Actions:
Each unit may take two actions (and make only one attack) per warfare round. It may be ordered to take specific action, else it may follow standing orders or act independently (typically aim+standard attack against a sensible enemy unit or withdraw/yield/quit the field if demoralized or outnumbered).
All actions with the same name as a combat action are identical to that action except as noted.
Aim (lesser)
As the combat action.
Break (lesser)
As the combat action, generally applied to destroy gates with a ram.
Catch Your Breath (Greater)
-As per the combat action.
Charge (Greater)
-The unit moves up to 20 times it's combat movement in a straight line and makes an attack at -1D and +2 damage per DoS.
Counterattack (Greater)
As the combat action.
Deploy/Remove Stakes (Greater, Longbowmen only)
-When Deployed, any cavalry unit or horse moving through the area with stakes suffers an attack of 4D+2B (Damage 6, Impale, Reach, treat as counterattack).
-Can be done prior to a battle.
-Each man carries one stake into battle, so if they are deployed, they must be removed before being deployed elsewhere.
Hold The line (Free):
-This functions as the cautious technique in combat.
Move (lesser)
-The unit may move up to 10 times it's combat movement.
Quit the Field (Greater)
-If a unit performed the withdraw action last round, it's condition disorganized or better, and no enemy unit moves to attack it, it may remove itself from the battle. Otherwise this functions as a withdraw action.
Reform (lesser)
-A disorganized unit becomes organized, a routed unit becomes disorganized, by succeeding on a TN 9 morale test. This action may alternatively be used to remove the penalties from being in a wedge formation.
Scale Walls (lesser)
-The unit attempts to pass over a wall, making an Athletics(climb) test. A unit scaling walls suffers -3 to it's Combat Defense.
Shield Wall (greater, dismounted units with shields only):
-The unit gains +2 combat defense, and negates the effects of the wedge formation unless already engaged in melee with another unit.
-Ordering a unit to sprint, charge or move any faster than half speed breaks the shield wall.
-May be issued prior to battle.
Sprint (greater):
-The unit may move up to 10 times it's sprint combat movement in a straight line that cannot be occupied by any obstacle or other unit.
Standard Attack (lesser).
-As the combat action.
Trample (Greater, Mounted units only):
-As the combat action, except that the first Animal Handling test may be resolved as a charge with fighting weapons and that in order to be passed through, an enemy unit must at least be disorganized after the attack has been resolved.
Use Siege Weapon (Greater)
-The unit operates a siege weapon.
Wedge (Greater, Mounted Units Only)
-Gain +1D to the charge and trample actions, while negating the bonuses from the set for charge variant of counterattack from units without weapons with reach or pointed shaft when resolving the first charge or trample order issued after the wedge has been formed up provided no enemy unit has engaged it in melee in between the wedge was formed up and the charge/trample order was issued.
-If the charge/trample action pushed the unit all the way through the enemy lines (ending in a position not adjacent to any enemy units) and it's condition has not worsened during the combat round, the formation holds and the unit is considered to automatically have undertaken this action again.
-A unit in a wedge formation suffers -5 combat defense against any fighting attack from units not attacked by it this combat turn.
-Once formed up in a wedge, the reform order must be used to remove the fighting bonuses against it, it can form up in a wedge again to regain the benefits.
-This order may be issued prior to the start of a battle.
Withdraw (greater)
-The unit may move up to 10 times it's combat movement away from the enemy, while gaining +5 Defense.
Yield (greater)
-The unit is ordered to surrender, more likely the unity leader does this independently.
Unit Condition:
Organized:
-A unit having taken damage less than it's health suffers no particular ill effect.
Disorganized:
-A unit having taken damage in excess of it's health is disorganized, suffering -1D to all tests involved in carrying out any orders, and orders issued to it other than Reform is at +3 TN, on a successful Reform order, the unit becomes organized and is restored to having taken damage equal to half it's health (round up), all future commands issued to it is at +1 TN.
Routed:
-A unit that have taken damage in excess of twice it's health or takes damage equal to it's health in a single attack is routed, all orders issued to it are at +3 TN and unless successfully ordered to Reform or Withdraw, it will independently act upon whichever order that will bring it the farthest away from the enemy, or surrendering if the unit leader judges this to be better. On a successful Reform order, the unit becomes disorganized and is restored to having taken damage equal to half again it's health, all future commands issued to it is at +1 TN.
-If a routed unit flees the battle or surrenders, any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure.
Destroyed:
-A unit that have taken damage in excess of thrice it's health or takes damage equal to twice it's health in a single attack is destroyed, it's structure disintegrates and it effectively seizes to function, it can take no further orders, does not count as a unit for the purposes of blocking movement and otherwise acts as routed, the opposing side may still attack it, which pretty much amounts to slaughtering fleeing enemies.
-If a unit is destroyed, any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure.
Annihilated:
-A unit that have taken damage in excess of quintuple it's health or takes damage equal to thrice it's health in a single attack is annihilated, which is a more severe form of Destroyed, nothing but a scant few stragglers remains to flee the field.
-If a unit is annihilated, any adjacent allied units must make a TN 12 morale test or have it's condition worsen by one step, or two steps on a critical failure.
Battle Resolution.
A battle is considered ended when one side has quit the field or surrendered. If one side issues the withdraw order to all units, the battle ends, if at least half it's units are organized at the end of the battle, the army is considered to have withdrawn in good order, otherwise all units take casualties as if they ended the battle in one step worse condition (annihilated stays annihilated). Units who quit the field earlier while at least half the army is organized are treated as having withdrawn in good order.
Casualties:
Definitions:
An Unscathed unit has taken no damage during the course of the battle and ended it organized.
A Tested unit has taken damage during the battle, but not enough to become disorganized or worse.
A Bloodied unit has been disorganized or worse sometime during the course of the battle and ended it organized.
A Disorganized unit ends the battle as disorganized.
A Routed unit ends the battle as routed.
A Destroyed unit ends the battle as Destroyed
An Annihilated unit ended the battle as Annihilated.
At the end of the battle, each unit tests for casualties from death, injuries and desertion according to it's experience rank and condition.
A Bloodied or disorganized unit adds +1 to it's casualty roll each time it was disorganized beyond the first during the battle, and +2 for each time it was routed.
A Routed unit adds +2 for each time beyond the first that it was routed.
A result less than 0 counts as 0.
A result higher than the number of men in the unit counts as the total number of men in that unit.
The result from the casualty roll determines the number of men that are permanently removed from a unit (limited by how many men there is in the unit). Casualties for mounted units are halved (round up) as the fallen includes horses. The remaining men in the unit gain +1 training, and then the experience of the unit is calculated as the average (but with the empty places treated as men with 0 training). Units with 80 or fewer men (40 men and horses) are treated as having one less experience ranks, units with 50 or fewer men (25 men and horses) are treated as having two fewer experience ranks. If this reduces their rank below Raw, they will begin a battle in the disorganized condition. It is possible to merge units of the same type, their equipment treated as being that of the lowest quality unit (though if victorious in battle, they may possibly be treated as having the same equipment as the best quality unit).
Terrain
Designations can be considered catch-all terms, a river that can't be passed counts as a trench, while a creek that can be crossed counts as a ditch, and snow might have the same effect as muddy ground.
Barrier: Prevents movement, prevents fighting attacks, ranged attacks allowed at -1D unless higher ground allows line of sight.
Ditch: Prevents charge/sprint, higher ground and cover (+2 CD, vs fighting attacks only) is gained against units in a ditch.
Forest: Prevents sprint, mounted units move at half speed and cannot charge, characters must be attached to a unit to give it orders. Grants cover (+5 CD, vs marksmanship attacks only)
Muddy Ground: A unit moves through at 3/4 speed, a unit charging gains only +1 damage.
Narrow Passage: Prevents cavalry from charging/trampling, only a single unit may fit through a narrow passage, and thus make fighting attacks or scaling walls from such a position while two units may make fighting attacks against it if attempting to hold the other side. If unobstructed by opposing forces, ten units may pass through each battle round.
Slope: Provides higher ground, a unit moves up a slope at 3/4 speed, a unit charging up a slope gains only +1 damage.
Steep Slope: Provides higher ground, a unit moves up a steep slope at 1/2 speed, a unit cannot charge up a steep slope.
Trench: Prevents movement, prevents fighting attacks.
Assaulting Fortifications.
Most permanent fortification will have some form of earthworks (treat as steep slope) and more advanced castles may have moats as well (a trench), typically a dry moat.
A wall blocks movement by all units, dismounted units may attempt to scale them to pass. Ordinarily, a wall blocks fighting attacks from or against units. Defenders manning a wall that blocks fighting attacks may throw stones (marksmanship (thrown), short range, damage=athletics), if available, defenders may use boiling water (2 damage per DoS, ignores AR), boiling oil or heated sand (5 damage per DoS, ignores AR). Defenders manning the wall have the advantage of higher ground if it blocks fighting attacks or have earthworks. Defenders manning a wall may spend their combat turn taking cover, making them impossible to attack with ranged weapons. If a wall obstructs line of sight, marksmanship attacks against units behind the wall is at -2D and these units gains half of the defense bonus from the wall as cover. If the commander issuing the order has line of sight, he may accept -1D on his warfare test to allow a defending unit to ignore the -2D penalty for marksmanship attacks across a wall.
Low Palisade: Allows dismounted fighting attacks. Grants cover (+4 defense). Does not obstruct line of sight.
Scale TN: 9
Break TN: 18
High Palisade: It may have battlements in which case defenders may man the wall. Grants cover (+4 defense)
Scale TN: 12
Break TN: 18
Stone Wall: Grants cover (+6 defense)
Scale TN: 15
Break TN: 24
Superior Stone Wall: Grants cover (+6 defense, effective +4 for units behind the walls), defenders throwing stones gains +1D to attacks and +1 damage per DoS.
Scale TN: 15 (A total of 2 DoS required, may be accumulated over multiple tests)
Break TN: 27
Extraordinary Stone Wall: Grants cover (+6 defense, effective +6 for units behind the walls), defenders throwing stones gains +2D to attacks and +2 damage per DoS.
Scale TN: 15 (A total of 3 DoS required, may be accumulated over multiple tests)
Break TN: 33
A castle must at least have one gate, and gates are as a rule weak points, they will thus often be protected by moats and drawbridges, even if the rest of the castle does not have a moat. It is also popular to create narrow passages with walls on each side allowing three units to man walls facing one unit below. More formidable castles sometimes have multiple doors and portcullises that each needs to be broken through.
Palisade Gate: Break TN 15
Castle Gate: Break TN 21
Superior Castle Gate: Break TN 21, two gates.
Extraordinary Castle Gate: Break TN 21, three gates.
Crossing Trenches:
A trench may be passed by establishing a narrow passage over it, for water moats, this usually involves either rafts or makeshift bridges. For a dry moat, filling it with stones, earth, wood and other lose materials is typical, though makeshift bridges are also used, but much more vulnerable to destruction.
Scaling Walls:
In order to scale a wall, a unit must make an Athletic (Climb) check against the Scale TN of the wall, a unit not having equipment suffers -1D against a TN of 12 or higher. Scaling an unmanned wall is at +1D. If a unit attempting to scale a wall is routed, defenders may attempt to shatter any equipment they used (TN 3 for grapnels, 9 for ladders, 15 for towers). If a unit manning a wall is routed by a fighting attack, the wall is considered as taken by the attacking unit, and one unit per battle round may then scale the same wall with any equipment used to scale the wall remaining in place.
Breaking down gates and walls:
One might attempt to break through gates or walls, creating a narrow passage through which units may attack, defenders of a breach in a stone wall also enjoys the advantage of standing atop a steep slope. This is done as part of the break order and functions as attacking objects and uses Athletics (Strength) with damage equal to Athletics.
Siege Equipment (must generally be prepared and equipped prior to battle):
Grapnels: +1D to climbing tests.
Ladders: +2D to climbing tests, carrying a ladder imposes 2 bulk on the unit.
Siege Tower: A siege tower moves 20 yards per battle round, it may be attacked by incendiary arrows and siege weapons (AR 8, Health 20), a single dismounted unit may already be in the tower as it approaches. A unit in a siege tower gains higher ground on the defenders, no penalties to defense from scaling, +5 cover against marksmanship attacks, and may use fighting attacks against units manning the walls immediately as the tower reaches them. If a siege tower is destroyed, so is any unit contained therein.
Small Ram: Grants an effective +1 Athletics rank for the purpose of breaking gates and walls, it imposes 2 bulk on any unit carrying it.
Capped Ram: Grants an effective +2 Athletics rank for the purpose of breaking gates. A large wooden frame grants cover (+5 defense vs Marksmanship attacks) to the unit using it, it may be attacked by incendiary arrows and siege weapons (AR 8, Health 20), and moves 40 yards per battle round. It cannot move and attempt to break an obstacle on the same round.
Incendiary Arrows: Deals half damage, but units taking damage from it must make a TN 7 morale test or worsen their condition by one step, two steps on a critical failure. Against siege equipment, they deal the damage again once per battle round for 2d3-2 rounds.
Throwing Machines:
These requires cunning (siege weapons) to operate, with a -2b training penalty. A unit may operate them through the use siege weapon action to do one of the following:
Attack unit, test against the CD (shields doesn't count) of the unit to be targeted, dealing damage equal to the Athletics rank per DoS (ignoring AR).
Attack structure, test against TN 9 (12 for superior structures, 15 for extraordinary), on a success, the weapon makes an Athletics test to attempt to break the structure, with +1D for each additional degree.
Trebuchet Athletics 7 (-1D cunning targeting units and gates)
Mangonel Athletics 6 (-1D cunning targeting units and gates)
Onager Athletics 5 (-1D cunning targeting units and gates)
Scorpion Athletics 4 (-1D Athletics against structures)
Spitfire Hurls pots of boiling oil (5 damage per DoS, ignores AR) or Wildfire (10 damage per DoS, deals 10 damage again each battle round for 1d6 additional rounds, Wilfire deals half damage to wooden structures and generally set them on fire if breaking them, a spitfire cannot launch enough to notably harm structures made of stone)
Scale:
Ordinarily, each unit consists of 100 men (or 50 men with horses) which may be broken down into squads of 10 men (or 5 men with horses) for smaller battles. Each unit occupies an area of 100 square yards, typically 20x5.
Time:
One battle round is equal to 10 combat rounds, each unit may undertake two lesser actions or one greater per battle round.
Commanders:
An army tends to have a single commander, but often it is divided up into parts such as vanguard, center, rear and flanks with their separate commanders. A commander may issue 1 order per combat round, meaning a total of 10 orders may be issued per battle round, however, he may order the commander of a part of his army who again have ten orders to issue to individual units or further down the line. Typically only well organized free companies have efficient command structures, lords and knights bringing more than a single unit to an army will rarely allow anyone else to issue orders to their men directly (they will usually tolerate taking orders from whoever their liege lord tells them to), and most lords tends to desire as large a command as possible. Making the command structure of a Westerosi army a result of politics and clout as much as efficiency and merit.
Generally the chain of command is set, should a commander or sub-commander be replaced for any reason, whoever takes their place suffers -1D to their tests on the first battle round in charge, which also is suffered down the chain (does not stack in case of multiple replacements in the same chain)
Orders:
-When ordering a single unit, one tests Warfare (Command) TN 9
-When issuing orders to be relayed through a sub-commander, one tests both Warfare (Command) and Warfare (Tactics) TN 9, +3 TN for each additional sub-commander orders must be relayed through before reaching a unit. The lowest scoring result across the two tests that is used for resolution of the order.
Each DoS beyond the first grants +1 to any test made in the next link in the chain to carry out the order (such as a sub-commander issuing a command to a unit, or a unit making an attack test).
-On a simple failure, the order is carried out but with a -1D on all tests to carry out the order. A sub-commander or unit leader may attempt a warfare (Tactics) test at the same TN as the order to be issued to figure out the plan and carry out the order with no penalty, but makes a misjudgment on a critical failure.
-On a critical failure, the order is misunderstood, and if issued to a unit, the condition of that unit worsens by one step.
Nothing stops a unit- or sub-commander from issuing independent orders on his own (And knights are sometimes known to charge without orders at earliest opportunity regardless of the plan). Sometimes, sub-commanders or unit leaders may refuse to follow orders deemed excessively risky or suicidal, and the units themselves may sometimes make morale tests, refusing to carry out orders upon failing.
Heroes:
Characters will usually attach themselves to specific units. All attacks directed against a unit will also be resolved against any character attached to it.
Characters may engage with characters of the other side provided they are adjacent to them (or may attack at range), whether they are part of that unit or notable characters attached to it. This is resolved as regular combat against named characters. Against individual soldiers, a named character takes his combat turn first before a member of the unit attacked takes his combat turn, if the character is unattached, two individuals will take their turns. For each individual soldier in a unit that is defeated, the unit takes 1 damage, and the post-battle casualties for that unit increases by 1. If attacking at range, it is possible that enemy archers (if present) will take a few shots in return.
Each command issued in the battle round counts as a Greater Action. You gain +1D to Command tests involving any unit you are attached to. You may spend a Greater Action to attach yourself to an adjacent unit (leaving your former unit, if any).
A character attached to a unit may be designated as the unit leader, this is not necessarily (and often not) the commander or sub-commander that will issue actual orders on the battle scale. However, a unit leader may at any time issue their own orders independently which can complement or countermand the commander's orders. If the unit leader falls, the unit must make a morale test at TN 9 or have it's condition worsen by one step, or two steps on a critical failure.
If a highly notable hero falls, the unit they are attached to must make a TN 12 morale test and any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure.
If a unit moves during the battle round, sufficient actions to cover the required distance must be spent on moving to remain attached to it (If this requires more than 10 rounds it simply requires all your actions, exceptions apply, a character without a horse would be left behind by a mounted unit if 10 rounds cannot cover the distance.) These actions may be combined with any actions to issue commands. You may use the charge action to cover the last part of distance towards an enemy unit that your unit charges or attacks, and you may use the trample action to cover distance in which your unit also tramples through. (cannot be combined with issuing orders).
You may also perform the following actions which may be combined with moving with the unit (A unit can only benefit from the first such action involving it made per battle round and can only be affected by a character attached to it):
First in the wedge (Must be attached to a unit in wedge formation, a greater action).
-This functions as both leading from the front and inspiring the troops actions taken simultaneously, but the benefits only applies for charge and trample actions.
Inspire the troops (unit leader only, A Greater Action):
-Make a warfare (Command) TN 12 test to give +1 per DoS to all tests made by the unit to carry out it's battle order, -1D upon a critical failure.
Lead from the Front (requires that your unit is engaged in melee this combat round):
-Gain +1D to all command tests but -1D to all tactics tests, take double damage from unit being attacked.
Unit types:
Peasant Archers (Marksmanship 3)
Hunting Bow, Knife
Archer Militia (Agility 3, Marksmanship 3, Fighting 3)
Hunting Bow, Knife, Padded.
Upgrade: Light Crossbow.
Longbowmen (Agility 3, Athletics 3, Marksmanship 4, Fighting 3)
Longbow, Maul, Soft Leather.
Upgrade: Ring Armor, Buckler.
Crossbowmen (Agility 3, Marksmanship 4, Fighting 3)
Light Crossbow, Knife, Soft Leather.
Upgrade: Heavy Crossbow, Stiletto, Ring Armor.
Engineers (Awareness 3, Cunning 3, Endurance 3, Fighting 3)
Knife, Padded.
Peasant Levies (All at 2)
Peasant Tool
Guardsmen (Agility 3, Athletics 3, Awareness 3, Endurance 3, Fighting 3)
Spear, Large Shield, Ring Armor, Mace.
Upgrade: Halberd, Mail.
Militia (Athletics 3, Endurance 3, Fighting 3)
Spear, Shield, Padded.
Upgrade: Pike, Mace, Soft Leather, Large Shield.
Soldiers (Agility 3, Athletics 3, Awareness 3, Endurance 3, Fighting 4)
Pike, Mace, Mail, Large Shield.
Freeriders (Animal Handling 3, Athletics 3, Endurance 3, Fighting 3)
War Lance, Spear, Mace, Rounsey, Ring Armor, Large Shield.
Upgrade: Longsword, Mail
Men at Arms (Agility 3, Animal Handling 3, Athletics 3, Awareness 3, Endurance 3, Fighting 4)
War Lance, Longsword, Rounsey, Mail, Large Shield.
Upgrade: Courser, Full Plate.
Scouts (Awareness 3, Fighting 3, Marksmanship 3, Survival 3)
Hunting Bow, Spear, Rounsey, Padded, shield.
Upgrade: Longsword, Ring Armor.
Unit Experience
Units have a training level that is roughly corresponding with the sum of years of training and number of battles the average man in a unit has under his belt. Freshly assembled Peasant Levies would typically be Raw, militias being called up are usually Green or Trained, and more professional units such as guards, longbowmen and men at arms tends to be trained or seasoned. Elite and Veteran units are likely to only be found in sellsword companies and in the service of particularly powerful lords, though if a unit consisted solely of knights, trained by a master at arms from childhood typically would be elite men at arms, but very few lords can retain such a large number of knights in peacetime. Most men of such ability are spread out across less experienced units as leaders.
Units has an experience rank according to their training level, and have the corresponding morale dice, and increases in ability and specialty ranks (the limits on specialty ranks remains in effect), the TN for issuing commands to a unit is also modified by their rank. In addition, a unit gains an additional point of health for every 2 training levels it has.
Experience Rank | Training Level | Morale | Command TN | Ability | Specialty |
Elite | 15 | 4D+2B | -3 | +1D | +2B |
Veteran | 10 | 4D+1B | -3 | 0 | +2B |
Seasoned | 6 | 3D+2B | 0 | 0 | +2B |
Trained | 3 | 3D+1B | 0 | 0 | +1B |
Green | 1 | 2D+1B | +1 | 0 | 0 |
Raw | 0 | 2D | +3 | 0 | 0 |
Unit Equipment
-Units ignore the fragile quality of any weapons.
-Units scoring 3 DoS with an impaling weapon looses the use of this weapon for the remainder of the battle, in the case of sharpened stakes, they can no longer be removed during the battle.
-Units carrying weapons with the reach quality may attack any unit engaged with any adjacent allied unit at a -1D penalty.
-Upgraded Men at Arms have mail barding.
-Bulk affects units as if they were characters.
Unit Actions:
Each unit may take two actions (and make only one attack) per warfare round. It may be ordered to take specific action, else it may follow standing orders or act independently (typically aim+standard attack against a sensible enemy unit or withdraw/yield/quit the field if demoralized or outnumbered).
All actions with the same name as a combat action are identical to that action except as noted.
Aim (lesser)
As the combat action.
Break (lesser)
As the combat action, generally applied to destroy gates with a ram.
Catch Your Breath (Greater)
-As per the combat action.
Charge (Greater)
-The unit moves up to 20 times it's combat movement in a straight line and makes an attack at -1D and +2 damage per DoS.
Counterattack (Greater)
As the combat action.
Deploy/Remove Stakes (Greater, Longbowmen only)
-When Deployed, any cavalry unit or horse moving through the area with stakes suffers an attack of 4D+2B (Damage 6, Impale, Reach, treat as counterattack).
-Can be done prior to a battle.
-Each man carries one stake into battle, so if they are deployed, they must be removed before being deployed elsewhere.
Hold The line (Free):
-This functions as the cautious technique in combat.
Move (lesser)
-The unit may move up to 10 times it's combat movement.
Quit the Field (Greater)
-If a unit performed the withdraw action last round, it's condition disorganized or better, and no enemy unit moves to attack it, it may remove itself from the battle. Otherwise this functions as a withdraw action.
Reform (lesser)
-A disorganized unit becomes organized, a routed unit becomes disorganized, by succeeding on a TN 9 morale test. This action may alternatively be used to remove the penalties from being in a wedge formation.
Scale Walls (lesser)
-The unit attempts to pass over a wall, making an Athletics(climb) test. A unit scaling walls suffers -3 to it's Combat Defense.
Shield Wall (greater, dismounted units with shields only):
-The unit gains +2 combat defense, and negates the effects of the wedge formation unless already engaged in melee with another unit.
-Ordering a unit to sprint, charge or move any faster than half speed breaks the shield wall.
-May be issued prior to battle.
Sprint (greater):
-The unit may move up to 10 times it's sprint combat movement in a straight line that cannot be occupied by any obstacle or other unit.
Standard Attack (lesser).
-As the combat action.
Trample (Greater, Mounted units only):
-As the combat action, except that the first Animal Handling test may be resolved as a charge with fighting weapons and that in order to be passed through, an enemy unit must at least be disorganized after the attack has been resolved.
Use Siege Weapon (Greater)
-The unit operates a siege weapon.
Wedge (Greater, Mounted Units Only)
-Gain +1D to the charge and trample actions, while negating the bonuses from the set for charge variant of counterattack from units without weapons with reach or pointed shaft when resolving the first charge or trample order issued after the wedge has been formed up provided no enemy unit has engaged it in melee in between the wedge was formed up and the charge/trample order was issued.
-If the charge/trample action pushed the unit all the way through the enemy lines (ending in a position not adjacent to any enemy units) and it's condition has not worsened during the combat round, the formation holds and the unit is considered to automatically have undertaken this action again.
-A unit in a wedge formation suffers -5 combat defense against any fighting attack from units not attacked by it this combat turn.
-Once formed up in a wedge, the reform order must be used to remove the fighting bonuses against it, it can form up in a wedge again to regain the benefits.
-This order may be issued prior to the start of a battle.
Withdraw (greater)
-The unit may move up to 10 times it's combat movement away from the enemy, while gaining +5 Defense.
Yield (greater)
-The unit is ordered to surrender, more likely the unity leader does this independently.
Unit Condition:
Organized:
-A unit having taken damage less than it's health suffers no particular ill effect.
Disorganized:
-A unit having taken damage in excess of it's health is disorganized, suffering -1D to all tests involved in carrying out any orders, and orders issued to it other than Reform is at +3 TN, on a successful Reform order, the unit becomes organized and is restored to having taken damage equal to half it's health (round up), all future commands issued to it is at +1 TN.
Routed:
-A unit that have taken damage in excess of twice it's health or takes damage equal to it's health in a single attack is routed, all orders issued to it are at +3 TN and unless successfully ordered to Reform or Withdraw, it will independently act upon whichever order that will bring it the farthest away from the enemy, or surrendering if the unit leader judges this to be better. On a successful Reform order, the unit becomes disorganized and is restored to having taken damage equal to half again it's health, all future commands issued to it is at +1 TN.
-If a routed unit flees the battle or surrenders, any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure.
Destroyed:
-A unit that have taken damage in excess of thrice it's health or takes damage equal to twice it's health in a single attack is destroyed, it's structure disintegrates and it effectively seizes to function, it can take no further orders, does not count as a unit for the purposes of blocking movement and otherwise acts as routed, the opposing side may still attack it, which pretty much amounts to slaughtering fleeing enemies.
-If a unit is destroyed, any adjacent allied units must make a TN 9 morale test or have it's condition worsen by one step, or two steps on a critical failure.
Annihilated:
-A unit that have taken damage in excess of quintuple it's health or takes damage equal to thrice it's health in a single attack is annihilated, which is a more severe form of Destroyed, nothing but a scant few stragglers remains to flee the field.
-If a unit is annihilated, any adjacent allied units must make a TN 12 morale test or have it's condition worsen by one step, or two steps on a critical failure.
Battle Resolution.
A battle is considered ended when one side has quit the field or surrendered. If one side issues the withdraw order to all units, the battle ends, if at least half it's units are organized at the end of the battle, the army is considered to have withdrawn in good order, otherwise all units take casualties as if they ended the battle in one step worse condition (annihilated stays annihilated). Units who quit the field earlier while at least half the army is organized are treated as having withdrawn in good order.
Casualties:
Definitions:
An Unscathed unit has taken no damage during the course of the battle and ended it organized.
A Tested unit has taken damage during the battle, but not enough to become disorganized or worse.
A Bloodied unit has been disorganized or worse sometime during the course of the battle and ended it organized.
A Disorganized unit ends the battle as disorganized.
A Routed unit ends the battle as routed.
A Destroyed unit ends the battle as Destroyed
An Annihilated unit ended the battle as Annihilated.
At the end of the battle, each unit tests for casualties from death, injuries and desertion according to it's experience rank and condition.
A Bloodied or disorganized unit adds +1 to it's casualty roll each time it was disorganized beyond the first during the battle, and +2 for each time it was routed.
A Routed unit adds +2 for each time beyond the first that it was routed.
A result less than 0 counts as 0.
A result higher than the number of men in the unit counts as the total number of men in that unit.
Experience Rank | Unscathed | Tested | Bloodied | Disorganized | Routed | Destroyed | Annihilated |
Elite | 1d6-5 | 1d6-4 | 1d6-3 | 1d6-2 | 1d6 | 2d6 | 4d6 |
Veteran | 1d6-4 | 1d6-3 | 1d6-2 | 1d6 | 1d6+2 | 3d6 | 6d6 |
Seasoned | 1d6-3 | 1d6-2 | 1d6 | 1d6+2 | 2d6 | 4d6 | 8d6 |
Trained | 1d6-2 | 1d6 | 1d6+2 | 2d6 | 4d6 | 8d6 | 16d6 |
Green | 1d6 | 1d6+2 | 2d6 | 4d6 | 8d6 | 16d6 | 32d6 |
Raw | 1d6+2 | 3d6 | 4d6 | 8d6 | 12d6 | 24d6 | 48d6 |
The result from the casualty roll determines the number of men that are permanently removed from a unit (limited by how many men there is in the unit). Casualties for mounted units are halved (round up) as the fallen includes horses. The remaining men in the unit gain +1 training, and then the experience of the unit is calculated as the average (but with the empty places treated as men with 0 training). Units with 80 or fewer men (40 men and horses) are treated as having one less experience ranks, units with 50 or fewer men (25 men and horses) are treated as having two fewer experience ranks. If this reduces their rank below Raw, they will begin a battle in the disorganized condition. It is possible to merge units of the same type, their equipment treated as being that of the lowest quality unit (though if victorious in battle, they may possibly be treated as having the same equipment as the best quality unit).
Terrain
Designations can be considered catch-all terms, a river that can't be passed counts as a trench, while a creek that can be crossed counts as a ditch, and snow might have the same effect as muddy ground.
Barrier: Prevents movement, prevents fighting attacks, ranged attacks allowed at -1D unless higher ground allows line of sight.
Ditch: Prevents charge/sprint, higher ground and cover (+2 CD, vs fighting attacks only) is gained against units in a ditch.
Forest: Prevents sprint, mounted units move at half speed and cannot charge, characters must be attached to a unit to give it orders. Grants cover (+5 CD, vs marksmanship attacks only)
Muddy Ground: A unit moves through at 3/4 speed, a unit charging gains only +1 damage.
Narrow Passage: Prevents cavalry from charging/trampling, only a single unit may fit through a narrow passage, and thus make fighting attacks or scaling walls from such a position while two units may make fighting attacks against it if attempting to hold the other side. If unobstructed by opposing forces, ten units may pass through each battle round.
Slope: Provides higher ground, a unit moves up a slope at 3/4 speed, a unit charging up a slope gains only +1 damage.
Steep Slope: Provides higher ground, a unit moves up a steep slope at 1/2 speed, a unit cannot charge up a steep slope.
Trench: Prevents movement, prevents fighting attacks.
Assaulting Fortifications.
Most permanent fortification will have some form of earthworks (treat as steep slope) and more advanced castles may have moats as well (a trench), typically a dry moat.
A wall blocks movement by all units, dismounted units may attempt to scale them to pass. Ordinarily, a wall blocks fighting attacks from or against units. Defenders manning a wall that blocks fighting attacks may throw stones (marksmanship (thrown), short range, damage=athletics), if available, defenders may use boiling water (2 damage per DoS, ignores AR), boiling oil or heated sand (5 damage per DoS, ignores AR). Defenders manning the wall have the advantage of higher ground if it blocks fighting attacks or have earthworks. Defenders manning a wall may spend their combat turn taking cover, making them impossible to attack with ranged weapons. If a wall obstructs line of sight, marksmanship attacks against units behind the wall is at -2D and these units gains half of the defense bonus from the wall as cover. If the commander issuing the order has line of sight, he may accept -1D on his warfare test to allow a defending unit to ignore the -2D penalty for marksmanship attacks across a wall.
Low Palisade: Allows dismounted fighting attacks. Grants cover (+4 defense). Does not obstruct line of sight.
Scale TN: 9
Break TN: 18
High Palisade: It may have battlements in which case defenders may man the wall. Grants cover (+4 defense)
Scale TN: 12
Break TN: 18
Stone Wall: Grants cover (+6 defense)
Scale TN: 15
Break TN: 24
Superior Stone Wall: Grants cover (+6 defense, effective +4 for units behind the walls), defenders throwing stones gains +1D to attacks and +1 damage per DoS.
Scale TN: 15 (A total of 2 DoS required, may be accumulated over multiple tests)
Break TN: 27
Extraordinary Stone Wall: Grants cover (+6 defense, effective +6 for units behind the walls), defenders throwing stones gains +2D to attacks and +2 damage per DoS.
Scale TN: 15 (A total of 3 DoS required, may be accumulated over multiple tests)
Break TN: 33
A castle must at least have one gate, and gates are as a rule weak points, they will thus often be protected by moats and drawbridges, even if the rest of the castle does not have a moat. It is also popular to create narrow passages with walls on each side allowing three units to man walls facing one unit below. More formidable castles sometimes have multiple doors and portcullises that each needs to be broken through.
Palisade Gate: Break TN 15
Castle Gate: Break TN 21
Superior Castle Gate: Break TN 21, two gates.
Extraordinary Castle Gate: Break TN 21, three gates.
Crossing Trenches:
A trench may be passed by establishing a narrow passage over it, for water moats, this usually involves either rafts or makeshift bridges. For a dry moat, filling it with stones, earth, wood and other lose materials is typical, though makeshift bridges are also used, but much more vulnerable to destruction.
Scaling Walls:
In order to scale a wall, a unit must make an Athletic (Climb) check against the Scale TN of the wall, a unit not having equipment suffers -1D against a TN of 12 or higher. Scaling an unmanned wall is at +1D. If a unit attempting to scale a wall is routed, defenders may attempt to shatter any equipment they used (TN 3 for grapnels, 9 for ladders, 15 for towers). If a unit manning a wall is routed by a fighting attack, the wall is considered as taken by the attacking unit, and one unit per battle round may then scale the same wall with any equipment used to scale the wall remaining in place.
Breaking down gates and walls:
One might attempt to break through gates or walls, creating a narrow passage through which units may attack, defenders of a breach in a stone wall also enjoys the advantage of standing atop a steep slope. This is done as part of the break order and functions as attacking objects and uses Athletics (Strength) with damage equal to Athletics.
Siege Equipment (must generally be prepared and equipped prior to battle):
Grapnels: +1D to climbing tests.
Ladders: +2D to climbing tests, carrying a ladder imposes 2 bulk on the unit.
Siege Tower: A siege tower moves 20 yards per battle round, it may be attacked by incendiary arrows and siege weapons (AR 8, Health 20), a single dismounted unit may already be in the tower as it approaches. A unit in a siege tower gains higher ground on the defenders, no penalties to defense from scaling, +5 cover against marksmanship attacks, and may use fighting attacks against units manning the walls immediately as the tower reaches them. If a siege tower is destroyed, so is any unit contained therein.
Small Ram: Grants an effective +1 Athletics rank for the purpose of breaking gates and walls, it imposes 2 bulk on any unit carrying it.
Capped Ram: Grants an effective +2 Athletics rank for the purpose of breaking gates. A large wooden frame grants cover (+5 defense vs Marksmanship attacks) to the unit using it, it may be attacked by incendiary arrows and siege weapons (AR 8, Health 20), and moves 40 yards per battle round. It cannot move and attempt to break an obstacle on the same round.
Incendiary Arrows: Deals half damage, but units taking damage from it must make a TN 7 morale test or worsen their condition by one step, two steps on a critical failure. Against siege equipment, they deal the damage again once per battle round for 2d3-2 rounds.
Throwing Machines:
These requires cunning (siege weapons) to operate, with a -2b training penalty. A unit may operate them through the use siege weapon action to do one of the following:
Attack unit, test against the CD (shields doesn't count) of the unit to be targeted, dealing damage equal to the Athletics rank per DoS (ignoring AR).
Attack structure, test against TN 9 (12 for superior structures, 15 for extraordinary), on a success, the weapon makes an Athletics test to attempt to break the structure, with +1D for each additional degree.
Trebuchet Athletics 7 (-1D cunning targeting units and gates)
Mangonel Athletics 6 (-1D cunning targeting units and gates)
Onager Athletics 5 (-1D cunning targeting units and gates)
Scorpion Athletics 4 (-1D Athletics against structures)
Spitfire Hurls pots of boiling oil (5 damage per DoS, ignores AR) or Wildfire (10 damage per DoS, deals 10 damage again each battle round for 1d6 additional rounds, Wilfire deals half damage to wooden structures and generally set them on fire if breaking them, a spitfire cannot launch enough to notably harm structures made of stone)