Post by Father on Apr 10, 2020 20:49:14 GMT 1
For a great many tense moments, Ser Davos and his forces watches the castle come alive with sounds, shouts and torchlights, if their own light sources weren't concealed in pots, arrows would surely rain upon them from the walls by now, trying to storm without the gates open is like to be a suicide mission, a rational man would have hoped that Mikel and Robyn has the good sense to surrender or the luck to merely be knocked out, for they must surely be overrun by now. And then there is movement, and a torch being waved back and forth in a very familiar pattern. Somehow they did it! It is now or never.....
Blackwood Forces:
Commander: Davos
Heroes: Robyn, Mikel (Barring some very improbably horrible rolls, they should easily manage to attach themselves to whichever unit they like during the first warfare round).
3x Seasoned Freeriders with upgraded equipment (Dismounted).
Grapnels available.
Bracken Forces:
Commander: Ser Manfryd Bracken
Hero: Ser Otho Bracken
1x Seasoned Guards with upgraded equipment (uses shields and maces).
1x Seasoned Archer Militia with upgraded equipment.
Victory Conditions:
Blackwood: Force the Guard unit to surrender (It will do so if it fails to reform during a turn which it starts as routed, or it is destroyed/annihilated)
Bracken: Force a Blackwood retreat.
Warrior's Seat Defenses:
-Mostly covered by Trenches, except for a small area near the gatehouse allowing a single unit to attempt to scale the walls at a time.
-Superior Stone Wall in the part that may be scaled, defenders may attack with stones against units adjacent to this part.
-Units manning the walls gains the benefits of higher ground against all units not on the walls. They have access to stones.
-The causeway leading to the gatehouse and scale-able wall slopes upward for this grant the defenders of the narrow passage higher ground until they are pushed back at least 1 yard (+1b, +1 Damage).
-The narrow passage is 10 yards deep, if the defending guard unit is pushed back beyond this, Blackwood units may pass through. To move to a position from where the Guards may be attacked (other than by the Blackwood unit in front of it), unit speed is reduced by a factor of 10/Y for a distance of 20 yards, where Y is the number of yards beyond 10 that the Guards have been pushed. Two units may move through the gap at a time.
Pre-engagement:
-Commanders may test Warfare (Tactics) with +1 assist at the start of the battle, outlining the actions a unit is intended to follow (should be reasonably simple instructions such as move in shield wall, then attack/push and move through gap to flank, reform is not covered).
-Davos gains +1D from extra time on this test due to surprise attack.
-The result is treated as the command test for all one's units for as long as they carry out the plan as outlined, granting +1 to any tests involved per DoS.
-Once a unit is given a command of any kind, the new test takes precedence (but things like autonomously reforming does not count).
-Commanders may additionally test Persuasion (Command), granting +1 health and +1 to morale tests to all units.
-Both tests are made against the standard command TN (Which may be increased due to injuries/wounds and unit conditions).
Character scale:
-Characters are limited to 5 combat rounds worth of actions per warfare round, but all movement is doubled.
-Up to two characters may engage with Otho Bracken at a time, (only two characters may attack/hinder him in any way between the end and start of his turn, he may still move to attack others).
-If Mikel is engaged with Otho, he may give up a greater action to trade blows, each combat round he does this, Otho may not make any attack actions (other than as noted below).
-Otho may make two standard attacks against Mikel (cautious allowed) per warfare round if Mikel gives up actions to engage him.
-If another character engages him alongside Mikel for the same number of actions as Mikel does, the damage Otho deals before AR to Mikel is 2/3 normal, while the attack is also resolved against the other character who takes 1/3 normal damage before AR.
-Otho may take a number of additional attack actions equal to the number of total attack actions taken by Blackwood characters, subject to the restrictions of one attack per combat round (attacks against those giving up actions counts towards his total attacks across the combat round).
-Blackwood characters being unattached to a unit takes an attack from the archer unit each round.
Amendments to warfare rules applying in this scene:
-Higher ground grants +1b, +1 damage.
-Aim is not applicable in conjunction with warfare tests.
-Hold the line is not applicable.
-Shield Wall now only protects against marksmanship attacks, and is broken if scaling walls or making fighting attacks.
-Stones thrown from wall ignores AR.
-Attacks from units (or individuals in units) are resolved against characters as having the powerful quality.
-Attacks (but not other tests) from individuals in units against characters gains +1D, +1 damage.
-Hero action against individuals in units will be met by one knockdown attempt, one grab attempt and one regular attack per combat turn, in that order.
-Narrow Passage: Only a single unit may make fighting attacks per turn against a unit defending a narrow passage.
-Push (lesser action): A unit makes an Athletics (Strength) test against the passive Athletics (Strength) of an adjacent unit, pushing it back 1 yard per DoS, on a critical failure, the unit this is used against may take a free attack or push action in retaliation. Alternatively, a unit may take this action to aid an allied unit, granting it an assist bonus to this action or to the passive result to resist. Assistance bonuses may be transferred forward in a straight line across allied units making the push action, but only applies against units also on that line. There is no limit to the amount of assistance bonus that can be granted. This action can be taken twice. If the unit making the test takes one push action that turn, all assist bonuses applies to that action, if it makes two push actions, the assist bonuses are evenly divided across the two tests.
-Motivate (greater): The commander may test Warfare (Command) TN 12 (once per unit per round, modifiers to command TN's applies), allowing a unit to regain 1 health per DoS.
Special for morale:
-Unit conditions does not automatically drop due to damage. However, a single attack dealing damage equal or greater than a unit's maximum health triggers the morale test below at a TN equal to the damage taken.
-Going to 0 health forces a morale test at the end of each turn with TN equal to damage beyond it's maximum health+6. Simple failure: worsened by one step, critical failure: worsened by two steps.
-On a failed test, this continues against a TN equal to damage beyond the point of it's last failed test+6.
-The reform action does not make a unit regain health, but it takes an injury after it's morale test (always TN 9), on a success it improves it's condition by one step, for each additional DoS it regains health as if taking the catch your breath action, on a critical failure, it takes a wound instead of an injury.
-There is no penalty for a unit being disorganized.
-A unit can take a number of injuries equal to it's endurance, if it can't take more injuries, it may take a wound instead, a unit is annihilated if it's wounds equals it's endurance rank.
Disorganized: +3 TN to all orders except reform, -1D to all tests except morale. Will autonomously reform unless ordered otherwise.
Routed: +3 TN to all orders, -1D to all tests, unless successfully reforming on it's first lesser action, it will autonomously use it's second lesser action to retreat, if no successful order to reform is given, it will autonomously quit the field, withdraw or yield (unit's order of preference).
Injuries adds +1 to the TN of all orders.
Wounds adds +3 to the TN of all orders.
Special for casualties:
-Number of times routed/disorganized no longer applies for calculations.
-Each injury taken by a unit increases it's casualties by +1D.
-Each wound taken by a unit worsens it's condition for the purpose of casualties by one step.
Consideration for qualities:
Berserker: Individuals in units are too cowed to make any actions against you (This is here because Nemesis).
Inspiring: Note that Robyn does not qualify as a unit leader, but can otherwise give bonuses to attached/adjacent units, the bonus to attacks also applies to push.
Nemesis (Otho Bracken): Blame this for the special provisions above (and his appearance)
Proud: Attempts to compel treating this as if you and not Mikel is the one Otho should worry about, damage dealt to you is then 2/3 normal.
Vainglorious: Attempts to compel engaging with Otho (can still give up greater actions).
Consequences:
Robyn and Mikel: +8 glory each.
Davos: +2 glory if victorious.
-Defeating Otho (It is possible that he is not defeated even if the battle is won): +5 glory, divided across those engaging him (round down).
-On a success, 40 Strength worth of Forces must be pulled away from Battle Valley to garrison the castle, but holding it will grant considerable advantages in the aftermath of that battle regardless of it's outcome. Any casualties does not count towards the strength of either side (If Brackens hold the castle, Blackwood casualties will count towards battle valley strength).
-Capturing Warrior's Seat: 50 Victory Points, will also have an impact in the aftermath of Battle Valley.
-Failing to capture Warrior's Seat likely will make Otho Bracken make an appearance at Battle Valley, depending on how many scratches he takes.
Blackwood Forces:
Commander: Davos
Heroes: Robyn, Mikel (Barring some very improbably horrible rolls, they should easily manage to attach themselves to whichever unit they like during the first warfare round).
3x Seasoned Freeriders with upgraded equipment (Dismounted).
Grapnels available.
Bracken Forces:
Commander: Ser Manfryd Bracken
Hero: Ser Otho Bracken
1x Seasoned Guards with upgraded equipment (uses shields and maces).
1x Seasoned Archer Militia with upgraded equipment.
Victory Conditions:
Blackwood: Force the Guard unit to surrender (It will do so if it fails to reform during a turn which it starts as routed, or it is destroyed/annihilated)
Bracken: Force a Blackwood retreat.
Warrior's Seat Defenses:
-Mostly covered by Trenches, except for a small area near the gatehouse allowing a single unit to attempt to scale the walls at a time.
-Superior Stone Wall in the part that may be scaled, defenders may attack with stones against units adjacent to this part.
-Units manning the walls gains the benefits of higher ground against all units not on the walls. They have access to stones.
-The causeway leading to the gatehouse and scale-able wall slopes upward for this grant the defenders of the narrow passage higher ground until they are pushed back at least 1 yard (+1b, +1 Damage).
-The narrow passage is 10 yards deep, if the defending guard unit is pushed back beyond this, Blackwood units may pass through. To move to a position from where the Guards may be attacked (other than by the Blackwood unit in front of it), unit speed is reduced by a factor of 10/Y for a distance of 20 yards, where Y is the number of yards beyond 10 that the Guards have been pushed. Two units may move through the gap at a time.
Pre-engagement:
-Commanders may test Warfare (Tactics) with +1 assist at the start of the battle, outlining the actions a unit is intended to follow (should be reasonably simple instructions such as move in shield wall, then attack/push and move through gap to flank, reform is not covered).
-Davos gains +1D from extra time on this test due to surprise attack.
-The result is treated as the command test for all one's units for as long as they carry out the plan as outlined, granting +1 to any tests involved per DoS.
-Once a unit is given a command of any kind, the new test takes precedence (but things like autonomously reforming does not count).
-Commanders may additionally test Persuasion (Command), granting +1 health and +1 to morale tests to all units.
-Both tests are made against the standard command TN (Which may be increased due to injuries/wounds and unit conditions).
Character scale:
-Characters are limited to 5 combat rounds worth of actions per warfare round, but all movement is doubled.
-Up to two characters may engage with Otho Bracken at a time, (only two characters may attack/hinder him in any way between the end and start of his turn, he may still move to attack others).
-If Mikel is engaged with Otho, he may give up a greater action to trade blows, each combat round he does this, Otho may not make any attack actions (other than as noted below).
-Otho may make two standard attacks against Mikel (cautious allowed) per warfare round if Mikel gives up actions to engage him.
-If another character engages him alongside Mikel for the same number of actions as Mikel does, the damage Otho deals before AR to Mikel is 2/3 normal, while the attack is also resolved against the other character who takes 1/3 normal damage before AR.
-Otho may take a number of additional attack actions equal to the number of total attack actions taken by Blackwood characters, subject to the restrictions of one attack per combat round (attacks against those giving up actions counts towards his total attacks across the combat round).
-Blackwood characters being unattached to a unit takes an attack from the archer unit each round.
Amendments to warfare rules applying in this scene:
-Higher ground grants +1b, +1 damage.
-Aim is not applicable in conjunction with warfare tests.
-Hold the line is not applicable.
-Shield Wall now only protects against marksmanship attacks, and is broken if scaling walls or making fighting attacks.
-Stones thrown from wall ignores AR.
-Attacks from units (or individuals in units) are resolved against characters as having the powerful quality.
-Attacks (but not other tests) from individuals in units against characters gains +1D, +1 damage.
-Hero action against individuals in units will be met by one knockdown attempt, one grab attempt and one regular attack per combat turn, in that order.
-Narrow Passage: Only a single unit may make fighting attacks per turn against a unit defending a narrow passage.
-Push (lesser action): A unit makes an Athletics (Strength) test against the passive Athletics (Strength) of an adjacent unit, pushing it back 1 yard per DoS, on a critical failure, the unit this is used against may take a free attack or push action in retaliation. Alternatively, a unit may take this action to aid an allied unit, granting it an assist bonus to this action or to the passive result to resist. Assistance bonuses may be transferred forward in a straight line across allied units making the push action, but only applies against units also on that line. There is no limit to the amount of assistance bonus that can be granted. This action can be taken twice. If the unit making the test takes one push action that turn, all assist bonuses applies to that action, if it makes two push actions, the assist bonuses are evenly divided across the two tests.
-Motivate (greater): The commander may test Warfare (Command) TN 12 (once per unit per round, modifiers to command TN's applies), allowing a unit to regain 1 health per DoS.
Special for morale:
-Unit conditions does not automatically drop due to damage. However, a single attack dealing damage equal or greater than a unit's maximum health triggers the morale test below at a TN equal to the damage taken.
-Going to 0 health forces a morale test at the end of each turn with TN equal to damage beyond it's maximum health+6. Simple failure: worsened by one step, critical failure: worsened by two steps.
-On a failed test, this continues against a TN equal to damage beyond the point of it's last failed test+6.
-The reform action does not make a unit regain health, but it takes an injury after it's morale test (always TN 9), on a success it improves it's condition by one step, for each additional DoS it regains health as if taking the catch your breath action, on a critical failure, it takes a wound instead of an injury.
-There is no penalty for a unit being disorganized.
-A unit can take a number of injuries equal to it's endurance, if it can't take more injuries, it may take a wound instead, a unit is annihilated if it's wounds equals it's endurance rank.
Disorganized: +3 TN to all orders except reform, -1D to all tests except morale. Will autonomously reform unless ordered otherwise.
Routed: +3 TN to all orders, -1D to all tests, unless successfully reforming on it's first lesser action, it will autonomously use it's second lesser action to retreat, if no successful order to reform is given, it will autonomously quit the field, withdraw or yield (unit's order of preference).
Injuries adds +1 to the TN of all orders.
Wounds adds +3 to the TN of all orders.
Special for casualties:
-Number of times routed/disorganized no longer applies for calculations.
-Each injury taken by a unit increases it's casualties by +1D.
-Each wound taken by a unit worsens it's condition for the purpose of casualties by one step.
Consideration for qualities:
Berserker: Individuals in units are too cowed to make any actions against you (This is here because Nemesis).
Inspiring: Note that Robyn does not qualify as a unit leader, but can otherwise give bonuses to attached/adjacent units, the bonus to attacks also applies to push.
Nemesis (Otho Bracken): Blame this for the special provisions above (and his appearance)
Proud: Attempts to compel treating this as if you and not Mikel is the one Otho should worry about, damage dealt to you is then 2/3 normal.
Vainglorious: Attempts to compel engaging with Otho (can still give up greater actions).
Consequences:
Robyn and Mikel: +8 glory each.
Davos: +2 glory if victorious.
-Defeating Otho (It is possible that he is not defeated even if the battle is won): +5 glory, divided across those engaging him (round down).
-On a success, 40 Strength worth of Forces must be pulled away from Battle Valley to garrison the castle, but holding it will grant considerable advantages in the aftermath of that battle regardless of it's outcome. Any casualties does not count towards the strength of either side (If Brackens hold the castle, Blackwood casualties will count towards battle valley strength).
-Capturing Warrior's Seat: 50 Victory Points, will also have an impact in the aftermath of Battle Valley.
-Failing to capture Warrior's Seat likely will make Otho Bracken make an appearance at Battle Valley, depending on how many scratches he takes.