WARFARE
|
| Maneuver |
Effect
|
Win
|
Win by +4
|
Win by x2
|
Description |
|---|---|---|---|---|---|
| Attack |
Winner
|
-
|
+1d6
|
+1d6
|
Straight forward assault on opponent. Relies on
pure strength
|
|
Loser
|
-1d6
|
-2d6
|
Finished
|
||
| Defend |
Winner
|
+1d6
|
+2d6
|
+3d6
|
An attempt to hold ground against an opponent.
|
|
Loser
|
-
|
-1d6
|
-2d6
|
||
| Retreat |
Winner
|
Half Move Away
|
Full Move Away
|
Full Move Away
|
An attempt at an orderly retreat away from opponent.
|
|
Loser
|
-
|
-
|
-1d6
|
||
| Charge |
Winner
|
-
|
A full on charge meant to thrown enemy into chaos.
|
||
|
Loser
|
Double Penalty*
|
Finished
|
Destroyed
|
||
| Flank |
Winner
|
-
|
Flanks
|
Flanks
|
An attempt to gain the advantageous position
|
|
Loser
|
-
|
Flanked
|
Flanked -2d6
|
* Charging attacks which win by less than 4 have no effect except on units already with negative dice. However against units with penalty dice, the attack causes them to gain double the number of penalty dice they have. So a successful charge against a unit with -3d6 of Penalty Dice would cause it to double that number of have -6d6 Penalty Dice.
Modifiers for Comparing Specific Maneuvers
|
Unit Type
|
Attack
|
Defend
|
Retreat
|
Charge
|
Flank
|
|---|---|---|---|---|---|
|
Attack
|
+0d6
|
Defender +1d6
|
Retreater +2d6
|
Attacker +2d6
|
Flanker +1d6
|
|
Defend
|
Defender +1d6
|
+0d6
|
Retreater Succeeds
|
Defender +3d6
|
Defender +2d6
|
|
Retreat
|
Retreater +2d6
|
Retreater Succeeds
|
Both Succeed
|
Retreater +1d6
|
Retreater +2d6
|
|
Charge
|
Attacker +2d6
|
Defender +3d6
|
Retreater +1d6
|
+0d6
|
Flanker +3d6
|
|
Flank
|
Flanker +1d6
|
Defender +2d6
|
Retreater +2d6
|
Flanker +3d6
|
Both Fail
|
Effects of Sorties
| Effects | Explanation |
|---|---|
|
Add Dice
|
The unit adds the specified number of dice to the dice pool. These can be used as one time bonuses on any round in the future. Once used they are gone. They can be used until the battle is over. (At GM's discretion they may be after unit is itself Finished to retreat (new roll based only on floating dice must exceed finishing attack). |
|
Subtract Dice
|
These dice are first subtracted from the floating dice pool. Once the floating dice pool is exhausted the unit with penalty dice must play those dice each rounduntil they are regained (by gaining bonus dice). If no attack is faced during a round one penalty die is removed. A unit may opt to ignore One Penalty Die by withdrawing a half move (but the opponent presses on), or Two Penalty Dice by going into a full retreat (Full move, Opponent can press as well). |
|
Move Away
|
This moves the unit a distance away. If a half move is made. Then the opponent's infantry can attack only with Charges on the next round (Cavalry can attack with normal attacks). If a Full Move is made, then the units are separated and another move is required to get them into combat position (Cavalry can still charge if equal or faster units). |
|
Finished
|
When a unit is Finished, it is out of the battle. Typically this means that it is in chaos and cannot do anything. If the opposing unit is not otherwise engaged, it can opt to capture or kill the finished unit. Finished units may attempt to flee the battlefield. But at the least they are out for the rest of the battle. |
|
Flanked
|
When a unit is flanked, it is in poor position. It suffers the penalties of being flanked(1d6) until it (a) does a successful flanking maneuver itself, (b) finishes or destroys the opponent, (c) the opponent retreats, or withdraws. |
|
Destroyed
|
Units which are destroyed are not necessarily killed. If they are in a castle or otherwise without escape they may be captured if both sides agree (otherwise they are killed). If in the open they may try to flee the battlefield at the discretion of the loser.(Capture or reassembly is to be determined by future role-playing). |
Long Term Effects of Combat
After a battle is it assumed that most forces will be tired. One will hold onto the penalty dice for about a half hour per penalty dice. The floating pool of Bonus Dice does not regenerate until full day's rest has occurred. It is also possible that there will be losses and casualties. Even the victor is assumed to lose some soldiers. For every penalty die a unit took (keep a record of these) the Player should roll a die. The result indicates the number of injured. The number of dice itself equals the number of dead(or seriously injured) and deserters (double this number if the victor tries to kill the losers rather than capture them). For the loser of the battle: roll 1d6 and divide by eight. The fraction indicates the numbers of injured. An additional half of that are dead, deserters or seriously wounded and unable to return to the unit. Generally speaking these numbers can be recovered fairly quickly when the group returns to a city. Other effects such as a the potential loss of commanders, reputation and land all have other consequences.
Special Circumstances