WARFARE
Rules for determining the outcomes of military engagements.

Modifiers  Styles  Comparison  Effects  Special Rules  Example

Military encounters will used relatively simple rules to determine the advantage and success of any military engagement. Much in the way of tactics will be assumed rather than required of the player-commanders. The outcomes of actual sorties will be determined by dice rolls (these can be done by the GM or through the Irony Dice server). Victory conditions will vary as will the disposition of defeated opponents. The die rolls will be using the 3d6 convention of Dramatis Personae™ (modified for scale). Strengths and Advantages add dice to the 3d6 that are rolled and the top 3d6 are compared to the opponent's score. Weaknesses and Disadvantages also add dice to the 3d6 rolled, but then the lowest 3d6 are compared to the opponent's score. Whoever has the highest score 'wins' the sortie, the amount by which the opponent's total is exceeded determines the degree of victory. Sorties continue until either a unit s finished, destroyed or both units stop fighting.

How to Determine a Unit's Dice:

Begin with 3d6.

Basic Strengths (these add to the unit's dice pool in most circumstances)

  • +1d6 for Medium Armor
  • +2d6 for Heavy Armor
  • +1d6 for Commander's Strength in Command or Tactics

Basic Weaknesses (these subtract from the units dice pool in most circumstances)

  • -1d6 for a unit which has moved over half its daily movement that day.
  • -2d6 for a unit which has moved its entire daily movement that day.
  • -1d6 if unit has fought recently in a number of days equal to the negative dice in floating pool.
  • -1d6 for unit which is unrested, hung-over, or otherwise ill prepared.
  • -2d6 if no trained leader commands the unit.
  • -1d6 if the unit is split from its normal commander (but still under some leader)
  • -1d6 if unit does not speak the same language

Circumstantial Modifiers (these depend on the circumstances and may vary in a single battle)

  • +1d6 for being +25% bigger than the opponent (measure from smaller unit up)
  • +2d6 for being +50% bigger than the opponent
  • +3d6 for being +100% bigger than the opponent (twice the size)
  • +4d6 for being +200% bigger than the opponent (three times the size)
  • +5d6 for being +400% bigger than the opponent (five times the size)
  • +6d6 for being +800% bigger than the opponent (nine times the size)
    Cavalry doubles the size of unit for purposes of comparing the sizes
  • +1d6 for Cavalry versus Infantry on relatively open ground
  • +2d6 for Cavalry versus Infantry on fields, roads or similarly clear ground
  • +1d6 for Unit with superior weapons (for the combat)
  • -1d6 for Cavalry in cluttered terrain
  • -2d6 for Cavalry in brush, scrub, clutter, cliffs, or marshes
  • Double the effective size of an infantry unit defending fortifications. (Requires ability to defend the walls)
  • +1d6 for every level of defense in fortifications
  • +1d6 for Higher Ground
  • +1d6 for Outflanking (attacking from an unexpected or undefended direction)
  • +2d6 for Attacking on Two Fronts
  • +3d6 for Attacking on Opposite Fronts (Left Right, Front Back)
  • -1d6 for Heavy Units Retreating
  • +1d6 for Light Units Retreating
  • +1d6 for Cavalry Units Charging
  • +1d6 for Light Units Flanking heavier Units
  • -1d6 for Heavier Units Flanking lighter Units

Unit's Floating Dice Pool (special bonus or penalty dice used during a battle)

  • +1d6 for the square of the average level of the Unit (1 =+1d6, 2= +4d6, 3=+9d6)
  • +1d6 for the level of the commander (cumulative 1st = +1d6, 2nd = +3d6, 3rd = +6d6)
  • -1d6 for every .2 level below zero.(untrained militia counts as -1)
  • +1d6 for the winning initiative (must be used the first sortie)
  • +2d6 for surprising the opponent (must be used the first sortie)
  • +3d6 for ambushing an opponent (must be used the first sortie)
  • Special Bonus dice for loyalty, morale, divine blessing, reputation, (varies)
  • Special Penalty dice for low morale, magical curses
  • Double Penalty dice for mercenary troops.

Combat Maneuver and Effects of Wins in Sorties

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

Archers
Archer Units can only attack units that are up to two moves away. Once engaged in Melee they attack as whatever kind of unit they are apart from being archers (typically light infantry). Archer sorties are always just plain Attacks but unlike normal sorties only the Archers roll. They roll 3d6 modified by appropriate bonus and penalty dice against 11. So a 12 to 14 indicates the targets get -1d6, 15 or higher they suffer 2d6. So long as they are targets for the archers they can apply bonus dice (to their defense), or if they suffer penalty dice they must roll them. Roll penalty dice and for every "1" subtract 2 from the target number (11-2=9), for every "2" subtract 1 [Up to a maximum of any three in combination, hence a maximum -6]. So it is possible for an archery unit to Finish another. Likewise, when rolling bonus dice for every 5 add +1 to the Archer's target number (11+1=12), for every 6 add +2. Thus it can made impossible for some volleys to effect some units.
Multiple Units engaging a single unit
When two or more units engage a single unit, each unit attacks on its own (and the defending unit rolls against all opposing units (separately)).In addition each outnumbering unit gets the bonus for outflanking (+1d6 to +3d6). If the outnumbered unit wins both contests, then it can move (pressing the others back) in which ever direction it chooses. If it beats one but not the other(s), then if may move in the direction of the one it beat, remain in place, or withdraw a half move (if it can). If it loses both contests, then it is forced in a direction of the choosing of the victor, or if attacked from both sides,it stays put but suffers double the effects of the sortie. Any bonus dice it applies must be applied individually to a sincle die roll against a single opponent, but each penalty die must be applied to all units it is engaged with that round. A successful Flanking or Charging attack (by the outnumbered unit) against all opponents will allow the outnumbered unit to move through one opposing unit and put them all on one side of it.
Retreating/Moving through one's own units
A unit may retreat through another of its own units (assuming that the latter is not Charging). However. Doing so hampers the efforts of the other unit and gives it 4d6 of Penalty dice (modified by the size difference of the two units). 400 troops retreating through 200 would give the 200 8d6 of penalty dice. Likewise 200 retreating through 400 would give them only 2d6.
Combining Units
If two units combine they add their numbers together. However they suffer a 1d6 Weakness for not having the usual commander (unless they were split from the same unit that engagement). Also if they are not the same type of units (e.g. infantry/cavalry or light/heavy) then they fight as the worst unit against any particular foe. Any bonus or penalty dice are distributed between them as well (proportionally). So a 200 person unit with 4 penalty dice joining a 400 person unit with 2 bonus dice would add 2 penalty dice thus canceling the bonus dice. Likewise, a 200 person unit with 4 bonus dice joining a 400 person unit with 4 penalty dice would add 2 bonus dice thus negating 2 penalty dice. Levels are averaged, additional penalties may apply if the two units have radically differing styles, cultures or languages.
Top

Sample Fight