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Battle Crib Sheet

Battalions; Three battalions; Vanguard, Centre and Rearward. General takes the Centre.

Commanders; choose leader for each battalion based on social rank, or ability.

Battle Duration; each army chooses from 1 to 6 rounds, Circumstances dictate duration.

Strategic Considerations; Battle roll to affect his army’s effectiveness. Leadership = BAB of character + charisma
modifier/2 + Professional Soldier score/3 + Morale of troops (-4 to +4).
Tactics modifier
Critical success. +5
Success 0
Failure -5
Fumble -10
These battle modifiers are then passed down to each battalion commander.

Melee
Melee Events
Roll 3d6 and check the following table for each player unit. The resulting modifier is applied to the unit commander’s Battle and
Followers’ Fate rolls for the round.
Dice roll. Mod Dramatic effect dice roll mod dramatic effects
3 Player battalion routs enemy is confused
-15 13 +5
4 Player unit retreats Enemy battalion outnumbered
-10 14 +5
5 Surge of elite enemy Enemy pulls away
-10 15 +5
6 (triple) Player battalion retreats Enemy battalion retreats
-5 15(triple) +5
6 Player battalion outnumbered Surge of victory
-5 16 +10
7 Player battalion surrounded Enemy unit retreats
-5 17 +10
8 enemy pushes forward Enemy unit routs
-5 18 +15
9-12 Could go either way
Note that the Gamemaster does not make separate Melee Event rolls for enemy units.

Unit Battle roll; Determines opportunities, and if the unit is engaged, or disengaged.
Unit commanders and knights who are alone make Battle rolls in melee, modified by the most recent Melee Events result for
that unit or knight.
Modifiers; Tactics modifier, Melee Events, Battlefield conditions, Army tactics, Strategy Track, Commander Boons, Resources,
Special Abilities.
Added to Armies Offensive Modifier. The enemies Defensive Value, at a -10 modifier is subtracted from this to get a final modifier
to the Generals and commanders leadership score.

Strategy DV OM Damage Dealt Further modifiers

Defensive +4 —4 —30% casualties Mounted against unmounted +5*

Cautious +2 —2 —15% casaulties Flying against non-flying +5*

Standard +0 +0 +0 Unit can teleport +20*

1
Event options; Disengaged Unit; engage (hand to hand), engage with missiles/spells, withdraw, give first aid, pillage a corpse,
retreat to back of battle, rally troops, look for his unit, a horse

PC actions; characters may well take out entire units from their actions. Enemy army ACR, OM, DV
and other modifiers, may have to be recalculated mid-battle. Enemy losses are added to total enemy
losses when calculating final Fates.

Seek Special Event; Commanders who get a critical success on Battle roll may roll 1d20 on the special event table.
1-5. Disadvantageous result: player unit is engaged by an enemy unit of the gamesmasters choice
6-10. Normal targets only: roll on the battle encounter table.
11-15. Advantageous result. Player unit can choose which unit to attack from battle encounter table.
16-18 Enemy noble or hero (usually accompanied by bodyguard retinue).
19. Enemy standard (usually accompanied by bodyguard retinue).
20. Enemy commander (usually accompanied by elite bodyguard retinue).

Next, roll on appropriate Battle Enemy table, but with modifiers as noted above.

Followers Fates; Each complete battle round, unit commander roll Followers’ Fates.
Followers Fates table (modifiers; melee event table).
Roll. Result
Critical success. One enemy of appropriate rank is captured per 5 subordinates. No losses
Normal success. 10% losses (2% killed, 8% wounded).
Failure. 50% losses (10% killed, 25% wounded, 15% captured).
Fumble. 75% losses (50% killed, 25% captured).

Retreat, Rout, Pursuit; Some Melee Events results have special results. See description.

After the Battle


Determine the Victor; GM rolls 1d20 on the Battle Results table for the player’s army.
Modifiers to the Battle Results roll are as follows:
Damage
Strategy Battle Results Fate modifier Fate modifier
Dealt

Battalion on player side routed —10 2 or less Decisive defeat +5

Battalion on player side


—5 3-18 Indecisive result 0
retreated

Enemy side routed +10 19+ Decisive victory -5

Enemy side retreated +5

The total casualties for each army is determined by final Battle roll made by the army commander, with the Fate Modifier
from the chart above.

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