ScariksGPC Battle

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Step 1: Roll Battle vs Intensity

-Your result on this roll determines your options.

  • Crit: As success + opportunity.
  • Success: Attack, Attack with Another, Attack vs Two, Charge, Push Deeper, Flank, Disengage
  • Tie: Attack, Attack vs Two, Attack with Another, Stand Fast, Disengage
  • Partial Success: Attack vs Two, Stand Fast, Disengage
  • Fail: Stand Fast, Flee
  • Fumble: Stand vs Two, Stand vs Charge

Attack and Stand Fast are nearly identical and are how we normally resolve battle. The difference is that Stand means you have no choice in how many rounds you fight nor which enemy, if there is a choice. You also can't seach or help others when forced to Stand.

Charge you must start the round Disengaged in order to charge.

Push Deeper gets you to the more dangerous enemies faster at the risk of being disrupted if you lose more than you win. Its basically charging without the bonus.

Flank is a risky maneuver to let you get an advantage in the next round that you can perform when you can't or won't Disengage for a round. In the round chosen you roll 1d6-2 (min 0) and fight that many enemies. If 4 enemies are rolled one must be a missile unit while the others are determined normally.

Attack vs Two and Stand vs Two mean you have to split your skill against 2 enemies. A loss against either counts against you so if you ignore one to use full skill on the other then they attack unopposed and if they hit you take damage and a -1 to your win progress.

Stand vs Charge means an enemy manages to charge you and gets a bonus to their skill and damage for it. This will always be an enemy that is mounted, has longspears, or berserkers.

Disengage is an orderly withdrawal (with a +10 modifier to combat skill and Battle) and let's you begin the next round Disengaged which means you can Charge.

Flee is a disorderly rout (roll Cowardly) and uses Horsemanship instead of you weapon skill. If you succeed you are Disengaged for the next round and can charge, if you fail you take damage and get away but are Disrupted next round which means you have to sit it out to recover or take -10 on your battle and combat rolls. If you succeeded on the Cowardly roll when fleeing then you have to roll valorous successfully each round to re-enter combat. If you crit cowardly or fumble valorous then you quite the field entirely and are out of the battle.


Step 2: Fight your enemy

Attack or Disengage

If attacking you may fight until you fail, choose not to continue or 1d3 rounds have elapsed.

If Disengaging you fight 1 round and then are disengaged.


Stand, Push, Flank or Flee

If Standing fight 3 rounds win or lose.

If Pushing fight 1d6 rounds until you fail (you may not decide to stop early otherwise).

If Fleeing fight 1 round using Horsemanship vs their weapon as described above.

If Flanking vs zero enemies use Horsemanship vs Intensity for Unit Victory. Otherwise fight 1 round vs all enemies. On a Win you get +5 on all skill rolls (battle, weapon and horsemanship).


Step 3: Followers fight the same enemy as you

Follower crits allow you to ignore a single of your own Loss results for purposes of determining if you Triumph, Win, Lose or Crush that round.

Follower success allows you to invoke the Bodyguard bonus with only 1 casualty rather than 1d6 casualties.

Follower tie does nothing. No casualties and no penalties, but no bonuses either.

Follower fails causes 15% casualties (minimum 1 knight). If the fail is the result of a partial success note it and gain +1 for each such success on the Follower Return table at the end of the battle.

Follower fumbles (or enemy crits) cause 30% casualties (minimum 2 knights).


Step 4:Squire roll

If you lost your squire and chose Attack roll Awareness vs 2d20 (first is difficulty, second is the roll vs the difficulty). If you win you recover him. If not resolve as below.

If he's still lost make a Squire roll vs the intensity. If he wins he returns.

On a partial he stays lost.

On a failure he is injured and on a fumble (or intensity crit) stop rolling for him this battle and we'll learn his fate at the end. On a crit he returns with a captured horse.

If he's not lost you may roll to have him aid you if needed.


Step 5: Results

Compute Glory: Each enemy you win against gives you its full glory amount, double that on a crit. Each time you fail get half that amount or none on a fumble..

Determine Unit Result: Count up the number of times you (personally, not your followers) achieved wins or losses. If you Win 50% or more of the required exchanges your unit result is a Win. If you fought at least 3 exchanges and won 100% of them the result is a Triumph. If you lost more than 50% the result is a Lose and if you lost all of the exchanges and fought at least 3 the result is a Crush.

Remember that when dealing with missile troops that if they miss then your own result doesn't matter and that counts as a Win with full glory.

These unit results figure into the over all progress of the battle. A Win normally lowers the Intensity for your force while a Triumph has enhanced results. A Loss typically makes the Intensity worse for your side and/or inflicts a negative effect on your unit. A Crush always causes both worsened Intensity and deleterious effects.