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: unit triumphs, no damage taken.

Follower success: unit wins, no damage taken.

Follower partial or tie: unit loses, minor damage taken.

Follower fails: unit loses, normal damage taken.

Follower fumbles: unit crushed, major damage taken.

Enemy crit: unit loses on partial, crushed on fail. Double casualties.

Enemy fumble: Unit result shifts one step better (Lose to win, win to triumph). No damage on Partial, minor on Fail.


Step 3.5 Unit casualties

0-12 men

  • Minor damage: 1 casualty
  • Normal damage: 2 casualties
  • Major damage: 3 casualties


13-24 men

  • Minor damage: 2 casualties
  • Normal damage: 3 casualties
  • Major damage: 4 casualties


25-36 men

  • Minor damage: 3 casualties
  • Normal damage: 4 casualties
  • Major damage: 5 casualties


Each knight who takes a casualty is Injured. A knight with 2 injuries is Wounded. One with 3 is Mortally Wounded.

When a knight is damaged by a non-peer enemy* (archers, footmen, most picts, Ceorls (not Heorths!)... Basically any unit with a DMG value of 4d6 or less) reduce the number of casualties by 1 level. If this would result in 0 casualties roll 1d6. On an odd result 1 casualty is inflicted to a knight of the player's choice rather than a random one.

If the damaged unit consists of footmen and needs to be tracked then consider all damage to be one step more severe. For footmen fighting other such troops these two effects cancel and they suffer casualties as if knights fighting knights. Keep in mind the unit sizes are larger though so double the number of casualties for each damage result.

If a knight is: Injured. He may continue to fight without penalty.

Wounded. Fighting on causes aggravation. Roll 1d6 for each round a wounded knight keeps fighting. On an odd result he is Injured.

Mortally Wounded. He may not fight and must be removed from battle. Make a squire roll for him. If successful he is safely removed. If not then the commander must disengage or perform a rescue to allow him to be removed. If the commander can't or won't do so (or the rescue fails) then roll 1d6. On an odd result the knight dies on the field. On subsequent rounds repeat the squire roll, if it fails again repeat the d6 roll as well.



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.


Follower's Fate[edit]

Follower Recovery

First Aid

If a unit is Disengaged it may remain so to perform first aid on the field with a Healer skill of 10. If any member of the unit has a better first aid score they may attempt it once on another knight in the unit provided they themselves are not Wounded. Alternately the unit may Remove from Battle to the reserves and find better healers. Their skill is 10+1d6. Notable healers in the unit may use their own skill twice when off the field.

Yes, notable healers may attempt a passion roll.

Also yes, if you were brave enough to bring your own physician (or even your wife!) then they may make the healing rolls if you remove from battle.

Mark off that the knight has received first aid for his wounds.

For Injured or Wounded knights:

If first aid is successful reduce injury by one level.

If it is a failure there is no effect.

On a crit the injury is reduced by 1 level and the knight is not considered to have received first aid. Another attempt can be made immediately if the knight is still hurt.

A fumble of course makes things worse. Increase the injury level of the knight by 1.

For mortally wounded knights

Mortally wounded knights must be treated immediately. If their unit cannot or will not disengage then a squire roll must be made. Failure means the knight dies before he can be evacuated. Critical success means an excellent healer is found. Treat all 1d6 results for skill as 6s. Normal success means a typical healer is found. The healer then rolls their First Aid skill.

A successful roll means the knight survives the battle. A failure means the knight dies of his wounds. Critical success means the knight's condition improves to Wounded though he remains unconscious.


After the Battle


Each knight who took damage makes a CON roll.

If he is only injured he gets +5.

If he is mortally wounded he gets -5


A Crit means the knight's wounds heal miraculously fast: a day for injured a week for wounded and a month for mortally wounded.


Success on this roll means the knight will recover assuming he is allowed to rest and has an adequate healer to care for him. Injured knights who succeed are fully healed in a week and may perform normal duties immediately. Wounded ones need a month of light duty and mortally wounded ones need a season to become wounded during which they may perform no useful tasks. It is possible that injuries will mean a vassal knight cannot fulfill his obligations to his own lord and will have to hire mercenaries or perform service himself if asked. A generous lord may discharge this duty or have his marshal modify the schedule so that healthy knights can cover for unhealthy ones, but it is not cruel or unexpected for a lord to not do so.


Failure on the CON roll means the knight needs a skilled healer. The healer rolls Chirurgery with the same modifiers as the CON roll.

Success heals the knight to the next category in the times given above (week/month/season).

Failure means the knight does not recover in that period. If mortally wounded make a CON roll. If the knight fails, he dies. Otherwise roll again after a week/month/season as applicable.

A Fumble means the knight gets worse by 1 level. If already mortally wounded he dies.

A crit works as above for the CON roll.


If a knight is going to die due to a failed roll it is always known in advance. How far varies but it is always a few days and often a week or more. At that point only magic can save them if they have or can gain access to it and are willing to pay the price.


Ordinary Knights have CON 14

Notable Knights have CON 15