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'''Step 3: Followers fight the same enemy as you'''  
 
'''Step 3: Followers fight the same enemy as you'''  
  
Follower crits: unit triumphs, no damage taken.
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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: unit wins, no damage taken.
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Follower success allows you to invoke the Bodyguard bonus with only 1 casualty rather than 1d6 casualties.
  
Follower partial or tie: unit loses, minor damage taken.
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Follower tie does nothing. No casualties and no penalties, but no bonuses either.
 
 
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.
 
  
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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.
  
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Follower fumbles (or enemy crits) cause 30% casualties (minimum 2 knights).
  
  
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==Follower's Fate==
 
==Follower's Fate==
  
'''Follower Recovery'''
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Check each injury thusly:
 
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*Injured knights roll CON+10 (and thus normally recover automatically)
'''First Aid'''
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*Wounded knights must roll CON+5.
 
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*Unconscious knights must roll CON+5 if they had only light injuries.  
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.
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**If both wounded and unconscious roll CON.
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.
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**If mortally wounded roll CON-5.
 
 
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.
 
  
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*If the roll succeeds the follower recovers normally.
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*If the roll fails you have to roll again. On a success they recover slowly. On a second failure they succumb to their wounds.
  
 
Ordinary Knights have CON 14
 
Ordinary Knights have CON 14
 
 
Notable Knights have CON 15
 
Notable Knights have CON 15

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