Toni Sihvonen (order #92780) 62.142.248.1
Toni Sihvonen (order #92780) 62.142.248.1
Toni Sihvonen (order #92780) 62.142.248.1
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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />
Round 2: Either flee as mandated above, or decide<br />
between encourage your own men, rally fleeing<br />
forces, or voluntarily flee.<br />
Flee: Any leader can flee voluntarily, which adds another<br />
-2 to the Rout Total modifier for the remaining characters.<br />
Rally fleeing forces: Roll Walorous or Orate plus Rout<br />
Total. Your results modify the Rout Total, which can<br />
recover cowards, or create more of them, increasing or<br />
reducing the Rout Total for the next round. (Continuing<br />
the example above, three men try to rally fleeing forces,<br />
scoring 1 Success for +I and 2 Failures for -2. This net -1<br />
increases the Rout Total to -7, and means that one more<br />
force must flee. If you decided to encourage your own<br />
men, you do not roll now, but may be forced to flee by<br />
this outcome.)<br />
Encourage your own men: Roll Walorous or Orate plus<br />
Rout Total. Modify their Follower’s Fate Roll according to<br />
your roll: Critical +lo. Success: +5. Failure: 0 Fumble: -51<br />
At the end of the round, roll for your Follower’s Fate,<br />
modified by the Rout Total. “Losses” are subordinates<br />
who run away.<br />
Round 3: As above. If you choose the same action (rally<br />
or encourage) a second time, you gain a +3 modifier to<br />
your skill. Forces still fleeing at the end of this round cannot<br />
be rallied.<br />
Round 4+: The enemy arrives and the skirmish starts.<br />
Roll First Round Battle. Odds are 3-2 against your starting<br />
forces, before anybody fled: this may make current odds<br />
worse than 3-2. The Rout Total still applies. The melee<br />
continues for ld6 rounds. Fleeing forces make Follower’s<br />
Fate rolls for each of those rounds.<br />
Aftermath: Non fleeing forces roll a final Follower’s<br />
Fate. If all followers are gone, leaders are killed or captured:<br />
if any followers remain, the enemy falls back. Gain<br />
10 Glory for every round in which you did not flee, and<br />
5 Glory per 5% of your followers still intact at the beginning<br />
of round 4. Remember to gain glory from Skill use,<br />
x2 if you rallied fleeing forces.<br />
Attack the Horsemen!<br />
Situation: An enemy duke Fumbles his Battle roll: instead<br />
of charging, his knights mill around in front of the Saxon<br />
lines, losing control of their mounts. Your leader<br />
announces a (very rare) foot charge against horsemen.<br />
You are outnumbered 3-2, but the knights’ dis<strong>order</strong> cancels<br />
out their mounted superiority (Total Modifiers: -3).<br />
Round 1: The Saxon leader and his immediate neighbors<br />
bellow their war cries and charge. More men join the<br />
charge, gathering into a wecg with the leader at its apex.<br />
Roll to form wecg. Wecg Formation: page 1261<br />
Round 2: The point of the wecg crashes into the swirling<br />
mass of horsemen. Only characters with Critical wecg<br />
results can fight. Their mounted targets must each test<br />
[Horsemanship -10: Critical, Success = fight normally;<br />
Failure = unhorsed, fight at -5: Fumble = thrown from<br />
horse for 2d6 damage ignoring armor, fight at -101. Work<br />
out melees.<br />
Each standing, dismounted man (friend or foe) is also<br />
attacked this round by a panicked horse [Kick at 5: damage<br />
5d61, while prone men suffer [Trample at 10; 6d6<br />
damage]. The British will ignore the horse attacks (making<br />
them unopposed): Saxons can do the same, or allocate<br />
part of their skills to fending off the horses.<br />
Round 3: As above: only characters with Successful or<br />
better wecg results can fight.<br />
Round 4: As above: all characters can fight. Continue<br />
until you obtain 2-1 odds in your favor, at which point<br />
the knights flee.<br />
Aftermath: Gain normal Glory for defeating a knight,<br />
+10 for the unusual situation. Roll Battle twice: each<br />
Success gives you a knightly captive, and each Critical<br />
gives you two. (Saxons should pass Forgiving to save each<br />
captive for ransom - if they fail that, and pass Vengeful,<br />
the have killed the captive.) Roll Follower’s Fate, as usual.