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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.

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