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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 />

die for the extra d6; damage from this extra die applies to<br />

the target normally, and on a “6” it also breaks the target’s<br />

shield. He can rearm (if another shield is available)<br />

under the usual rearming rules.<br />

As noted on Pendragon page 174, missile attacks suffer a<br />

-5 penalty against shielded foes. If an attack misses<br />

because of this penalty, the missile has lodged in the<br />

shield. Arrows and stones do not matter, but if it the missile<br />

is an angon that scores 5+ points of damage, or any<br />

other hurled weapon that score 6+ points of damage, the<br />

target suffers a -/+2 reciprocal penalty in hand-to-hand<br />

combat per missile stuck in his shield until he removes<br />

them. Removing one missile requires a full round and<br />

either a Strength -5 roll (-8 for angons and other barbed<br />

javelins) or inflicting 12 points of damage (16 for angons)<br />

on the missile (no attack roll needed). Each impacted missile<br />

also reduces the shield’s -5 benefit against missile<br />

attacks by 2 points (the shield moves awkwardly).<br />

Sturdier shields become available in Phase 3 for triple the<br />

usual cost. Such shields resist shield damage effects half the<br />

time (d6 = 1-3).<br />

New Battle Rules<br />

Battle Formations<br />

Gamemasters can use these formations to describe the<br />

moves and countermoves of a Pendragon battle. They<br />

apply only to the first charge, after which units usually<br />

disintegrate into individual melees and skirmishes.<br />

Optionally, characters whose commanders place them in<br />

a formation gain certain benefits during the “Melee<br />

against Random Enemies” segment of the Battle System.<br />

This can include a Leader/Follower Bonus, even though<br />

these do not usually apply to first charge.<br />

Scildburh Formation<br />

A foot unit can form a scildburh if it is two to ten men<br />

deep, and at least five times as wide. The front rank carries<br />

large shields and huddles together so that they overlap.<br />

Two-handed swinging weapons are useless within the<br />

crowded scildburh. Spears, on the other hand, let rear<br />

ranks contribute to the battle. While durable, even<br />

against cavalry, scildburhs are slow, clumsy, and easily<br />

outflanked; moving scildburhs also tend to drift dangerously<br />

rightward, as each man unconsciously crowds<br />

toward the shield to his right. The Saxons and the Romans<br />

are the main users of the scildburh (the Romans know it<br />

as the testudo or fulcum).<br />

If your commander puts you in scildburh during the first<br />

charge, test Battle:<br />

Success gives the following advantages:<br />

You gain +2 shield armor. Your shield modifies<br />

enemy missile fire by -7.<br />

Against foot foes, or any foes in wecg, you gain<br />

a Leader/Follower Bonus equal to the half depth<br />

of the scildburh or +6. whichever is lower.<br />

You reduce the Mounted reflexive +/-5 modifier<br />

to +/-2, and can cancel it entirely by passing an<br />

extra Prudent test.<br />

Failure to form scildburh forces you to test [Reckless.<br />

Success: you charged ahead of the scildburh, gain none of<br />

its benefits, and count as Alone next round. Failure: you<br />

are in the scildburh’s rear ranks, where you gain no scildburh<br />

benefits and probably don’t engage the enemy].<br />

The best Roman troops can break their scildburhs into<br />

smaller units, enabling them to maneuver freely and<br />

avoid the rightward drift problem. Such well-drilled<br />

Roman troops are rarer than giants or wyrms in Britain<br />

after 400.<br />

Other Cultures: Cultures who do not normally form<br />

scildburhs (Cymri, Picts, Irish, Occitanians, etc.) use the<br />

lower of Battle or Prudent when forming the scildburh.<br />

Wecg Formation<br />

This amplifies a battle line’s tendency to “bulge” when<br />

the central commander and his bodyguards charge, and<br />

then men farther from the center join in. As this “wedge”<br />

of warriors hits the enemy lines, soldiers rushing to join its<br />

back ranks push the “point” deep into the enemy formation.<br />

A wecg is not highly maneuverable: it either goes<br />

forward, or stops.<br />

Wecg is exclusively a Saxon (Germanic) and Roman tactic<br />

(the Romans call it the cuneus, or swine’s head). Later in<br />

the Pendragon campaign, the Saxon knights who join Sir<br />

Mordred charge in mounted wecgs on huge barded<br />

destriers - a fearsome sight straight out of Alexander<br />

Nevsky.<br />

If your commander puts you in wecg, test [lowest of<br />

Battle, Energetic, or Horsemanship if mounted. Critical:<br />

At the point. Gain a +6 Leader/Follower Bonus. Success:<br />

On the edge. Gain a +3 Leader/Follower Bonus. Failure:<br />

In the rear. No bonus. Fumble: A leaf in the storm.<br />

“Alone” in next melee round].

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