Battle Theory

Step 1: Determine Size of Raid: (Roll 1d6)

  • 1: Small Raid – Bands of Brigands and Looters
    • Glory: 50
    • Enemy Battle: -5 to enemy skill
    • Battle Events: 1
    • Default Knights/Lineage/Levy: 5/15/150
  • 2-5: Normal Raid – Large Raiding Parties
    • Glory: 100
    • Enemy Battle: Normal
    • Battle Events: 2
    • Default Knights/Lineage/Levy: 10/30/300
  • 6: Large Raid – A Small Invasion
    • Glory: 150
    • Enemy Battle: +5 to enemy skill
    • Battle Events: 3
    • Default Knights/Lineage/Levy: 20/60/600
  • If you do not meet the default level, you are at -5 Battle, and the enemy is at +5 Battle.
  • If you have less than half of the default level, you are at -10 Battle, and the enemy is at +10 Battle.
  • If you more than double the indicated level, you are at +5 Battle, and the enemy is at -5 Battle
  • If you more than triple the indicated level, you are at +10 Battle, and the enemy is at -10 Battle

Step 2: Determine Enemy Force (Roll 1D6)

  • 1: Cymri Rebels/Bandits:
    • -2 to enemy battle skill (ill trained),
    • +5 to your Valorous (they’re merely peasants), -25 Glory
  • 2: Irish
    • -5 to your Prudent (They’re VERY good at taunting),
    • +5 to your Horsemanship (They have few horses)
  • 3: Picts
    • -5 to your Horsemanship (They have no compunctions about attacking horses),
    • +5 to Weapon Skill (They’ve no Armour)
  • 4 : Saxons
    • -5 to your Weapon Skill (They’re experienced against Knights)
    • +5 to your Prudent (They’re known to recklessly charge, except for when they don’t)
  • 5: Experienced Saxons
    • As above, but +5 Battle
  • 6: Cymri Dishonorable Knights
    • -5 to your Valorous (They’re known to be some of the most brutal villains),
    • +5 to enemy battle skill (skilled combatants),
    • +25 Glory (Feared and hated by all)

Step 3: Roll For Random Conditions:

Roll a d20 a number of times indicated on battle size. Re-roll any duplicates.

  • 1: A legendary hero: A legendary hero arrives just before the battle and joins your forces: +3 to your battle roll, +10 Glory
  • 2: Strife in the enemy camp: -3 to enemy Battle skill
  • 3: Excellent terrain: +5 to your Horsemanship roll
  • 4: Nearby Medical Herbs: After total calculations, halve casualties.
  • 5: Battle Chant: Add Orate to the list of Battle Skills
  • 6: Vengeance runs Hot: Substitute Reckless instead of Prudent
  • 7: Holy Site: Add Pious to the list of Battle Skills
  • 8: Good Omens: +5 to your Valorous
  • 9: A heroic battle: Multiply Glory by 1.5
  • 10: No event
  • 11: Terrible Weather: -5 to both sides Battle Skills/
  • 12: The Bard fell ill: Multiple Glory by .75
  • 13: Bad Omens: -5 to your Valorous
  • 14: Pre-Dawn Raid: Add Energetic to the list of Battle Skills
  • 15: Wait the Enemy Out: Add Siege to the list of Battle Skills
  • 16: Avenge the Peasants: Add Vengeful to the list of Battle Skills
  • 17: Malicious Presence: After total calculations, double casualties
  • 18: Fleas: -5 to your horsemanship skill
  • 19: Betrayal from within: -3 to your battle skill
  • 20: An infamous villain: +15 Glory, +5 to enemy Battle skill.

Step 4: Roll your pre-Battle skills

  • Note: You may impassion these rolls, but if you do not crit an impassioned skill, you must make an Aging roll.
  • You must roll for the following:
    • Valorous
    • Prudent
    • Horsemanship
    • Weapon Skill
    • Plus any Battle Skill from the above table.
  • Results per Roll:
    • Fumble: -2 to your Battle
    • Fail: -1 to your Battle
    • Success: +1 to your Battle
    • Critical: +2 to your Battle

Step 5: Roll Battle

  • Total all modifiers, then roll your Battle skill vs the enemy’s Battle skill.
    • As a default, the enemy’s Battle skill is 20.
    • Any Mercenary favour cashed in grants +1 to your Battle roll, and -1 to the enemy Battle Roll
  • Results
    • Fumble: Multiply casualties by 3. Gain double Glory. Take a Major Wound. -4 to Knight Survival
    • Critical Loss: Multiply casualties by 2. Take a Major Wound. -2 to Knight Survival
    • Loss: Multiply casualties by 1.5. Roll CON or take a Major Wound
    • Tie: Normal casualties
    • Win: Multiply casualties by .75. +2 to Knight Survival
    • Critical Win: Multiply casualties by .5. Gain double Glory. +4 to Knight Survival

Step 6: Calculate Casualties:

  • Knight Casualties – Roll a d20 for each. Factorin modifiers from Step 5.
    • Young Knights: Knight dies on roll of 2 or less
    • Middle-Aged Knights: Knight dies on roll of 4 or less
    • Old Knights: Knight dies on roll of 6 or less
  • Lineage/Levy losses: Roll a D20, add your Battle modifiers from Step 4.
    • Casualties: You lose 20 – (Roll + Modifiers) * 5%. Minimum 5%.
    • Do this twice, once for Levy, once for Lineage Men, Levy getting the worse of the two rolls.
    • Factor in multipliers from win results.
    • Round up (It’s a brutal world afterall).

Battle Theory

Pendragon: Chivalry is Magic Erathia Erathia