Pendragon: Chivalry is Magic
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).