After battle section:
Rank and file recovery:
After each battle both armies may spend camapign points to recover the lost models for a winning army the cost is 1 campaign point and for a defeated army cost 2 campaign points, this may be done once per campaign turn and after roll 2d6 and consult the cahrt bellow
2 no recovery
3 1 in 4 recovery
4-6 1 in 3 recovery
7-9 1 in 2 recovery
10-11 2 in 3 recovery
12 full recovery
Rank and fil modifers
+1 if you won a battle
+1 for each captured baggage train
-1 if u lost a battle
Character recovery
Make a roll for each hero slain or destroyed on the battlefield
2-3 Dead, dead, dead.
4-5 injured and captured
6 stunned. If the battle is lost the character ins captured on a D6 roll of 1-3 otherwise full recovery.
7-9 recovery. Roll a D6 on a roll of 1 roll on the injury table otherwise full recovery
10-11 full recovery
12 full recovery but the character now suffers from hatred of the enemy that laid him low. If he already has hatred it gains eternal hatred of the enemy.
Character injury chart
2 Sever injury. The controlling player may choose to lose an arm ( -2 Ws, no great weapons or shields) or a leg (halve move)
3 Battered. character suffers permanent -1 To
4 Head wound. The character now suffers stupidity
5 Loss of an eye. -2 Bs
6-8 Beaten Down Character is at half attacks round down for the next 2 campaign turns after which he will be fully recovered
9 Old war wound. -2 In
10 Leg injury -1 Move characteristic
11 lost hand. Replace the hand with a hook( counts as an additional hand weapon). the character may not carry great weapons but may still cary a shield
12 Impressive scars. The character now causes fear.
Characters as prisoners
If a character is taken as a prisoner it may be traded back to the owing army for the right favours or profits(campaign points) or may be sold at a mercenary bazar for a Dogs of war unit ready to be used in the next combat the army participates, or it may be executed. If u decide to execute the prisoner roll 2d6 and consult the chart
2 disaster. not only does the character escape with all his orginal equipemnt, but he does so in a spectacular fashion. Any other character who are friendly to the escapee and who are also help by the curent army are likewise freed. Furthermore, each escapee mau choose to slay a single unit, capture on enemy character, or steal a magical item.
3-5 the character ovwerpowers his guards and escapes by means of heroic subterfuge, amazing swordplay, and unrivaled bravado. What guts! What prowess! the character may imediately join the nerest army or city. The characters equipment is lost.
6 The character escapes through bribery, dressing up as an old washer woman or some other disraceful ( but effective) method. In D6 turns the character wo;; rea[[ear out of the wilds at the owning player capital. He may than be reactivated to his former post. All his previous equipemnt is lost
7-8 Portents of ill omen cause the execution to be stayed at the last moment. The character must remain a prisoner, and no more execution attempts may be made until next season.
9-10 The character fails to come up with convincing plan and is slain outright by the cruel captors
11-12 The character is slain as with the previous result, but somehow it is mroe dynamic and bloody, or maybe it just hurts more as the roll was high. After all, you can only be so dead.
Fleeing from combat
It's true that a campaign is all about fighting great battles, but there may be times when a palyer may wish and army to avoid contact with an enemy. Avoiding an enemy is not very easy, adn there is a chance that such a decision would mean utter anihilation.
When an enemy army moves in the same region with your army adn you wish to flee the incoming battle make a leadership test based on the highest leadership of one of the characters in the army, if there are no characters use the highest leadership among your core troops. If the test is passed add +1 to the roll on the Flee chart to determine the rezults of the flee action.
Flee chart
1 Failiure and disaster. Roll a d6 for each unit and character in the army. On a 4+ the unit/character is destroyed the remaining units are scatered adn the baggage train is captured.
2-3 Caught. The fleeing player may choose to play a rearguard scenario or treat thi as a failiure and disaster roll.
4-5 Narrow escape. the army just avoids the clutches of the oncoming enemy but looses 2d6*50 points woth of troops (these must be alocated until one unit is destroyed then any remaing points go to the enxt unit and so on). Move the fleeing army to an adjacent region and in the following turn it must spend 1 campaign point or it will flee again.
6 Precision retreat. With well drilled precision, the army retreats from the oncoming enemy. Move the fleeing army to an adjacent region.
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