Player's Handbook · Chapter 11

Warfare

Warfare

Warfare Essentials

The rules of warfare are specifically designed to be a natural extension of the combat system described in Chapter 9: Combat so that the Narrator can change the perspective from player characters and their individual battles to describing the movements and heroics of entire armies. While the rules here are designed to reflect the ebb and flow of large-scale battles, many of the peculiarities of combat hide inside necessary actions to enable the game to proceed in a manner where the players and their characters remain the focus of the game and prevent it from devolving into a war game.

Scale

Warfare occurs on a scale beyond the individual combat rules, involving hundreds or thousands of fighters instead of tens. Rather than dealing with single combatants, the battle rules involve units, which are groups of 100 men each. When the game "zooms" in to deal with individual player characters, the players don't face entire units, but they may face squads—groups of 10 men. In combats that feature 20 combatants or less, use the standard combat rules. For larger engagements, you can use the player mode described in this chapter. A battle can occupy a large area, although you can choose to break it down into smaller skirmishes and conflicts in order to keep it focused.

In the combat system, the default unit of measurement in combat is the yard. Each character occupies a space about 1 yard square, and how a character moves is also measured in yards. As you move up to a new level of scale, the scale also increases. In warfare, you measure distances in increments of 10 yards, so each space is effectively a 10-yard square, an area that can easily hold a unit of 100 men on foot. When dealing with cavalry units, each 10-yard space holds about 20 horses and their riders.

Time

Since the action unfolds in a larger area and involves many more combatants, each round covers more time than it does in combat, so 1 battle round equals 10 combat rounds, or one minute. When switching to the PCs, you track their actions in rounds.

Commanders

For a fighting force to be effective in battle, it needs a commander, a visible leader on whose shoulders rests the responsibility of issuing orders and directing the troops in battle. A force's actions all derive from the commander, and without a clear leader, an army is in danger of collapse or routing. Generally, the character with the highest Status is the army's commander.

Orders

The commander's primary function on the battlefield is to direct the units under his command. Each commander achieves this by issuing orders to attack, charge, move, and so on. Supporting the commander are a number of sub-commanders, made up of officers, aides, advisors, and other characters who possess some skill at leadership. A commander may employ one sub-commander for every two full units in his army.

Before the battle begins, each side must select a single commander. That commander can issue a number of orders equal to his Warfare rank. Each sub-commander also has one order. Thus, a commander with Warfare 4 can issue four orders. If he had two sub-commanders, they could each issue one order, and so their side in the battle could issue a total of six orders each battle round.

Issuing Orders

Issuing an order is not as simple as telling the unit where to go and what to do. It requires a commander with some tactical sense and force of personality to cut through the fog of war and properly instruct the unit to do as desired. Any time a commander or sub-commander would issue an order, the character must roll a Warfare test. The Difficulty of the test is the unit's Discipline, plus any modifiers based on the order given. Complex orders can increase the Difficulty, while simple orders rely on the unit's Discipline alone.

  • A successful test indicates the unit performs the order as directed.
  • A failed test means the unit does not receive or refuses to perform the order. However, if a unit has already been commanded, it will follow any standing orders it has received even on a failed test (see page 186 under Orders for more on standing orders).
  • Finally, a Critical failure on a test indicates the unit takes no action and doesn't follow standing orders.

Activating Units

Whenever you first successfully issue an order to a unit, that unit becomes activated. Until a unit is activated, it takes no action during the conflict. Once a unit is activated, though, you do not need to issue new orders to the unit, for it follows its first instructions each battle round until its objective is met, it breaks, or you issue a new command.

No Commanders

When a force loses its command structure, it quickly disintegrates. Each unit drops to disorganized (see page 188) and follows the last order it was given. Henceforth, the entire force has one order each round until its unit is routed or destroyed. Any character who joins the army and has at least Status 2 can take command. See Take Command on page 187.

Heroes

In addition to commanders, armies often have heroes, notable individuals that can influence the outcome of a battle by their mere presence. A hero can rally troops, lead charges, or even attack units if desired. Heroes differ from commanders in that they have more freedom and can act independently of a unit. Heroes do not add to a commander's orders. An army can have one hero per rank of the commander's Status, usually filled by player characters first and important Narrator characters second.

Heroes in Battle

Generally, a hero acts during the player character steps of battle, taking turns independently from the developments of the battlefield. Heroes can, however, join units to improve their abilities and shore up flagging defenses.

Victory & Defeat

In war, the consequences of defeat are more than just the lives lost on the battlefield. A disastrous defeat could cripple a house, reducing their holdings and arbitrations to ashes. A defeat in war often results in the loss of valuable resources. The sack of one of your castles or towns results in losing resources bound up in those holdings. Having enemies occupy your lands reduces your domains and your resources invested in those lands. When an army marches through your field, burning crops and murdering your smallfolk, you lose Population and Wealth. Thus each battle you fight, if you must fight, puts at risk all you hold dear.

Components of Warfare

Like characters, units have a number of abilities and derived abilities that describe their effectiveness in battle. The most important components of units are presented here.

Abilities

Like characters, the basic capabilities of a unit are described by abilities, ranks, and specialties. Individually, each character in the unit may be unremarkable, an ordinary individual thrust into the heat of battle, or he could be a skilled warrior, a mighty hero noted for courage, battle prowess, and raw toughness. A unit's abilities, however, are independent of the men and women that make up the unit. Instead, the abilities reflect the unit's effectiveness as a collective fighting force, describing the training, teamwork, and discipline of all its members.

Determining Abilities

When you create a unit (using the rules described in Chapter 6: House & Lands), your unit begins with rank 2 in each ability. The unit's type opens up the abilities you can improve, while the unit's training describes by how much you can improve these abilities in the form of upgrades. Any time you invest your Power into units, you must assign your upgrades to your chosen abilities. From these assignments, you derive other important battle statistics.

Defense

As with individual characters, Defense describes a unit's ability to avoid attacks. It functions as the base Difficulty enemy units need to defeat on Fighting or Marksmanship tests to deal damage to the unit. A unit's Defense equals:

Unit Defense = Agility + Athletics + Awareness – Armor Penalty

See Table 10-1: Unit Starting Equipment or 10-2: Equipment Upgrades for more information.

Health

Also like characters, units have Health, which functions in the same way as it does in combat.

Unit Health = Endurance Rank × 3

Movement

When an infantry unit is ordered to move, it moves 40 yards. A cavalry unit moves 80 yards. A unit ordered to sprint moves four times its normal Movement. A unit with bulky equipment (see following) reduces its movement by 10 yards for each point of Bulk. Naval units move 60 yards, but cannot sprint.

Equipping Units

On the battlefield, the specific types of weaponry and armor are unnecessary. Under most circumstances, a unit carries a variety of weapons—axes, swords, spears, and so on. Similarly, soldiers are assumed to be wearing some form of protective armor and may carry shields (Cavalry, Infantry, Mercenaries and Personal Guards all carry shields). Table 10-1: Unit Starting Equipment establishes the base damage the unit deals with a successful Fighting or Marksmanship test, its starting armor, and Bulk if any. If a unit has two or more types, select the package you prefer from the various types listed.

Units are necessarily abstractions. However, you can repurpose units to let them fulfill different functions on the battlefield. You can change a unit from one type to any other type as part of the Manage Resources House Action (page 122), provided you have the Power available to pay for a unit's increased price. If the unit's Power Investment would be reduced, you do not gain a refund on the difference (excess Power investment is lost). Changing unit types allows you to convert archers (who don't use shields) to infantry (who do use shields) and thus take advantage of certain battlefield orders.

Marksmanship Attacks

Units armed with Marksmanship weapons are equipped with Close Range or Long Range weapons. Close Range weapons allow units to attack enemies up to 20 yards away. Long Range weapons allow units to attack targets up to 200 yards away.

Equipment Upgrades

You can improve the armor and weapons of any unit under your command by permanently spending points from your Wealth resource. Each point spent on a unit increases its AR, its Fighting Damage, or its Marksmanship Damage. You can increase each component once. Table 10-2: Equipment Upgrades shows the changes to units and the various upgrades.

Special Equipment

In addition to the normal arms and armor possessed by a unit, you can also equip units with a variety of specialized equipment. Doing so requires an expenditure of a resource, permanently reducing the value of the resource indicated by the specialized equipment.

Ram

Resource: 1 Land (battering) or 2 Land (covered)

A battering ram is a weapon used to smash through doors or gates. There are two main types of ram: the basic battering ram, and the covered ram.

Battering Ram

A simple ram is made from a felled tree, stripped of limbs, and capped with a steel or iron head (sometimes fashioned into a fantastic shape). The ram is hefted by a small team who can move it quickly into an attack position.

You may equip any one non-cavalry, non-warship unit with a small ram. While equipped, the unit cannot attack but gains +2D on Athletics tests made to burst through doors and gates. A small ram counts as destroyed if the unit carrying it is routed or destroyed.

Covered Ram

A covered ram is a larger variant of the simple battering ram, wherein the ram is installed into a wheeled frame. The frame is covered by a canopy that provides protection for the crew, shielding them from arrows, boiling oil, and so forth. The frame takes time to move into position, but once in front of its target, the ram is pulled back on a swinging harness by a team of men (or horses) and pulleys. The swinging harness lets the ram crash into its target with much greater force.

To equip a large ram, you must have one unit of engineers and another non-cavalry, non-warship unit. The ram must be rolled into position (move 10 yards), at which point the units use ropes and horses to pull the ram back and release to allow the speed and weight of the device to punch through doors. A large battering ram has Athletics 8 for the purposes of bursting doors and gates. A large ram has 20 Health and an 8 Armor Rating. Units manning the ram gain a +5 bonus to their Defense. Once the ram is reduced to 0 Health, it is destroyed.

Boiling Oil/Water

Resource: 1/2 Wealth per use

Flung from a catapult or dropped from the walls, use of boiling oil and boiling water is vicious, scalding enemy troops or catching them on fire to spread it among their ranks.

  • Boiling water deals 5 damage to a unit ignoring AR.
  • Boiling oil deals 10 damage ignoring AR. If a unit hit by boiling oil is hit by a fire attack in the same round, the flames deal 1 point of additional damage each round for 1d6 battle rounds. Units routed by this attack risk spreading the fire to other units they pass. Each time they pass or move through a unit it gives a 1 in 5 chance that the fire spreads, dealing 1 damage to the other unit.
Mantlets

Resource: 1 Wealth per unit armed

Mantlets offer units protection against Marksmanship attacks. Consisting of a reinforced and heavy wooden shield attached to a wheeled frame, units can approach their enemies without fear of bolts and arrows. A unit protected by a mantlet reduces their Movement by –10 yards but gains a +5 bonus to Defense against Marksmanship attacks.

Scaling Ladders, Ropes, and Grapples

Resource: 1/2 Wealth per unit armed

Scaling ladders and grapples are used to scale enemy walls. Ladders often feature a hooked end to secure it to the battlements and make it more difficult to dislodge the ladders. A unit can carry ladders to a fortification, but while so equipped, the unit cannot make attacks. Once in place, all climbing units gain +1D on Athletics tests.

A defending unit can be ordered to clear the ladders. Each order negates one unit's worth of scaling ladders and grapples, though units that perform this order take a –5 penalty to Defense against Marksmanship attacks.

Siege Tower

Resource: 2 Wealth per unit armed

A siege tower is a simple fortified wooden tower on wheels, designed to transport troops to an enemy fortification while protecting those soldiers from missiles and other attacks. A siege tower moves 10 yards per round and is drawn by horses and slaves. A tower can hold one unit. The tower grants the unit inside a +5 bonus to their Defense. If the siege tower reaches the walls of a castle or similar stronghold, the unit does not need to roll Athletics tests to climb the walls.

A siege tower has AR 8 and 20 Health. Should the tower be reduced to 0 Health, it and the unit it contains are destroyed.

Turtle

Resource: 1 Wealth per unit armed

Used to protect soldiers as they approach a fortification, the turtle stops arrows and projectiles from catapults and trebuchets. A turtle is a stout wooden frame equipped with a rounded top and mounted on six to eight huge wheels. The turtle has space enough for 1 non-cavalry, non-warship unit.

Units protected by a turtle have their Movement reduced to 10 yards, but gain a +10 bonus to their Defense. While protected, the unit cannot make attacks. Exiting a turtle takes a standard order for the unit to move.

Wildfire

Resource: 5 Wealth per unit armed

Restricted: Wildfire is produced exclusively in King's Landing by the Pyromancers.

Also known as "the Substance", wildfire is the creation of the Alchemist's Guild at King's Landing. Once a powerful organization steeped in mysticism and magic, their power and influence waned over the years until they were replaced by men of learning—the maesters—at the Citadel. Although far diminished from their past day of glory, the pyromancers exist still and stand as custodians over the remaining reserves of the wildfire hidden in secret vaults throughout King's Landing.

Wildfire is a volatile substance, a greasy, thick fluid carefully contained in airtight ceramic pots and buried in sand until used. Older wildfire is even worse than the newly manufactured measures, as it's known to ignite with even the faintest disturbance. The only way to put out wildfire is to smother it completely, and even then, there are no assurances. Once ignited, wildfire burns with a wicked green flame, consuming all it touches.

To be exposed to wildfire is to face an agonizing death.

Wildfire makes even the most disciplined units hard to control, such is their healthy respect for the substance. The Difficulty to issue an order to the unit increases by +3. While armed with wildfire, they can make no other attacks until they use it. Furthermore, a unit armed with wildfire that takes damage stands a 1 in 6 chance of having it erupt, affecting them instead.

When successfully ordered to attack using the substance, the unit flings their pots at an adjacent unit by making a Marksmanship test. A failed test indicates the wildfire strikes an adjacent 10-yard space. A Critical failure on a test results in a mishap, and the wildfire instead affects the unit. On a hit, however, the wildfire deals 7 damage (ignoring armor, with additional damage per degree) on the first round and again every round for 2d6 rounds. Units routed by wildfire risk spreading it to other units they pass. Each time they pass or move through a unit, there is a 3 in 6 chance the wildfire spreads, dealing 3 points of damage to the other unit each round for 1d6 rounds.

Discipline

Discipline is the Difficulty of the commander or sub-commander's Warfare test to issue orders and regain control over troops in battle. Inexperienced troops are harder to control than veterans, and troops of specific types may be less controllable than others. Whenever a commander would give an order to a unit, he must make a Warfare test. If the test succeeds, the unit performs the order. Orders, and their effects, are described in detail starting on page 186. A commander can only issue one order per round of warfare, and on a failed Warfare test, the unit either performs the last standing order it received or, if it has no standing orders, does nothing.

Anatomy of a Battle

A battle takes place over a number of battle rounds. While resolving the particular battles may take place over a relatively short period of time, most engagements include a great deal of travel, maneuvering, and feints, none of which are included in the actual battle and which occur outside of the battle's resolution. A battle consists of eleven steps, followed in order.

Step One: Battlefield Step Two: Unit and Leader Placement Step Three: Parlay and Terms Step Four: Initiative Step Five: Siege Weapons Step Six: First Player Actions Step Seven: Orders Step Eight: Second Player Actions Step Nine: Resolve Standing Orders Step Ten: Repeat (4–9) Step Eleven: Resolution and Consequences

Step One: Battlefield

The battlefield is the scene of the engagement, the stage on which the drama of war unfolds. All battlefields have five components: scope, terrain, visibility, weather, and fortifications. During Step One: Battlefield, the Narrator describes each component in turn, noting them on a map or sketching them out for the players.

Scope

Scope is the size of the battlefield, the effective area where the combat unfolds. Scope may be small—confined to a single road through a wood—or quite large, spreading out over a mile or more. The Narrator should define the scope of the battlefield to be commensurate with the size of the armies involved. There's no need to have a massive battlefield when playing through a skirmish that involves a handful of units. Similarly, an enormous engagement involving dozens of companies on a side should have enough room for the units to move and maneuver. If you're using miniatures (or something else) to represent the units, the size of the battlefield should be at least 10-inches square for every four units on a side. Should a unit move beyond the scope of the battlefield, remove it from play.

Terrain

Of all the battlefield components, terrain is perhaps the most important and the one that's likely to have the greatest influence on the battle's outcome. Terrain can provide strategic advantages, such as when an opponent holds higher ground, or weaknesses, such as when slowing troop movement and reducing visibility. A battlefield can have any number of terrain types, but Narrators are encouraged to mix it up to create interesting scenarios. The more terrain features, the more complicated the engagement. As a rule of thumb, consider including one terrain type for every four units involved.

Table 10-3: Terrain
Terrain TypeEffects
CoastEnables warships
Community — HamletSlow movement
Community — Small TownCover (+1 Defense), slow movement
Community — Large TownCover (+2 Defense), slow movement
Community — Small CityCover (+2 Defense), slow movement, no cavalry
Community — Large CityCover (+5 Defense), slow movement, no cavalry
Desert*Slow movement
Grassland
HillSlow movement, +1B on Fighting and Marksmanship tests†
IslandEnables warships
Mountain+2B on Fighting and Marksmanship tests†, very slow movement, no cavalry, no siege weapons
Plain
RoadRemoves slow movement, changes very slow movement to slow movement, enables warships, enables cavalry (in mountains)
RuinCover (+2 Defense)
WallCover (+5 Defense), blocks movement
Water — StreamSlow movement
Water — RiverBlocks movement or slow movement with bridge, enables warships
Water — PondSlow movement, enables warships
Water — LakeBlocks movement, enables warships
WetlandSlow movement
Woods — LightCover (+2 Defense)
Woods — DenseCover (+5 Defense)

*Desert is any plains terrain without grasslands, water, or woods. †This bonus applies on attacks made against opponents at lower elevations.

Effects of Terrain

Terrain can modify Movement, provide cover, restrict actions, and provide combat bonuses, as shown on Table 10-3: Terrain. A commander may spend 1 Destiny Point to ignore the effects of terrain for one order.

Blocks Movement

Units (non-warships) cannot enter areas containing the "blocks movement" terrain feature.

Bonus Dice

Defending units in this terrain feature gain the indicated number of bonus dice to Fighting and Marksmanship tests. As usual, their ability ranks restrict the number of bonus dice they may roll.

Cover

Units given the Defend order gain the listed bonus to their Defense against Fighting and Marksmanship attacks.

Enables Warships

This terrain feature allows you to use warship units on the battlefield. Such units can only make Fighting tests against adjacent units and Marksmanship tests against units in range.

No Cavalry

This terrain feature prevents the use of cavalry on the battlefield. Certain terrain features negate this effect.

No Siege Weapons

This terrain feature prevents attackers from using siege weapons. If the defender has a fortification, they may use siege weapons normally.

Slow Movement

This terrain reduces Movement by –10 yards (or –1 yard at the character scale).

Very Slow Movement

This terrain reduces Movement by –20 yards (or –2 yards at the character scale).

Visibility

Visibility functions as Vision Qualities described in Chapter 9: Combat and imposes all the same penalties, which are summarized here.

When in an area of dim light, you take –1D on all Agility, Athletics, Awareness, Fighting, and Thievery tests. You take –2D on all Marksmanship tests.

In areas of darkness, all terrain counts as slow movement (or very slow if already slow). You also take –2D on all Agility, Athletics, Awareness, Fighting, and Thievery tests, and –4D on all Marksmanship tests.

Due to difficulties in lighting an entire battlefield sufficiently to improve visibility, battles are rarely fought in the dark; armies typically await the first light of dawn to attack.

Weather

There's a reason why most armies choose to fight on clear days and in perfect conditions. Weather is a significant factor; it interferes with Marksmanship attacks, makes moving a chore, and can be a deciding factor in many engagements.

Rain

Rain comes in two varieties: light and heavy. Light rain imposes no penalties. Heavy rain, however, imposes a –2 penalty on all Fighting and Marksmanship test results. Extensive rain can change the terrain to slow movement and increase streams to rivers.

Snow

Like rain, snow comes in two varieties: light and heavy. In light snow, all units take a –2 penalty on all Fighting and Marksmanship test results. Heavy snow functions as light snow but reduces visibility to darkness.

Fortifications

Fortifications are any constructed terrain that interferes with Movement and provides cover. Examples include ditches, stakes, walls, buildings, and so on. A terrain feature includes a fortification if the house that governs the lands invested in one. Fortifications provide bonuses to Defense to a number of units they contain. The following fortifications refer to the ones described in Chapter 6: House & Lands. Moving through an area containing a fortification requires an order—scale the walls, cross the moat, and so on.

Fortifications
FortificationDefenseCapacity
Superior Castle+12A superior castle can house up to ten units.
Castle+8A castle can house up to five units.
Small Castle+6A small castle can hold up to three units.
Hall+4A hall can hold up to two units.
Tower+3A tower can hold up to one unit.

Temporary Fortifications

When a permanent structure is not available, you can construct temporary fortifications, such as ditches, stakes, earthen ramparts, and so on. Any unit can assemble temporary fortifications, provided they have at least six hours before the battle begins. These fortifications can provide protection for just one unit. So long as the unit occupies the temporary fortification, it gains a +1 bonus to Defense. If the fortification was constructed by an engineer unit, the bonus increases to +2.

Step Two: Unit & Leader Placement

Once the battlefield is described, both sides may place their units, commanders, sub-commanders, and attach any heroes they have to units if desired. The defender goes first, placing a unit somewhere on his side of the battlefield. The attacker then places a unit, then the defender, and so on until all units are placed. Next, the attacker can place his commander and all sub-commanders. The defenders then place their commanders and sub-commanders. Finally, if either side has heroes, they can, starting with the defender, place them on the battlefield or attach them to units (see Heroes on page 177, and the Attach warfare action on page 185 for details).

Concealed Units

Attackers and defenders may try to conceal units during placement, provided there is terrain or a terrain feature that grants cover. In order for a unit to be concealed, the unit must roll a Stealth test against the closest enemy unit's passive Awareness result. A success indicates that the concealed unit gains +1D on its first Fighting or Marksmanship test. If it's detected before it can attack, it loses this benefit.

If you have successfully concealed a unit, do not physically place the unit on the battlefield. Note where you placed the unit on scratch paper. Once the unit attacks, place it on the battlefield.

Step Three: Parlay & Terms

Before any battle is engaged, the attacker has the option to offer terms by sending forth an envoy under the peace banner to treat with the enemy. Likewise, the defender may also send forth an envoy to parlay with the attacker. During this step, the attacker declares what terms he's willing to offer in exchange for surrender—usually sparing the lives of the troops and taking the heroes hostage. The defender may offer up resources to appease the attacker. If the terms are agreed upon, the battle is averted, and normal play resumes.

Attacking an envoy under the banner of peace is a dishonorable act. Doing so reduces the house's Influence resource by 1d6.

Step Four: Initiative

Initiative sets the order in which each commander issues his or her orders. To determine initiative, each commander rolls a Warfare test. The Narrator takes the results and notes them on paper or cards from highest to lowest. In case of a tie, the character with the highest rank in Warfare and then bonus dice from the Strategy specialty goes first.

Unlike combat, the order of initiative in battle is determined each round to account for all the unquantifiable elements that alter the tenor of the battlefield, including botched orders, set-backs, smoke, noise, and numerous other factors. As well, should a commander fall, changing the order of initiative may reflect differences between commanders.

Step Five: Siege Weapons

As wars have raged across Westeros and, indeed, the rest of the known world, the weapons of war have evolved to respond to battlefield innovations, to circumvent fortifications, and, above all, to wipe out large numbers of soldiers. Siege weapons can provide a strategic advantage but at the cost of resources and mobility.

Using Siege Weapons

Each side, starting with the side that won initiative, may spend an order to fire a number of siege weapons equal to the commander's Warfare rank. The engineer unit controlling the siege weapon (remember, an engineer unit can control up to four siege weapons) rolls a Warfare test against their target unit's Defense and deals damage on a hit multiplied by the degree of success. Once a siege weapon is fired, it cannot be fired again on the next battle round. Effectively, a siege weapon can fire every other round. Specific rules for siege weapons are included in each entry.

Common Siege Weapons

The following siege weapons can be found on battlefields throughout Westeros. Each entry includes the cost to resources, relevant combat statistics, and any special rules pertaining to the weapon.

Catapult

Resources: 1 Wealth (small), 2 Wealth (medium), 4 Wealth (large)

Move: Stationary in battle — AR: 5

Health: 10 (small), 20 (medium), 40 (large) — Damage: Varies by ammunition (see special rules)

Range: 300 yards (small), 400 yards (medium), 500 yards (large)

Having monstrous wooden frames like great, skeletal birds, catapults are some of the most fearsome siege weapons in Westeros. Used both offensively and defensively, these siege engines use counterweights to launch deadly ammunition.

Special Rules

A catapult deals damage depending on the type of ammunition hurled by it. Stone shot is the default ammunition, and incurs no extra cost. To use barrels of oil or wildfire, you must spend Wealth to equip the catapult as you would an ordinary unit. See the following chart for damage based on size and ammunition type. Multiply the base damage by the degree of success on the Warfare test.

Catapult Ammunition
SizeStone ShotPitch/OilWildfire
Small33†7‡
Medium55†7‡
Large77†7‡

† Damage ignores AR. ‡ As Wildfire (see page 181)

You may use the catapult to shatter walls and fortifications. For the purpose of smashing objects, it has an effective Athletics 5 (small), Athletics 7 (medium), or Athletics 9 (large).

Mangonel

Resources: 3 Wealth — Move: 10 yards — AR: 3

Health: 20 — Damage: 6 — Range: 200 yards

A siege weapon that is cousin to both the catapult and the trebuchet, the mangonel hurls projectiles at a castle's walls. The mangonel was an earlier invention than the trebuchet, and it throws shot at a lower trajectory but at a higher velocity than the trebuchet—its purpose is to tear down walls, rather than attack the defenders by shooting over the walls. It has been described as kicking like a mule when fired. The mangonel is more of a field weapon, is often built on wheels, and can hurl both stones and flaming pitch. Although not very accurate, its maneuverability and versatility make it a useful weapon on the battlefield.

Special Rules

You may use the mangonel to shatter walls and fortifications. For the purpose of smashing objects, it has an effective Athletics 10. When used against units, the mangonel imposes –1D on Warfare tests.

Scorpion

Resources: 1 Wealth — Move: 10 yards — AR: 1

Health: 10 — Damage: 3 (ignores Armor) — Range: 500 yards

A projectile siege engine that is essentially a giant crossbow, the scorpion uses torsion springs made of horsehair or animal sinew. The scorpion hurls spears or stones and can do terrible damage to a man or a building.

Special Rules

At the battle scale, each scorpion is, in fact, three separate devices. When fired during the battle round, all three devices fire at a specific unit, dealing the normal damage. A scorpion can be used against an individual character. When used thus, the attacker rolls a Warfare test but with –1D. On a successful hit, the scorpion deals 10 damage.

Spitfire

Resources: 2 Wealth — Move: 10 yards — AR: 2

Health: 20 — Damage: Special — Range: 200 yards

This siege weapon is specifically designed to hurl pots of boiling oil. The pots are made of clay, so they will shatter on impact, burning any targets unlucky enough to be caught in the spray. Spitfires can also launch pots of wildfire with terrible results.

Special Rules

A spitfire comes equipped with boiling oil ammunition. A successful hit deals 3 damage (ignoring armor). You can upgrade the ammunition to wildfire, but you must spend Wealth to equip it as you would an ordinary unit. Wildfire deals 7 damage and behaves as described on page 181.

Trebuchet

Resources: 4 Wealth — Move: None — AR: 4

Health: 40 — Damage: 7 — Range: 500 yards

A siege weapon cousin to the mangonel and catapult, the trebuchet can smash down castle walls or hurl objects over them. Trebuchets can fling shot weighing several hundred pounds at high speeds. Normally, stone shot is used, but disease-infected corpses and dead bodies can be flung into a fortified holding to terrify the people within. Smaller trebuchets (treat as medium catapults), which are relatively portable for siege weapons, are fired by a pulley/rope mechanism, while larger ones use a series of counterweights (treat as large catapult). Some armies have built massive trebuchets to besiege the greatest castles in the land; although, construction is slow and requires massive amounts of timber. These devastating weapons are built in a permanent position, and they can reduce a stone fortification to rubble.

Special Rules

You may use a trebuchet to shatter walls and fortifications. For the purpose of smashing objects, it has an effective Athletics 12.

Step Six: First Player Actions

Before the commander issues orders, any characters on either side that are not attached to a unit may take actions over the course of five combat rounds. During this time, characters may move about the battlefield, engage enemies, discuss battle plans, and more, doing whatever a person could do in the space of about 30 seconds. Should combat break out between these characters and their opponents, resolve it using the normal combat rules. In addition to the normal options available during combat, individual characters may take any of the following actions. Commanders and sub-commanders cannot take actions during this step except to renounce command.

Renounce Command — Greater

Any character who functions as a commander or sub-commander may renounce command and take normal actions during this phase, and if not attached to a unit, he can take action during the second player phase. If the army has any sub-commanders, the one with highest Status becomes the commander.

Attach — Greater

Characters, commanders, and sub-commanders can attach themselves to a unit to improve that unit's capabilities. Any player character or Narrator character not already part of a unit can attach themselves to any unit. If the character has issued any orders during the battle round, the character can only attach himself to the unit.

A unit with an attached character improves its Discipline, reducing it by –3. In addition, the unit gains +1D on Fighting and Marksmanship tests. Attached characters can take no action apart from the orders issued to their unit. Attached commanders and sub-commanders cannot issue orders and reduce the overall number of orders by the normal amount. Multiple characters attached to the same unit confer no additional bonuses.

Attack Unit — Greater

A character can attack another unit using the normal rules for attacks. However, since a character is one against many, it's harder to fight scores of foes at the same time. Against attacks from individual opponents, units gain a +20 bonus to Defense.

Attack Portions of Units — Lesser

Rather than fling your forces against an entire opposing unit, a better tactic often is to shift your focus to a small segment of that unit. To do this, you resolve the attack on the unit using the normal combat rules. However, instead of facing 100 men, you face just 10 men at a time. For every 10 men of the unit that you defeat, that unit loses 1 point from its Health. Resolve this action or series of actions at the character scale. See Chapter 9: Combat for details on how to play out this combat, keeping in mind that one battle round equals 10 combat rounds, so the Narrator may permit a brief combat to play out in one battle round.

Organize/Rally — Greater

Characters may organize or rally disorganized or routed units. You must roll a Warfare test against the unit's Discipline. On a success, the unit becomes organized (if disorganized) or disorganized (if routed). Attached characters beyond the first do not confer any additional benefits.

Step Seven: Orders

During a round of war, each commander gets a turn to issue an order. A commander issues just one order at a time. Once he's issued his order, the next commander gets to issue an order, followed by the next commander until each commander has issued an order. Then, play returns to the commander that went first, at which point he issues his next order. Play continues until each commander and sub-commander has issued all orders for the round.

To issue an order, a commander must make a Warfare test against the chosen unit's Discipline. On a success, the unit follows the order. On a failure, the unit performs the last order it received during Step Nine: Resolve Standing Orders. If the unit does not have standing orders, it does not act. If the unit hasn't yet received an order in the engagement or if the commander's test was a Critical failure, the unit takes no action, and the order is wasted.

You can issue orders to the same unit in battle multiple times. Each time you issue an order to the same unit during a single battle round, increase the Difficulty of the Warfare test by +3.

Attack

With this order, the unit attacks a unit you indicate. To make a Fighting attack, the unit must be engaged with the enemy unit (i.e. adjacent). To make a Marksmanship attack, the enemy unit must be within range (see the Attack action on page 162). To resolve the attack, the unit tests Fighting or Marksmanship against its opponent's Defense. If the result beats the target's Defense, it scores a hit and deals its damage (according to its type) multiplied by degree of success to the opposing unit's Health minus the opposing unit's AR.

Standing Orders: Once ordered to attack, the unit continues to attack adjacent enemy units each battle round if using Fighting weapons or against the closest enemy unit if using Marksmanship weapons.

Units Against Characters

Since there are many more men in a unit, a unit deals more damage on a successful hit. When a unit attacks an individual character, it gains +2D on its Fighting or Marksmanship tests.

Charge

You command a unit to charge the enemy. The unit then combines move with a single attack. The unit can charge any foe within its sprint Movement. The unit takes –1D penalty to its Fighting test but increases its base damage by +2 on the attack.

Standing Orders: Once ordered to charge, the unit continues to attack adjacent enemy units each round.

Defend

You can order a unit to go on the defensive. The unit tests Agility and replaces its Defense with its Agility test result for one round, even if the result is worse than its Defense. If the unit is armed with shields (see page 179), it adds +1D to its Agility test.

Standing Orders: Once ordered to defend, the unit continues to defend each round.

Fighting Withdrawal

You can order your unit to attack and then pull back. If the order succeeds, the unit may make a Fighting or Marksmanship test with –1D and then move away up to half its Move. If the test is a Critical failure, your unit becomes disorganized in addition to the unit taking no action.

Standing Orders: Once ordered, the unit continues to move back toward the commander each round.

Move

This simple command moves a unit at its normal rate (to wheel, change direction, and so on) or sprint. If you order the unit to sprint, the unit must move in a straight line.

Standing Orders: Once a unit moves, it does nothing until it receives a new order.

Organize

A unit can be disorganized after taking a nasty attack, and thus, these units are harder to control, which puts them one step closer to routing. Issuing this order allows you to organize a disorganized unit so that it is damaged. The increase to Discipline Difficulty remains even after a unit is reorganized, though this increase is not cumulative.

Standing Orders: Once a unit organizes, it does nothing until it receives a new order.

Ready

You command to take a delayed action. The unit may ready an attack or movement. As part of the order, you must also define the conditions in which the unit may act. Examples include another unit coming within reach or range or moving if another unit routs.

Standing Orders: Once a unit is ordered to ready, it remains ready until the condition occurs that allows the unit to act. Thereafter, the unit attacks or does nothing, depending on its last action.

Rally

You rally a routed unit, returning them to fighting capability. A successful test indicates the unit is no longer routed and is simply disorganized, thus allowing you to issue commands to the unit as normal.

Standing Orders: Once a unit rallies, it does nothing until it receives a new order.

Regroup

A successful order removes 1 point of damage done to the unit per degree of success.

Standing Orders: Once a unit regroups, it does nothing until it receives a new order.

Retreat

You call for an orderly retreat. On a Critical failure, your unit routs in addition to taking no action.

Standing Orders: Once a unit retreats, it moves away from the battle at a move each round until it receives a new order.

Surrender

You can call for a general surrender of your forces. You must test Warfare for each of your active units. On a failed test, that unit routs.

Standing Orders: Once a unit surrenders, it is removed from play.

Step Eight: 2nd Player Actions

After all the orders are given, any characters who are still not attached may take another 5 rounds worth of actions. Characters can perform any of the actions normally available to characters in combat, plus take any new actions described in this chapter. Commanders and sub-commanders that issued commands during Step Seven: Orders cannot take actions during Step Eight: 2nd Player Actions.

Detach Character — Greater

Any character attached to a unit can detach himself from that unit at any time during this phase. Detached characters may still not take any other actions until the next battle round.

Take Command — Greater

If at any time a side loses a commander or sub-commander, another character may step in to fill that role. Henceforth, the character no longer takes actions during the first or second player steps and functions as a normal commander.

Step Nine: Resolve Standing Orders

Starting with the side that won initiative, the commander may pick one unit that has not acted yet nor has received orders for the round and resolve any orders that stood from the previous round. For example, a unit ordered to attack on the previous round but does not receive new orders on the current round would attack during this step. Orders that can be made standing are indicated in the order descriptions.

Step Ten: Repeat

If the opponent's forces have all surrendered, been routed, or been destroyed, the battle is at an end. Otherwise, return to Step Four: Initiative to determine a new order of initiative. Repeat Steps Four through Nine until the battle is concluded and one side achieves victory.

Damage & Morale

Whenever a Fighting or Marksmanship test beats a unit's Defense, the unit suffers damage equal to the attack, plus additional damage per degree. Damage is deducted from the unit's Health. So long as the unit's Health is above 0, that unit is not impaired in any way. However, if the damage would reduce the unit's Health to 0 or lower, the unit may become disorganized, routed, or even destroyed.

Disorganized

Whenever a unit is reduced to 0 Health, the unit becomes disorganized. The unit takes –1D on all tests, and its Discipline Difficulty increases by +3. A disorganized unit may still receive orders and fight, though it is significantly weakened.

A disorganized unit that takes damage again routs. A commander can reorganize a disorganized unit by giving it the reorganize order. If the test succeeds, the unit removes all damage but keeps the penalties. The effects of disorganization are cumulative. Should the penalties equal the unit's Endurance rank, the unit is instead destroyed.

Routed

A unit becomes routed once it takes any damage while disorganized. If the damage would normally exceed twice the unit's maximum Health, it is destroyed instead. The unit's formation changes to mob (if you are using formation rules, see page 199), and at the end of the attacking player's turn, the mob sprints away from the attacking unit. If this Movement would take the unit beyond the scope of the battlefield, the unit is removed from play.

A routed unit that takes damage is destroyed. A commander can regain control over a routed unit by giving it the rally order. If the test succeeds, the unit becomes disorganized. A reorganize order restores the unit.

Destroyed

A unit is destroyed in one of three ways as follows:

  • The unit takes damage in excess to twice its maximum Health in a single hit.
  • The unit takes any damage while routed.
  • The accumulated penalties from disorganization equal its Endurance rank.

Remove destroyed units from play.

Attached Characters & Unit Damage

Whenever an attached character is in a unit that takes damage, that character is at risk of injury as well. Since the character is a cut above the common man in the unit, he is somewhat insulated from the attacks. The amount of damage an attached character takes depends on the damage inflicted on the unit, as shown on the Attached Characters and Damage table.

Characters can reduce damage taken through normal means, such as by gaining fatigue, injuries, or even wounds.

Attached Characters & Damage
Unit...Character...
...takes damagetakes 1 point of damage (ignoring AR)
...is disorganizedtakes 2 points of damage (ignoring AR)
...is routedtakes 5 points of damage (ignoring AR)
...is destroyedtakes 10 points of damage (ignoring AR)

Commanders & Heroes Mortality

The death of a commander or hero can be disastrous to an army. Not only does the force lose its leadership, they also lose the symbol and possibly the cause of their formation in the first place. Any unit adjacent to a slain commander or hero must immediately pass a Formidable (12) Will test when a commander falls or a Challenging (9) Will test for a hero. A failed test indicates the unit becomes disorganized if organized, routed if disorganized, or destroyed if routed.

Step Eleven: Resolution & Consequences

Each battle can have far-reaching consequences, earning fame for the victor and ruin for the defeated. When one side has been vanquished, a number of factors are involved in determining the aftermath.

Glory

The commander that won the battle gains Glory for his or her house. The amount of Glory won depends on the number of units faced and defeated as shown on the Table 10-5: Glory. In addition, the defeated commander also earns 1 Glory for participating in the battle, even though he lost the engagement.

Table 10-5: Glory
CircumstancesGlory Earned
Defeated 3 or fewer units1
Defeated 3–6 units2
Defeated 7–9 units3
Defeated 10 or more units4
Outnumbered 3:2+1
Outnumbered 2:1+2
Outnumbered 3:1 or more+3

Resources

Another effect of warfare is the acquisition and loss of valuable resources. A victorious commander might gain Land resources from conquered territory, Wealth from seized holdings, Population from occupied communities, and even Defense from strongholds taken. Conversely, the defeated house loses these same resources.

Defense

If the stronghold wasn't destroyed in the fighting, the victor increases his house's Defense resource by an amount equal to that invested in the stronghold and also gains the holding. The vanquished lose the same amount and the holding. The victor may later relinquish control of the stronghold to a banner house, thus lowering his Defense.

Lands

The victor may seize the lands held by the defeated force. If so, the loser's house immediately adds the domain and the corresponding value of the investment to the winner's Lands resources. The losing house reduces their Lands resource by the same amount. To retain this land, the victor must hold it (keep units present) for at least 3 months.

Law

The loser reduces his Law resource by 1d6. If the victor holds the domain, the victor also reduces his Law resource by 1d6 from the upheaval created.

Population

If the loser lost a domain, reduce the house's Population resource by 1d6. If the victor chooses to hold the land, his house increases its Population by 1d6–1.

Power

Any units that were destroyed (see Units and Casualties) reduce their house's Power by an amount equal to the investment.

Wealth

If the domain included a community or stronghold, the victor increases his Wealth by 1d6–1. The loser decreases his Wealth by 2d6. In addition, any Wealth investments tied to the domain also transfer (with a corresponding loss and gain to Wealth) to their new owners.

Captured Commanders & Heroes

If the victor captured any characters or commanders, the winning commander decides their fate. Usually, the captured are ransomed, but any outcome described under Defeat and Consequences in Chapter 9: Combat on page 165 are possible. Ransom fees are usually equal to 1 point of Wealth for each rank of Status held by the captive. Characters with Destiny Points may burn one to avoid certain death and dictate different consequences to their defeat, just as with character scale combat. See Destiny and Defeat in Chapter 9 for more information.

The Narrator may wish to use defeat in battle as an opportunity for characters to interact with their enemies as prisoners, providing a unique venue for intrigues (see Chapter 8), as several characters learn during the A Song of Ice and Fire saga.

Units & Casualties

Every unit that participated in the engagement likely lost men to injury or desertion. The depletion of these units depends on their condition at the end of the battle. For each unit, roll 1d6 and compare the result to Table 10-6: Survivors under the column that best describes the unit's condition. Only use the routed column if the unit was removed from play because of being routed or was routed when the battle ended.

Table 10-6: Survivors
1d6No DamageDamagedDisorganized†RoutedDestroyed
0 or less–2 training–3 trainingDestroyedDestroyedDestroyed
1–1 training–2 training–3 trainingDestroyedDestroyed
2Intact–1 training–2 training–3 trainingDestroyed
3IntactIntact–1 training–2 training–3 training
4IntactIntactIntact–1 training–2 training
5+1 trainingIntactIntactIntact–1 training
6+2 training+1 trainingIntactIntactIntact

†Subtract 1 for each time the unit was disorganized after the first time it was disorganized.

Destroyed

The unit was utterly destroyed, both by casualties and deserters. Reduce your Power resource by the amount you placed into it.

Intact

Remove all damage and penalty dice from the unit.

Training

A training result increases or decreases a unit's effective level of training by one or more steps. A trained unit that gets a –1 training result would become green as reinforcements and raw recruits replace the dead. A trained unit that gains a +1 training result would become veteran as they become more seasoned on the battlefield. Adjustments to training may force you to reduce abilities or increase abilities based on new experience. If a training result would lower a unit below green, it is destroyed—again, from casualties, deserters, and so on. A training result that increases a unit's training above elite instead grants the unit an increase of 1 rank to any one ability per step above elite. You do not need to pay for these improved units from your Power resource. Units destroyed, however, reduce your Power resource as normal.

Advanced Rules

Once you get the basics down, you can expand your battles to incorporate a variety of advanced rules, including complex orders, facing, and formation rules. As with advanced rules in other chapters, it's recommended you gradually introduce these techniques as you become more familiar with the system. An engagement using the basic rules can be completely satisfying on its own, but incorporating advanced rules broadens the scope of the game to give skilled commanders more options on the battlefield.

Advanced Orders

The basic orders reflect the simplest commands a leader might issue. Each advanced order includes a Difficulty modifier, an amount by which you increase the Difficulty to issue the order. For example, when giving a command to a hidden unit to ambush a passing foe, you must make a Warfare test against the unit's Discipline +3. So if the unit had a Challenging (9) Discipline, you would have to roll a 12 or higher for the order to take effect.

Ambush — Difficulty: +3

You may only give this order to a concealed unit. If you succeed on the Warfare test, your unit increases its damage by +2 for the first round of battle.

Standing Orders: As Attack.

Blitz — Difficulty: +6

Upon successfully issuing this order, the commanded unit moves up to its sprint speed in a straight line. It may move through enemy units and make a Fighting attack against any enemy unit in its path. Each unit attacked after the first causes the blitzing unit to take –1D that remains until the end of the battle round. The unit cannot end its movement in another unit's space.

Standing Orders: As Attack.

Envelop — Difficulty: +6

Units with this order completely envelop the enemy unit, merging with their foes. As part of this order, the unit makes a Fighting attack as normal. However, if the foe tries to retreat or disengage, your unit may make one free attack. Successful Marksmanship attacks made against enveloped units deal damage to both units.

Standing Orders: A unit continues to envelop its enemy. Once the enemy moves away, the unit does nothing until it receives a new order.

Force Back — Difficulty: +3

The unit tries to push its opponent back. To do so, it must make a Fighting test against the unit's passive Athletics result. On a success, the enemy unit moves back 10 yards per degree. The enemy cannot be forced back into another unit. Movement penalties from terrain apply, so if the force back order does not push the opponent far enough to enter slow or very slow terrain, the unit stops at the edge of the terrain.

Standing Orders: As Attack.

Hammer & Anvil — Difficulty: +6

For this rather complex maneuver to work, you must have already given another unit the Ready order. If you have done this, you can command a nearby unit to drive an opponent into the waiting unit's teeth. The unit to which you gave the hammer and anvil order must be engaged with the enemy unit and succeed on an opposed Athletics test. If your unit beats your opponent, they push their foes back a distance equal to half their move. If this push back puts them into contact with the readied unit, that unit may make its Fighting attack with +1D.

Standing Orders: As Attack.

Pincer — Difficulty: +3

You may split your Warfare dice to order two nearby units to attack the same enemy unit. If you succeed on both tests, the units may each make a single attack with –1D. You may only issue the pincer order to Fighting units.

Standing Orders: As Attack.

Probing Attack — Difficulty: +6

You can command a unit to attack with caution. The unit makes a Fighting test with –1D that remains until the end of the battle round. However, the unit increases its Defense by +2 until the start of the next battle round.

Standing Orders: As Attack.

Reform — Difficulty: +3

You can combine two damaged units into one healthy unit. The two units must be adjacent. If your Warfare test succeeds, remove the most injured unit (noting the resources you invested in the unit to reduce it from your house's Power resources at the end of the battle) and remove all damage from the remaining unit.

Standing Orders: Once reformed, the unit does nothing until it receives new orders.

Sap — Difficulty: +3

You can order a unit of engineers to destroy fortifications. The unit must be adjacent to a fortification to receive this order. It must then succeed on a Formidable (12) Warfare test. A success reduces the bonus the fortification confers to targets by 1 point per degree. Some fortifications are so large that a team of sappers can affect just a small area at a time. While performing this order, the engineers take a –5 penalty to their Defense.

Standing Orders: Once the unit attempts the sap, the unit does nothing until it receives new orders.

Scale Walls — Difficulty: +3

You can order a unit to scale an enemy's walls. The unit must succeed on an Athletics test against a Difficulty determined by the Narrator as appropriate for the wall. If the test succeeds, the unit climbs a number of yards equal to its normal move. If the unit is armed with grappling hooks and ropes, or scaling ladders, this order does not increase the Warfare Difficulty.

Standing Orders: Once the unit attempts to scale the walls, it keeps trying until it succeeds or receives new orders. If the unit encounters an enemy unit at the top of its climb, it attacks.

Set for a Charge — Difficulty: +3

With this order, you command a unit to make ready for a charge. If an enemy unit charges your unit that has set for a charge any time during the round, your unit may make a Fighting attack. If the attack hits, the unit deals double the weapon damage plus additional damage for degrees as normal.

Standing Orders: As Attack.

Slash & Burn — Difficulty: +3

A unit under this order slashes and burns crops, torches buildings, rapes the smallfolk, and scours the lands. The lord or ruling family of the land reduces their Population and Wealth resource by 1 each time the order is given.

Standing Orders: Once the unit slashes and burns, it does nothing until it receives new orders.

Split Attack — Difficulty: +6

A unit successfully ordered may divide its Fighting or Marksmanship dice to attack two or more opponents. Each attack must have at least one die. Bonus dice derived from specialties or other sources may be similarly divided, subject to the normal limitations on bonus dice. Resolve each attack separately.

Standing Orders: As attack.

Suppressing Fire — Difficulty: +3

A successful order causes an archer unit to fire a volley of missiles to keep an enemy unit from moving. The unit must then make a Marksmanship test. If the test succeeds, the Difficulty to issue orders to the targeted unit increases by +3. Each additional degree of success increases the Difficulty by an additional +1. This attack deals no damage on a success, and normal damage for two degrees, with additional damage each degree thereafter.

Standing Orders: As attack.

Trample — Difficulty: +3

You may only issue this order to cavalry units. If you succeed, your unit moves at its sprint speed in a straight line. The unit may make a Fighting attack on any units in its path, and on a success, it deals an extra 5 points of damage. Each attack after the first takes –1D on the Fighting test.

Standing Orders: As attack.

Facing & Formation

In normal game play, a unit's facing is unimportant to the encounter. Each unit is thought to wheel and turn to face any threats coming from any direction. As well, the basic rules allow for a great deal of flexibility with formations, assuming the units adjust their formations as needed without a command to deal with their threats.

Using facing and formation rules offers a bit more realism to your battles, but it involves a little more recordkeeping.

Facing

A unit's facing describes what the unit can see and whom it's most likely to attack. In a line of soldiers, those toward the middle are less likely to notice enemies that come from their sides, and a unit that is engaged with an enemy at the front is less able to spin around and attack from the rear. The following modifiers are used when one unit attacks another unit from the flank, the rear, or when multiple units completely surround the enemy unit. The modifiers apply only to Fighting tests.

  • Flanks: When a unit attacks another unit's flank (or side), the attacking unit gains +1B on its Fighting test.
  • Rear: When a unit attacks another unit from behind, the attacking unit gains +1D on its Fighting test.
  • Surrounded: When several units surround an enemy unit, units attacking the front gain +1B, units attacking the flanks gain +1D, and units attacking from the rear gain +2D.
  • Attacking the Attackers: A unit may attack enemies on its flanks, albeit at a penalty. Against flanking units, the unit takes –1D on its Fighting test. A unit may not attack enemies that strike its rear.

Standing Orders: Once ordered, the unit attacks any unit in front of it or on its flanks.

Wheel — Difficulty: +3

You can command a unit to change its facing to the left or right. Such a maneuver is more complex than a simple move, as the unit must move precisely to maintain its line. On a failed Warfare test, the unit still changes its facing, but the opponent retains its flanking bonus until the start of the next round.

Standing Orders: Once ordered, the unit attacks any unit in the front or on the flanks.

Facing Orders

When using the facing rules, add the following orders as options.

Reverse — Difficulty: +0

You can command a unit to reverse its position so it points in the opposite direction. On a failed Warfare test, the unit still reverses, but its opponent retains its benefits until the start of the next battle round.

Standing Orders: Once ordered, the unit attacks any unit in front of it or on its flanks.

Formation

A unit's formation reflects how the individual members rank up, remain organized, and how they can respond to attacks. Some formations are particularly suited to resisting volleys of arrows (checkered, for example), while other formations mean big trouble to enemies charging the unit. As an order, a commander can change a unit's formation to better respond to other threats. During a skirmish or battle, you should note each unit's formations using sticky notes or scratch paper to help you stay organized.

Formation Orders

When using the Formation rules, add the following orders as options in battle.

Battle — Difficulty: +0

Benefit: None — Drawback: Slow Movement

The common formation for most fighting forces, the battle formation sees the members forming up into tight ranks, each man protecting his neighbor. Similar in some respects to the phalanx, it is a faster and more versatile formation.

Checkered — Difficulty: +0

Benefit: +5 Defense against Marksmanship attacks, +1D on Fighting tests against mobs. — Drawback: +3 to Discipline, Slow Movement

A checkered formation sees soldiers spacing out to make themselves less of a target for Marksmanship attacks. Unfortunately, the expanded size makes the unit difficult to control as the formation makes it hard to disseminate new orders.

Column — Difficulty: +0

Benefit: None — Drawback: –1D on Fighting tests

Used primarily for moving troops in an orderly fashion, the column formation organizes the members of a unit in rows of tight ranks.

Mob — Difficulty: –3

Benefit: None — Drawback: –5 Defense, +6 Discipline

A mob formation is the least desired formation as it is completely disorganized and is particularly vulnerable to attacks. Whenever a unit routs, it enters the mob formation for free.

Phalanx — Difficulty: +6

Benefit: +5 Defense against Fighting attacks — Drawback: –5 Defense against Marksmanship attacks, Very Slow Movement

You may only issue this order to non-cavalry, non-warship units. The unit's front ranks form a shield wall while the rear ranks use spears to attack their enemies. It's a formidable formation against melee attacks, but it takes a great deal of discipline and skill to pull off effectively.

Shield Wall — Difficulty: +6

Benefit: +5 Defense against all Fighting attacks, negates benefits of charge, see text — Drawback: No Movement

Designed to thwart charges and frontal assaults, the unit erects a solid barrier of shields to form a temporary obstacle. Any units behind a unit in this formation gain a +5 bonus to Defense from the cover they create.

Square — Difficulty: +6

Benefit: Negates bonuses from flanks and rear attacks — Drawback: No Movement

A unit organized in a square formation can defend itself from attacks coming from any direction. The unit arranges itself in a large square, defenders facing out in each direction. While a suitable defensive formation, a unit so arranged cannot move.

Tortoise Shell — Difficulty: +9

Benefit: +5 Defense against all attacks — Drawback: No attacks, Very Slow Movement

The tortoise shell formation is a mobile shield wall arranged in a square formation, shields facing out and shields from troops inside the formation raised up, completely encasing the unit in a wall of shields.

Wedge — Difficulty: +3

Benefit: +1D on Fighting tests related to charges — Drawback: –5 Defense against Marksmanship attacks

A wedge formation sees a unit organized into a V formation. Designed to punch through enemy ranks, it's an extremely effective formation for charges, though it does leave the unit vulnerable to ranged attacks.

An Example of Warfare

Situated on the shores of the Bay of Seals, House Orlych has, of late, suffered numerous attacks from wildling raiders in the area. Chris's character, Ser Gerald, heir to House Orlych, believes his house's hated enemy, House Bolton, may be secretly aiding the wildlings to drain House Orlych's resources. Rather than let any more of his smallfolk be absconded or slain by the raiders, Chris and his fellow players decide to wipe out the raiders and perhaps learn who exactly is behind these attacks.

Ser Gerald convinces his father to let him lead a force to find and destroy the wildlings, so he takes the Orlych household guard and their unit of smallfolk foot into the forest to find them. He also takes Ser Byron Rivers with him to command the foot in the battle. The other players decide to keep their characters safe in the house's keep, but they will still participate by rolling dice for the units, offering advice, and helping to direct the battle. Chris's character leads the force. Since he's commanding two units, he gains a sub-commander, a position Hal's character will fill.

House Orlych Household Guard

Trained Garrison • Power 5 • Discipline Easy (3)

Armor Rating 3 • Armor Penalty –2

Defense 5 • Health 9 • Fighting Damage 3

Endurance 3, Awareness 3, Fighting 3

Smallfolk Foot

Green Peasant Levies • Power 1 • Population –2

Discipline Hard (15)

Armor Rating 0 • Defense 7 • Health 6

Fighting Damage 1 • Marksmanship Damage 1 / Close Range

Awareness 3

With the army assembled, Chris leads his force into woods. Making their way through the gloom of the forest, they stumble into ambush, where a group of vicious wildling raiders lay in wait. The battle is joined.

Wildling Raiders

Veteran Raiders • Discipline Routine (6)

Armor Rating 2 • Armor Penalty –1

Defense 6 • Health 12 • Fighting Damage 3

Endurance 4

Agility 3 • Fighting 4

A Complete Battle Walkthrough

Step One: The Battlefield

The Narrator describes the battlefield, defining the scope, terrain features, lighting, weather, and any other pertinent detail. The battle takes place in a forest clearing about 100 yards across and extends some 100 yards deep. Dense forest looms to all sides. The terrain in the valley is good. There are no other factors. The Narrator then sketches out the battlefield.

Step Two: Unit & Leader Placement

As it is House Orlych that's being attacked, Chris gets to set up first. He places his unit of household guards and smallfolk foot and indicates that he's sticking with the garrison, while Hal's character is with the smallfolk. The raiders emerge from the opposite side of the clearing.

Step Three: Parlay & Terms

Ordinarily, there would be a chance for parlay, but the wildlings have no terms, and Chris fully intends to destroy them with his superior numbers. Therefore, they skip this step and move on to the next.

Step Four: Initiative

Chris and the Narrator each test Warfare to see which side goes first. Chris, with rank 4 in this ability, rolls and gets a 13. The wildling leader has only Warfare 3 and rolls a 5. Even though the wildlings sprung the trap, Chris was ready for them.

Step Five: Siege Weapons

Neither side has siege weapons, so they skip this step.

Step Six: First Player Actions

Again, since Hal and Chris are both acting as sub-commander and commander respectively, they have no unattached players. Likewise, the wildlings are all formed up in units. There are no actions during this step.

Step Seven: Orders

Since Chris's side won the initiative, Chris gets to give the first order. He has Warfare 4, giving him four orders. Plus, Hal acting as a sub-commander grants an extra order, so their side has a total of five orders. Chris sends Hal's unit forward as a charge. To do so, he must make a Warfare test against the unit's Discipline (15). Chris rolls and gets a 16. The unit charges the wildlings. They have enough Movement to reach the enemy host, so when they engage, they make a Fighting test with –1D. They roll a total of 5, missing the wildlings.

It's now the wildling leader's turn. He has Warfare 3 and no sub-commanders, so he gets only three orders. He commands his unit to attack the smallfolk that charged. He rolls a Warfare test and gets a 13. The wildlings attack. Rolling a Fighting test, they get a 17! With this roll, they hit with three degrees, dealing a total of 9 damage. Since the smallfolk have no armor, they immediately become disorganized and take –1D on all tests for the duration of the battle.

Astonished by the ferocity of the wildling attack, Chris leads the garrison force forward to relieve the harried smallfolk. Again, he must test Warfare, and he gets a 10 on his roll. Charging into the fray, his unit attacks, also with –1D. Rolling the Fighting test, they get a 9, which is enough to hit the wildlings. Because they charged, they deal their weapon's damage +2, for a total of 5 points. Subtracting the AR, the wildlings take 3 damage to their Health.

Again, it's the wildling's turn. With two orders left, the wildling leader decides to press the attack against the smallfolk foot. He tests Warfare, but this time the Difficulty increases to 9 (+3 for the second order). He rolls and gets a 12, which is enough for the unit to act. The unit again rolls a Fighting test, getting a 10, beating the unit's Defense. Since the unit of smallfolk was already disorganized, it's now routed and immediately retreats, heading away from the enemy unit.

Rather than lose this force, Hal decides to take his order. He tries to rally the unit. He rolls a Warfare test (with 3 dice) and gets a 9. Ordinarily, he would have to beat a 15, but because they were disorganized, the Difficulty rises to 18. Also, this is the unit's second order, so its Difficulty raises again to 21 for this round. Obviously, the order fails, and the unit is still routed.

The wildling's final order comes up, and this time, he directs his men to attack Chris's garrison. He has to get a 12 to beat (6 +6 for two prior orders). He rolls and gets a 13. The wildlings press the attack. They roll a Fighting test and get an 11. The attack hits with two degrees and deals 6 damage. After the unit's AR, the garrison takes 3 damage.

Chris now has two orders left. Not wanting to lose the routed unit, he tries to rally them. Adding one more command raises the Difficulty to 24. He rolls and gets a 9, a failure. Any more attempts are bound to doom him, so he directs his force to attack the wildlings one last time. He rolls his Warfare test (this time against a Difficulty of 6 for their second order) and gets an 18. The unit attacks, rolling a Fighting test and getting a 14 — the unit hits with two degrees. The attack deals 4 damage after AR, bringing their total damage up to 7. Chris's forces bloodied their noses, but they aren't beaten yet.

Step Eight: Second Player Actions

Since there are still no non-commanders on either side, both sides skip this step.

Step Nine: Resolve Standing Orders

All units were commanded this round, so there are no standing orders.

Step Ten: Repeat

At the end of the round, play returns to Step Four: Initiative, at which point both sides roll for initiative again and move through the steps of war until there's a clear victor. It's unclear at the end of the first round whether or not Chris and Hal will prove victorious. Losing their smallfolk was disastrous, but there's still a chance they can be rallied. But the wildlings grow confident and are ready to crush the kneelers beneath their axes.

Unit Equipment

Table 10-1: Unit Starting Equipment

Unit TypeArmor RatingArmor PenaltyBulkFighting DamageMarksmanship Damage
Archers2–10Athletics –1Agility +2, Long Range
Cavalry5–32Animal Handling +3
Criminals100Athletics +1
Engineers2–10Athletics –1
Garrison3–20Athletics +1
Guerrillas100AthleticsAgility +1, Close Range
Infantry/Crusader3–20Athletics +1
Mercenaries4–21Athletics +1
Peasant Levies000Athletics –1Athletics –1, Close Range
Personal Guards6–32Athletics +1
Raiders2–10Athletics +1
Sailors000Athletics +1
Scouts2–10AthleticsAgility, Long Range
Special2–10AthleticsAgility, Close or Long Range
Support000Athletics –1
Warships5Athletics +1Agility +1, Long Range

Table 10-2: Equipment Upgrades

Unit TypeArmor RatingArmor PenaltyBulkFighting DamageMarksmanship Damage
Archers3–20AthleticsAgility +3, Long Range
Cavalry9–53Athletics +5
Criminals4–21Athletics +2
Engineers5–32Athletics
Garrison5–32Athletics +2
Guerrillas3–20Athletics +1Agility +2, Close Range
Infantry/Crusader4–21Athletics +2
Mercenaries5–32Athletics +3
Peasant Levies2–10AthleticsAthletics, Close Range
Personal Guards10–63Athletics +2
Raiders5–22Athletics +2
Sailors2–10Athletics +2
Scouts3–20Athletics +1Agility +1, Long Range
Special6–32Athletics +1Agility +1, Close or Long Range
Support2–10Athletics
Warships10Athletics +4Agility +3, Long Range
Manual updated Aug 30, 2026.