War & Armies
All systems at Songs of the Seven Realms are designed to be as simple as possible to allow the roleplay to be the star. Everything from War or large scale combat all the way to Dragon vs Dragon combat is no exception. For Dragon specific information please see the War & Dragons page, but please read this page first as Dragon based combat relies on the rules presented here and D6 & Combat
However, we intend to diverge from the normal way war and battle is conducted. Instead of one person dice against one person dice. We have decided to involve more players and make battles more entertaining, not just for the participants but for those who choose to observe. Also it adds another level of chance to an outcome which some may feel is predetermined. History has shown us time and time again that whilst numbers usually win the day. That is not always the case, shrewd commanders, individual bravery and many other factors can shift the paradigm.
Battles will be conducted using personal combat rules between Commanders. Each player will represent a number of troops deployed to the battle. (For example, House Doodah fields 1000 men across two commanders with 1 morale per Commander representing 500 men under their command, House Ladedah fields 2000 men under one commander for 4 morale.) If a house does not have sufficient Commanders then players from another house may stand in as a commander for that house assuming or absobring those numbers to their own using their personal expertise. Armies can be commanded 'remotely' from a command tent without characters personally in the field, however if this is the case that army does not benefit from the 'Last Stand' possibility of using a characters personal wounds (3,) as army morale.
Similar to personal combat, a commander can only make one action per round, a large army with a single commander may have more morale, but it will have less offensive capability than a smaller army separated across multiple commanders.
The winners of a battle, are the men who know when not to.
The Battlefield
Initiative
Opposing commanders will roll before battle commences for initiative, the winner can choose to attack or defend.
Modifiers
Standard PVP Combat Modifiers are used for all combat in this system as the players represent the ultimate ‘fate’ of the forces they command. If the players win, their army wins. Attack (either melee or ranged) is rolled against an enemy Commanders Defense Check.
As outlined above, army size represents morale, every 500 men is 1 morale, the wounds of a character personally present with the army can be used if the morale of an army is exhausted as a 'last stand' risking the life of the commander present with the army.
Any banner forces raised without a commander (HoH who are absent or unapped) default to the command of their liege lord. If there is no Lord Paramount to command them and no statement that they will march with a peer's force they will stand idle.
Critical Success or Failure
If all commanders present agree, a battle may include critical rules using the wild die. In such case, If a critical success is rolled (the first die of a successful pool is a 6) two wounds to morale are applied to the target. If critical failure is rolled (The first die of a failed pool is a 1) a wound is taken to reflect the chaos of the battlefield.
Last Stand
As stated above an commander can choose to remain on the field using their personal wounds to rally a final offense for their army, but once depleted the character who’s wounds sustained the army will be unconscious leaving their enemy open to capture the character in command of the army, the army will be completely lost and the seat(s) will not be able to levy those men for 3 IC months (1.5 RL months.)
The Command Tent
Battle Commander Modifier
At the onset of hostilities a commander of a house's armies/navies will be appointed. For every commander on the field, an action is possible using their stat's as the armies pool for any and all actions taken.
Specialty Troops
Once per battle a commander can deploy 'specialized troops.' This can be used to re-roll a failed roll from an army under his command.
Scorpions
Every noble army has a certain number of scorpions to combat large forces, shield walls, cavalry, siege engines and the like and these can be used against dragons with similar success as a regular attack.
Preparation
Actions, Equipment and Defense prepared before a battle is a common theme when building toward war, in the interest of keeping things fair, it is always expected that an enemy will attack, so there's no mechanism for adding to or creating indefensible or overpowering attacks.
Prepared defense however is entirely possible, as are opening other paths of attack. In the lead up to battle, player actions through story requests can prepare a defensible position that can negate one successful attack per battle, either from an enemy army, or even the successful attack of a dragon. This prepared defense can be called AFTER a successful attack roll is made to negate the wounds incurred. Opening alternative paths of attack can allow for the possibility of splitting an enemy force to fight on two fronts weakening them against their main target unless a commander can be assigned to both forces.
Victory & Defeat
The winner of a battle is the one whose Commanders are still standing at the end of the battle. However there are numerous ways that players can use to terminate the fighting.
Fighting withdrawal
If your commanders have dealt damage to an opponent's Morale you can then roll to deceive your opponent through Bargain or Infamy (Deception or Intimidation) against their Cunning (intuition.) If you win your army can conduct a fighting withdrawal and break off from the battle. If you fail to withdraw you will lose 1 morale for the attempt, if this puts your army in defeat follow standard defeat rules for Rout below.
Retreat
This can be called at any point for a guaranteed flee but your Army will lose 1 morale (500 men) from the commanders personal army for the remainder of the campaign for every retreat made but you will avoid capture rolls.
Surrender
At any point a commander can surrender but your enemy will force you into negotiations for reparations, hostages, etc. Commanders personally attached to surrendered armies will be captives of the enemy force, subject to all that comes with being a captive.
Rout
This is when your army is defeated. If personally present at this point the commander(s) will roll using the Acrobatics modifier for escape as in personal combat, or they can continue to fight using their personal wounds (3 per played commander.) To successfully pass the escape roll you must roll against DC 15, if the characters on the losing side continue to fight and lose all personal wounds, they are unconscious and at the mercy of their opponents.
A defeated army, either surrendered of routed is reduced by the lost morale (500 men per) for the remainder of the campaign or 3 IC months (1.5 RL months) whichever is longer. If captured, armies and commanders may be slaughtered or taken hostage (victor's discretion.) If captured ransom RP should be initiated.
Portions of a larger army can be routed if the remaining armies / other commanders do not act to save them. (Which is done by fighting the enemy army that prevailed over a friendly army to retreat, or defeat.) An army in retreat or defeat cannot take hostages with it.
Naval Combat
Naval combat is conducted in the same way as land combat with a couple of terminology changes.10 ships = 1 morale
A commander can be on a ship as part of a fleet led by another.
Larger navies can be divided across multiple commanders or kept as one fleet.
IC spectators will be allowed on the commanders ship but are at risk of death or capture same as the Commander if the commander uses their own HP as a last stand, taking that ship into battle.
Navies can attack armies or seats that are on the coast and vice versa, but cannot move inland. Ships are a force multiplier and without the ships (Which would remain in water) a naval force is reduced considerably.
Resources by Region
Guide
Reserve
Gold in reserve at a keep.Income
Annual income.Tax
The amount paid annually based on reserve holdings, base 10% plus Baelons Tax Rate (BTR).Final income
Annual excess after deducting tax and expenditure.Population
Total population of the holding.Expenditure
Annual upkeep cost for the house.Standing Army
Guards, Knights, Men at arms.Full Army
100% Conscription when Banners are called.Warships
Fighting power at sea.Reseve, income, expenditure & Army size can all be affected by "Acts of the Seven."
Armies can only grow by 10% Navies by 50% with a cost from reserves equal to number of men, or 1000 per ship and a 10% rise of expenditure for either.
Purchase of equipment for men can add them immediately to a muster, but ships will take 2 RL months (4 minimum IC) to be built and crewed.
Crownland Resources