Warfare Orders

Units in warfare do nothing unless commanded. The Commander of a force may make as many Orders as his rank in Warfare.

Characters may be specified as Sub-Commanders. An army may have one Sub-Commander per two full units. Sub-Commanders may make one Order per round.

Orders are given in alternating fashion; the Commander or Sub-Commander with the best Initiative roll gives his order first, followed by the others in order of Initiative.
If one army has more Orders than the other, either through a higher Warfare rank or Sub-Commanders, they continue to issue orders until the total number is reached, with the opposing army removed from the turn order for that round.

Many Orders have lasting results. These Standing Orders are resolved after normal Orders are given, and after Player Actions are taken. A new Order given to a unit will supercede its previous Standing Order.

Orders that may be used if the group is playing by Advanced Warfare rules are highlighted.

Order Discipline Modifier Allowable Units Description Standing Order
Attack +0 Any Test Fighting or Marksmanship against target Defense. If successful, multiply base damage by DoS, subtract enemy AR, and deal to target Health The Unit will continue to attack adjacent targets (Fighting Units) or the closest target (Marksmanship Units)
Ambush +3 Concealed The Unit deals +2 damage on its first attack As Attack
Blitz +6 Fighting The Unit moves up to its Sprint distance through enemy units, making a Fighting attack against each in its path. Each attack after the first has a -1D penalty. As Attack
Change Formation Varies Any Order the unit to change its formation, as described in the Facing & Formations section. As Attack.
Charge +0 Fighting Make a Fighting test with -1D to a unit within Sprint range. The attack gains +2 base damage. The Unit will continue to attack adjacent targets.
Defend +0 Any Test Agility and replace Defense with the result, even if worse. If the Unit has shields, add +1D The Unit continues to Defend each round.
Envelop +6 Fighting The Unit makes a Fighting attack as normal. If the enveloped enemy Unit attempts to move or retreat, your unit makes a free attack. Marksmanship attacks against enveloped units deal damage to both Units. The Unit continues to envelop its target. If the target moves away, the Unit does nothing until it receives a new order.
Facing Varies Any Order the unit to change its facing, as described in the Facing & Formations section. As Attack
Fighting Withdrawl +0 Any Make a Fighting or Marksmanship test with -1D, then move up to half Movement. If a critical failure, the unit becomes Disorganized and takes no action. The Unit continues to move back towards the Commander each round.
Force Back +3 Fighting The Unit makes a Fighting test against the target's passive Agility. Move the target back 10 yards per DoS. As Attack
Hammer and Anvil +6 Fighting + Ready The Unit makes an opposed Athletics test. On success, push the target back up to half their Movement. If this puts the target in contact with the Readied unit, the Readied unit makes a Fighting attack with +1D. As Attack
Move +0 Any Move up to the Unit's Movement. If using Sprint distance, the Unit must move in a straight line The Unit does nothing until it receives a new order.
Pincer +3 Fighting You may split your Warfare dice to order two Units to attack the same enemy. On success, both units make a Fighting attack with +1D As Attack
Probing Attack +6 Fighting The Unit makes a Fighting test with -1D, which lasts until the end of the round. The Unit's Defense is increased by 2 until the next round. As Attack
Reform +3 Damaged + Damaged Combine two adjacent Damaged units. Oon success, remove the most damaged unit from the battle. The remaining unit is fully healed. The Unit does nothing until it receives a new order.
Re-Organize +0 Disorganized Causes a Disorganized unit to become Damaged instead. Retain the Discipline penalty from Disorganization (it is cumulative) The Unit does nothing until it receives a new order.
Ready +0 Any Give the Unit a condition upon which to take a delayed action The Unit remains Ready until the condition is met; thereafter, it will take the Standing Order from the delayed action.
Rally +0 Routed Rally a Routed Unit, causing it to become Disorganized instead The Unit does nothing until it receives a new order.
Regroup +0 Damaged The Unit regains 1 point of Health per DoS The Unit does nothing until it receives a new order.
Retreat +0 Any Call for an orderly retreat. Upon critical failure, the unit Routs and takes no action The Unit moves away from the battle until given another order.
Sap +3 Engineers The Unit makes a Formidible (12) Warfare test against an adjacent Fortification. On success, reduce the Fortification's bonus by 1 per DoS. The Unit takes -5 to its Defense until the Order is complete. The Unit does nothing until it receives a new order.
Scale Walls +3 Any The Unit tests Athletics against a Difficulty determined by the Narrator. On success, the unit scales up to its Movement in yards. If equipped with hooks and ropes or ladders, there is no Discipline modifier for this Order. The Unit continues attempting to scale the wall or until it receives new orders. If it successfully scales the wall and encounters an enemy unit, it attacks.
Set for Charge +3 Fighting The Unit makes ready for a charge. If an enemy Unit charges this Unit, it may make a Fighting test, dealing double its base damage. As Attack
Slash & Burn +3 Any The Unit slashes and burns crops, rapes the smallfolk, and scours the land. The House to which the land belongs reduces their Population and Wealth by 1 each time the order is given. The Unit does nothing until it receives a new order.
Split Attack +6 Any The Unit may divide its attack dice to hit two or more targets. As Attack
Suppressing Fire +3 Marksmanship The Unit fires a volley of missiles to prevent an enemy unit from moving. Orders given to the enemy unit are at +3 difficulty. On success, this deals no damage. 2+ DoS: Normal damage at 2 DoS, with additional damage for further degrees. As Attack
Trample +3 Cavalry The Unit moves its Sprint speed in a straight line, and may make Fighting tests to any unit in its path. Additional attacks after the first take -1D. These attacks deal +5 damage. As Attack
Surrender +0 Any Call for a general surrender of your forces. Test Warfare for each unit; on failure, the unit Routs The Unit is removed from play.

Warfare Player Actions

Characters that are not attached to a Unit may take actions over the course of five Combat rounds. (That is to say, they have 5 Greater or 10 Lesser actions available). This happens twice, in two phases.

In addition to the normal actions available during Combat, individual characters may make the following Actions.

Commanders and Sub-Commanders may not make First Player actions except Renounce Command.
Commanders and Sub-Commanders who issued Orders may not take Second Player actions.

First Player Actions

These are resolved before Orders are given.


Action Type Description
Renounce Command Greater A Commander or Sub-Commander may Renounce Command, and take actions as normal during this round. If they are not Attached to a Unit, they may take action during the Second Player phase. If the Commander Renounces Command, and the army has Sub-Commanders, the one with the highest Status assumes command.
Attach Greater A Character Attached to a Unit confers a -3 Discipline bonus, as well as +1D on Fighting and Marksmanship tests. They may take no actions apart from the Orders given to the Unit. Attached Characters are at risk of damage should the Unit become damaged. No bonuses are conferred for Attached Characters beyond the first.
Attack Unit Greater A Character may make a heroic charge at an enemy unit. However, due to being outnumbered, the enemy unit gains +20 Defense against these attacks.
Attack Portions of Unit Lesser Resolve a small combat against 10 men from the enemy unit. For each man defeated, the enemy unit loses 1 Health. This combat is limited to 10 rounds.
Rally Greater A Character may make a Warfare test against a Routed unit to rally it, and instead return it to being Disorganized.
Re-Organize Greater A Character may make a Warfare test against a Disorganized unit to reorganize it, and return it to being Organized.

Second Player Actions

These are resolved after Orders are given, but before Standing Orders take effect.

Action Type Description
Detach Greater A Character Attached to a Unit may detach himself. He may not take any Player actions until the next battle round.
Take Command Greater If an army loses a Commander or Sub-Commander, another Character of Status 2 or higher may step up and assume that role. This Character may not make any further Second Player actions, and is subject to the same Action limitations as regular Commanders or Sub-Commanders.

Units

Units are the most common investment for noble houses. They reflect the standing armies that support the household and can be called up to defend the family’s lands at a moment’s notice. Each unit consists of 100 men, 20 men and horses, or 5 warships.

Each unit has a broadly defined type, a role it plays in battle. Type describes how the unit operates and describes the abilities you can improve with the unit’s Experience. In addition, type also modifies a unit’s Discipline, increasing or reducing the Difficulty to control the unit in battle.

Most units have just one type, but it’s possible to build units with two or more types provided you invest the total Power to meet the cost for each unit type. So, to build Trained Archer/Infantry, you must invest 10 Power (3 for trained + 3 archer + 4 infantry). When investing experience for a unit with two or more types, you may invest the experience into any Key Ability listed for all unit types the unit possesses. Discipline modifiers are cumulative. So, in the above example, our archer/infantry would have a Challenge (9) discipline (6 base + 3 archer + 0 infantry). While any combination between types in any quantity is possible, too much diversification in a single unit eats up so much Power, you are unlikely to field any other units.


As part of a House's Manage Resources Action, a unit may be changed into another type. If the new type's Power Cost is higher, subtract the difference from the House's Power. If it is lower, you do not gain a refund.

As with Characters, Units have health. A unit's health is its Endurance Rank × 3


Units are recruited at a specific level of training. This training level provides the base power cost for a unit, the base Discipline check for a unit, and the amount of Experience they have available to spend.

To raise an ability one rank, it costs 20 experience. A unit's type determines which abilities can be raised with experience.


Training

Training Base Power Cost Discipline Experience
Green 1 Challenging (9) 20 exp
Trained 3 Routine (6) 60 exp
Veteran 5 Easy (3) 100 exp
Elite 7 Automatic (0) 140 exp


Unit Types

Type Power Cost Modifier Discipline Modifier Key Abilities Description
Archers +3 +3 Agility; Awareness; Marksmanship Archers are troops armed with Marksmanship weapons. Typically lightly armored to move about quickly, archers are useful for softening up a foe, but they tend to be vulnerable in close combat.
Cavalry +5 -3 Agility; Animal Handling; Fighting Any unit that rides animals into battle counts as cavalry; thus, examples can include units of knights or bands of clansmen raiders mounted on garrons. Cavalry is often combined with other types. A cavalry unit that dismounts becomes infantry (though the cost does not change).
Criminals +1 +6 Endurance; Fighting; Stealth Units made up of criminals are cheap to field but are unreliable at best. Usually, such forces are dispatched to the Wall to fight the wildlings, but on occasion, desperate lords may empty their dungeons to field additional troops.
Crusaders +4 +0 Athletics; Endurance; Fighting Any troops formed around a political or religious cause count as crusaders. These zealots are fiercely loyal so long as they pursue their objective, but they are often undisciplined and difficult to control.
Engineers +2 +3 Endurance; Fighting; Warfare These specialty units exist to circumvent enemy defenses, and on the battlefield, they work to tunnel through walls, assemble and operate siege weaponry, and fashion scaling ladders, pavanes, and a variety of other useful equipment. Engineers tend to be lightly armed and armored, making them vulnerable if attacked directly.
Garrison +2 -3/+3 Awareness; Endurance; Fighting A garrison is a unit of soldiers assembled to protect a community or fortification. Many garrisons perform double-duty as watchmen and enforce the lord’s peace. While often competent soldiers, garrisons are better at protecting their homes than fighting on a battlefield, a fact reflected in their poor morale when drawn into a more protracted war. When fighting on their lands, their Discipline Difficulty drops by –3. When away from their lands, their Discipline Difficulty increases by +3.
Guerrillas +2 +3 Athletics; Marksmanship; Stealth Another specialized force, guerillas are trained to fight in specific terrain, exploiting the lay of the land to give them a strategic advantage on the battlefield. As one would expect, guerillas are less useful when fighting outside of their preferred terrain.
Infantry +4 +0 Athletics; Endurance; Fighting The most common unit, infantry consists of the common foot soldiers that form the spine of any army.
Mercenaries +1† +3 Athletics; Endurance; Fighting Mercenaries are soldiers hired to wage war, protect a fortification or community, or escort troops. While mercenary units are better trained, they are more expensive to field and can be unreliable in larger engagements. Mercenaries tend to fight better when they outnumber their foes.
  • Green: -1 Wealth
  • Trained: -3 Wealth
  • Veteran: -6 Wealth
  • Elite: -9 Wealth
Peasant Levies +0† +3 Animal Handling; Awareness; Survival Peasant levies are the rabble rounded up from your hamlets and towns. Each unit of Peasant Levies you field reduces your Population resource by –2.
Personal Guards +6 -6 Athletics; Endurance; Fighting One of the most expensive units in the game, a personal guard unit consists of expert warriors assembled to protect a commander, usually the noble that leads the force. A personal guard unit is disciplined and loyal and rarely breaks in battle. Special: A commander or sub-commander can attach himself to a personal guard unit and retain the ability to issue orders.
Raiders +3 +3 Agility; Endurance; Fighting Ironmen, wildlings, and clansman raiders are an undisciplined lot, a fighting force driven by greed and bloodlust. Designed to hit opponents fast and hard to crush their defenses and plunder their holds, they are wholly unsuited to sieges and any extended battles.
Sailors +4 +0 Agility; Awareness; Fighting Whether pirates or smugglers, or members of the sea guard during the reign of the Mad King Aerys II, naval units include any force trained to fight at sea.
Scouts +2 +3 Awareness; Endurance; Stealth Scouts serve as the forward observers, spreading out to gain intelligence about enemy positions and bringing back the information to their commanders. Typical scouts are not exceptional warriors, though when combined with other types, they can be an effective addition to any force.
Special +4 +0 Any Three A special unit is a catchall for all other units. Special units tend to have a unique set of abilities and are formed to do a specific task, and do it well.
Support +2 +3 Animal Handling; Endurance; Healing A labor force is a unit that specifically works to erect fortifications and construct equipment for the larger force, including arms and armor, while also providing food, new clothes, and even working as medics. Labor units are support troops and are exceptionally vulnerable to attack. In addition to their abilities, support units are trained in caring for equipment, erecting tents, cooking, cleaning, and more.
Warships +7 +0 Awareness; Fighting; Marksmanship A unit of warships is a small fleet of combat vessels that can transport another unit into battle. To invest in a warship, you must have at least one domain with a coast, island, pond, lake, or river. Special: A commander or sub-commander can attach himself to a warship unit and retain the ability to issue orders.

Unit Equipment & Upgrades

Units come with a default set of equipment, detailed below. However, units can be equipped with better armor and weapons by spending one point of Wealth per unit upgraded.

If you upgrade a unit, see the second table for their upgraded stats.

Units are, by default, abstractions. However, if so inclined, you can outfit a unit with weapons or armor not ordinarily available in the below lists.
If you choose to do so, find the weapon or armor cost, and multiply by 100 (if Footsoldiers) or 20 (if Cavalry). Due to the large size of the order, the provisioner may impose additonal fees or confer a discount, at the Narrator's discretion.
For each 200 gd (or portion thereof) spent on equipment, subtract 1 Wealth from the House Resources.
Apply the benefits and penalties from the new equipment to the unit's stats.


Unit Starting Equipment

Unit Type Armor Rating Armor Penalty Bulk Fighting Damage Marksmanship Damage
Archers 2 -1 0 Athletics-1 Agility+2; Long Range
Cavalry 5 -3 2 Animal Handling+3 -
Criminals 1 0 0 Athletics+1 -
Engineers 2 -1 0 Athletics-1 -
Garrison 3 -2 0 Athletics+1 -
Guerrillas 1 0 0 Athletics Agility+1; Close Range
Infantry/Crusaders 3 -2 0 Athletics+1 -
Mercenaries 4 -2 1 Athletics+1 -
Peasant Levies 0 0 0 Athletics-1 Athletics-1; Close Range
Personal Guards 6 -3 2 Athletics+1 -
Raiders 2 -1 0 Athletics+1 -
Sailors 0 0 0 Athletics+1 -
Scouts 2 -1 0 Athletics Agility; Long Range
Special 2 -1 0 Athletics Agility; Close or Long Range
Support 0 0 0 Athletics-1 -
Warships 5 - - Athletics+1 Agility+1; Long Range



Upgraded Unit Equipment

Unit Type Armor Rating Armor Penalty Bulk Fighting Damage Marksmanship Damage
Archers 3 -2 0 Athletics Agility+3; Long Range
Cavalry 9 -5 3 Animal Handling+5 -
Criminals 4 -2 1 Athletics+2 -
Engineers 5 -3 2 Athletics -
Garrison 5 -3 2 Athletics+2 -
Guerrillas 3 -2 0 Athletics+1 Agility+2; Close Range
Infantry/Crusaders 4 -2 1 Athletics+2 -
Mercenaries 5 -3 2 Athletics+3 -
Peasant Levies 2 -1 0 Athletics Athletics; Close Range
Personal Guards 10 -6 3 Athletics+2 -
Raiders 5 -2 2 Athletics+2 -
Sailors 2 -1 0 Athletics+2 -
Scouts 3 -2 0 Athletics+1 Agility+1; Long Range
Special 6 -3 2 Athletics+1 Agility+1; Close or Long Range
Support 2 -1 0 Athletics -
Warships 10 - - Athletics+4 Agility+3; Long Range


Siege Weapons

Prior to Player Actions and Orders, an army may fire a number of siege weapons up to the Commander's Warfare rank.

Siege weapons must be crewed by a unit of Engineers. Each unit of Engineers can control up to four siege weapons.

The Engineers controlling a given siege weapon test their Warfare against the target unit's Defense. If successful, resolve damage as normal.

Siege weapons need a full round to reload and re-arm, effectively allowing them to fire only every other round.


Common Siege Weapons

Weapon Resource Cost Move AR Health Damage Range
Catapult (Small) 1 Wealth Stationary in Combat 5 10 300 yards
Catapult (Medium) 2 Wealth Stationary in Combat 5 20 400 yards
Catapult (Large) 4 Wealth Stationary in Combat 5 40 500 yards
Mangonel 3 Wealth 10 yards 3 20 6 200 yards
Scorpion 1 Wealth 10 yards 1 10 3 (Ignore AR) 500 yards
Spitfire 2 Wealth 10 yards 2 20 500 yards
Trebuchet 4 Wealth None 4 40 7 500 yards

Catapult damage varies as per the following:

Size Stone Shot Pitch/Oil
(ignores armor)
Wildfire
Small 3 3 7
Medium 5 5 7
Large 7 7 7

Equipping a catapult with Oil or Wildfire requires an expenditure as detailed in the Special Equipment section.

Spitfires come armed with Boiling oil, which deals 3 damage (ignoring armor)

You may equip it with Wildfire, spending the Wealth as you would with any normal unit. Wildfire deals 7 damage, and behaves according to the rules in the Special Equipment section


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.


Equipment Resource Cost Description
Battering Ram 1 Land A unit equipped with a Battering Ram may not attack, but gains +2D on Athletics tests to break down doors and gates. The ram is destroyed if the unit carrying it routs or is destroyed.
Covered Ram 2 Land A Covered Ram must be crewed by a unit of Engineers in addition to one other unit of footsoldiers. The ram moves at 10 yards, and has Health 20 and AR 8. Units under the ram gain +5 Defense. The ram has Athletics 8 for the purpose of breaking doors or gates.
Boiling Oil 2 Wealth/use Flung from a catapult or poured from on high. Boiling Oil deals 10 damage, ignoring AR. If a unit covered in oil encounters fire on the same round, the flames deal 1 point of additional damage each round for 1d6 rounds. If the unit passes another unit, roll 1d6. On a 1, the fire spreads dealing 1 damage to to the other unit.
Boiling Water 1 Wealth/use Flung from a catapult or poured from on high. Boiling Water deals 5 damage, ingoring AR.
Mantlets 1 Wealth/unit Large shields, Mantlets provide +5 Defense against Marksmanship attacks. Units equipped with Mantlets reduce their Movement by -10 yards.
Scaling Ladders, Ropes, and Grapples 1/2 Wealth/unit Used to scale fortifications. Units equipped with scaling equipment may not make attacks. With a ladder in place, units make +1D on Athletics tests to climb. Defending units can clear ladders, but take -5 Defense to Marksmanship while doing so.
Siege Tower 2 Wealth/unit A fortified wooden Tower on wheels. A Tower can move 10 yards per round, and holds one unit. Units inside the Tower gain +5 to Defense, and do not need to test Athletics to scale fortifications if the Tower reaches them. The Tower has Health 20 and AR 8. If it is destroyed, the units inside perish as well.
Turtle 1 Wealth/unit A fortified dome on a sturdy wooden frame. Units inside a Turtle have Movement of 10 yards, and gain +10 to Defense. However, they cannot make attacks. To exit a Turtle, a regular Move order must be issued.
Wildfire 5 Wealth/unit Extremely rare, only produced by the Pyromancers of King's Landing. Units equipped with Wildfire may make no attacks until it is used, and suffer a +3 Discipline penalty while carrying it.
Should a unit carrying Wildfire take damage, roll 1d6. On a 1, it affects the carrying unit.
To use, the unit makes a Marksmanship test. A failure affects an adjacent 10-yard space, while a Critical Failure causes it to affect the carrying unit.
On success, the Wildfire deals 7 Damage, ignoring AR, with additional damage per DoS on the first round, and again every round for 2d6 rounds.
Units Routed by Wildfire risk spreading it to other units. If they pass or move through any unit, roll 1d6. On a 3 or lower, the other unit takes 3 Damage, ignoring AR, for 1d6 rounds.


Terrain, Visibility & Weather

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 slowing troop movement and reducing visibility.


Terrain Types

Terrain Effect
Coast Enables Warships
Community - Hamlet Slow Movement
Community - Small Town Cover (+1 Defense), Slow Movement
Community - Large Town Cover (+2 Defense), Slow Movement
Community - Small City Cover (+2 Defense), Slow Movement, No Cavalry
Community - Large City Cover (+5 Defense), Slow Movement, No Cavalry
Desert Slow Movement
Grassland -
Hill Slow Movement, Bonus Dice (+1B)
Island Enables Warships
Mountain Bonus Dice (+2B), Very Slow Movement, No Cavalry, No Siege Weapons
Plain -
Road Removes Slow Movement, Very Slow Movement becomes Slow Movement, Enables Cavalry (in Mountains)
Ruin Cover (+2 Defense)
Wall Cover (+5 Defense), Blocks Movement
Water - Stream Slow Movement
Water - River Blocks Movement, Slow Movement with Bridge, Enables Warships
Water - Pond Slow Movement, Enables Warships
Water - Lake Blocks Movement, Enables Warships
Wetland Slow Movement
Woods - Light Cover (+2 Defense)
Woods - Heavy Cover (+5 Defense)

Terrain Effects

Effect Description
Blocks Movement Units cannot move through this terrain, unless they're a Warship (in the case of Water) or have Scaling Equipment and succeed on their test.
Bonus Dice Units making Attack tests from the higher ground receive the specified number of bonus dice. These cannot exceed the usual limit on bonus dice.
Cover Units following a Defend order gain the listed bonus to their Defense, in addition to the regular bonus from Defending
Enables Warships Allows the deployment of Warships units.
No Cavalry This terrain feature prevents the deployment of Cavalry.
No Siege Weapons This terrain feature prevents the deployment of Siege Weapons. If the defender has a Fortification, they may use Siege Weapons normally.
Slow Movement This terrain reduces Unit movement by -10 yards and Character movement by -1 yard. If a Unit or Character already has Slow Movement, it is treated as Very Slow Movement.
Very Slow Movement This terrain reduces Unit movement by -20 yards and Character movement by -2 yards. If a Unit or Character already has Very Slow Movement, reduce their movement by an additional -10 yards (Unit) or -1 yard (Character)

Visibility (Dim Light): Dim light confers -1D on all Agility, Athletics, Awareness, Fighting, and Thievery Tests; as well as -2D on Marksmanship tests.

Visibility (Darkness): Darkness confers -2D on all Agility, Athletics, Awareness, Fighting, and Thievery Tests; as well as -4D on Marksmanship tests.
In addition, all Terrain counts as Slow Movement (or Very Slow Movement, if already Slow)

Weather (Rain, Light): Light Rain imposes no penalties.

Weather (Rain, Heavy): Heavy Rain confers a -2 penalty on all Fighting and Marksmanship tests.

Weather (Rain, Extensive): Extensive Rain can change all terrain to Slow Movement and increase Streams to Rivers, in addition to the penalties for Heavy Rain.

Weather (Snow, Light): Light Snow confers a -2 penalty on all Fighting and Marksmanship tests.

Weather (Snow, Heavy): Heavy Snow confers a -2 penalty on all Fighting and Marksmanship tests, and applies Visibility (Darkness)


Fortifications

Fortifications are any constructed terrain that interferes with Movement and provides cover. Below is information regarding those Fortifications which can be constructed by a House as a Defense Holding.

Defense Holding Fortifications

Fortification Defense Capacity
Superior Castle +12 10 Units
Castle +8 5 Units
Small Castle +6 3 Units
Hall +4 2 Units
Tower +3 1 Unit

In addition to the the Defense Holding Fortifications, an army can construct temporary fortifications if they have at least 6 hours of preparation prior to a battle.

Temporary fortifications would include things like ditches, rows of stakes, earthen ramparts, etc.

Any unit can construct temporary fortifications, and they provide protection for only one unit.

Ordinary temporary fortifications provide +1 Defense. If the fortification was constructed by an Engineer unit, it provides +2 Defense.


Facing & Formations

Facing and Formations are an optional part of Warfare, only included if a group is using the Advanced Warfare rules.

If you are playing without formations, it is assumed that every unit will adapt itself as necessary to the task at hand.

However, if you desire a greater level of tactical control, implement the following.


Facing

Facing describes what a unit can see, and whom it's most likely to attack. Penalties and bonuses may be conferred depending on a unit's position relative to an enemy.

Flanks: When a unit attacks another unit's flank, the attacker gains +1B on its Fighting test.

Rear: When a unit attacks another unit's rear, the attacker gains +1D on its Fighting test.

Surrounded: When several units surround an enemy, those attacking the front gain +1B; the flanks, +1D; the rear, +2D.

Attacking the Attackers: A unit may attack a flanking enemy without changing its facing. Doing so imposes -1D on its Fighting test. A unit cannot attack a unit that is behind it.

Facing Orders

Reverse (Difficulty +0): The unit will reverse so it faces the opposite way. On a failed Warfare test, the unit still turns, but attackers will retain any bonus until the end of the round.

Wheel (Difficulty +3): The unit will change its facing to the left or right. On a failed Warfare test, the unit still turns, but attackers will retain any bonus until the end of the round.


Formations

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.

Formation Orders

Formation Difficulty Benefit Drawback
Battle +0 None Slow Movement
Checkered +0 +5 Defense against Marksmanship; +1D on Fighting against Mobs +3 to Discipline; Slow Movement
Column +0 None -1D on Fighting tests
Mob (Automatic on Rout) -3 None -5 Defense; +6 Discipline
Phalanx +6 +5 Defense against Fighting -5 Defense against Marksmanship; Very Slow Movement
Shield Wall +6 +5 Defense against Fighting; Negates Charge; +5 Defense to Units Behind No Movement
Square +6 Negates Flanking Bonuses No Movement
Tortoise Shell +9 +5 Defense against All Attacks No Attacks; Very Slow Movement
Wedge +3 +1D on Fighting (Charge) Attacks -5 Defense against Marksmanship


Damage & Morale


When incoming damage exceeds a unit's Armor Rating, they will take damage. This damage is subtracted from the Unit's health. So long as the unit has at least 1 point of health, it is not impaired in any way.

If a unit's health is reduced to 0, it becomes Disorganized. The unit takes -1D (cumulative) on all tests, and its Discipline modifier increases by +3
If the unit is Re-organized via an Order, its health is restored to full but it keeps the -1D. Each time a unit is disorganized, it gains an additional -1D penalty. Should these penalties ever equal the unit's Endurance rank, it is destroyed.

If a unit takes any damage while Disorganized, it becomes Routed. If the damage would exceed twice the Unit's health, it is destroyed instead. A routing unit immediately changes to the Mob formation, and at the end of the attacker's turn it sprints away from the attacker.
If the unit is Rallied via an Order, it becomes Disorganized instead.

If a Routed unit takes any damage, if a unit takes damages in excess of twice its health, or if the combined penalties from Disorganization total the unit's Endurance, it is Destroyed and removed from play.


Damage to Attached Characters

Characters Attached to a unit suffer damage when the Unit does. All damage dealt this way ignores a Character's Armor Rating.

Unit is ... Attached Character ...
Damaged Takes 1 point of Damage
Disorganized Takes 2 points of Damage
Routed Takes 5 points of Damage
Destroyed Takes 10 points of Damage


Survivors

Every participating unit is likely to have lost men in an engagement. For each unit, roll 1d6. Subtract 1 for each time the unit was Disorganized after the first.

Only use the "Routed" column if the Routed unit fled the battlefield, or if the circumstances of the army's defeat caused it to rout.

1d6 Undamaged Damaged Disorganized Routed Destroyed
0 or less -2 Training -3 Training Destroyed Destroyed Destroyed
1 -1 Training -2 Training -3 Training Destroyed Destroyed
2 Intact -1 Training -2 Training -3 Training Destroyed
3 Intact Intact -1 Training -2 Training -3 Training
4 Intact Intact Intact -1 Training -2 Training
5 +1 Training Intact Intact Intact -1 Training
6 +2 Training +1 Training Intact Intact Intact

Intact: Remove all damage and Penalty dice from the unit.

Destroyed: Permanently remove the Power your House invested into the unit. There is no refund.

Training: You do not pay for the increased rank using Power.
Adjustments to training may require you to reduce a unit's Abilities in order to cover a deficit, or allow you to improve abilities with new experience.
Should the adjustment reduce a unit's Training to below Green, they are Destroyed as above - the influx of replacements were too green and undisciplined, and the unit is no longer of any use in combat.