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BOOK OF BATTLE
Table of Contents


GPC Military Synopsis
Synopsis of Play
Intensity is the key to the system
Established Method of Battle

BEFORE THE BATTLE: Player Preparation
Player’s Battle Record
Leader or Attached
Squires
Followers

Detailing Followers (Optional)

THE FEUDAL ARMY
A Forest of Flags
Knight and Lance
Eschille
Conroi, or Company
County, Division
Determining the Commander

Multiple Battlefield Commanders

THE FIRST CHARGE
Opening Intensity
Battle Size Score
Starting Conditions
Overall Battle Events
Unit Intensity
Unit Cohesion
Zones
Terrain for the First Charge
The Army Commander
Later Rounds
How about the Battalion Commanders?
Battle Length
Actual Leaders

Step 1: PLAYER KNIGHT STATUS
Your Followers
Vassals
Private troops
Family
Manorial Personnel
Retinue
□ Look closely at Clash
□ Fight/Clash

Step 2: CALCULATE INTENSITY
Core Intensity for the Round
Overall Battle Events
Automatic Actions
Retreat
Retreating Enemy
Unit Intensity for the Round
Terrain Modifiers
Unit Cohesion
The Ambush

Step 3: UNIT MANEUVER
Unit Commander’s Battle Roll
Unit Battle Results Table

Maneuver and Results Table
Maneuver Tables
Prerequisites
Opponent
Key Maneuver Vocabulary
Offensive Maneuvers
Assault a Position
Attack
Attack versus Two
Attack with Another
Charge
Move on a Flank
Push Deeper
Run Down (a Sprinter)
Defensive Maneuvers
Stand Fast
Stand vs. Charge
Stand vs. Two, Three
Stand with Another
□ Dropped Rock
Go After the Enemy
Follow, slowest
Pursue
Chase, fastest
Pull Back
Run Away
Sprint Ƨ
Withdraw
Flee Fighting ‡+F
Out of Combat
Remain Disengaged
Advance
Remove from Battle
Remain Disengaged
Seeking a Specific Unit
Rearguard
Rally the Battalion
Surprise
Opportunity
Reserves
Bonus and Penalty
Reserve Unit Modifier

Step 4: COMBAT
Determination Phase
Immediate Conditions
Unit Cohesion Modifier
□Dividing Attacks
Fighting Multiple Opponents
□ When Can I Charge?
□ Wounded Horse
Battlefield Obstacles – Optional Rules
Equipment
□ Earthworks
Discover Opponent
Special Marks, d Column
Special Marks, Opponents Column
Special Marks, Skill Column
Dual-armed missile troops
Missile Phase ‡
Melee Phase
Bodyguard Bonus Phase

Bodyguard Bonus
Followers’ Fight Phase
Results
Recording Phase
Glory for the Round
Camps
Attacking a Camp
Destroying Enemy Units

Step 5: END OF THE ROUND
Unit Victory Results
Squires

Squire Roll Results
Squires Helping Other Knights
Squire Retreat
Recovering a Squire
Note Core Intensity Adjustment
Gamemaster Describes Situation
Extended Rounds, or New Round?

SPECIAL ACTIONS: Extended Melee Phase
First, Gamemaster Fiat
Rescue a Friend
Take a Prisoner
To Fight an Enemy Leader

□ Killing Commanders
To Rally
Ending Extended Melee
The Battle Is Over When…

AFTER THE BATTLE
Determine the Victor
Level of Victory
Calculate Total Glory
Leader Glory
Position of Honor Glory
Income
Lost Squires
Follower Losses
Healers at Camp

PASSIONS
Notable Passions
Voluntary Revenge-Induced Passions
Involuntary Battle-Induced Passions
Revenge Crisis, Passion Option
NPC Passions §
Special Topics
Multiple Units in a Battle
Scripted Events
Conclusion

ENEMIES
Battle Enemy Tables
Describing Opponents
Interpreting the Tables
Sample Armies
The All-knight Army
Leaders
Uther Period, Dark Age Army
Tribal Saxons, defending army (See it here)
Cambrian Hill Tribe Army
French Defensive Army

Appendices
Complete Terrain Modifiers
Unit Condition Modifiers
Vocabulary
Disobedience

HANDOUTS

INDEX

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