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Player Characters in a battle will encounter foe after foe, a cascade of whirling swords and fl ying arrows. Sometimes a character gets a chance to distinguish himself in battle. Each round, choose one or more of the following Heroic Actions and offer the opportunity to perform them to the Player Character combatants. On average, there are 1D3 such chances per round of battle, so not every character will have a chance each round.

The Defenders of Koln Battle The Dark Empire, Part II

Ducal Guard Knights Peasant Mob Pigs Wolves Morale Average (+0) Good (+5) Wavering (–5) Fanatic (+5) Fanatic (+5)

Combat Strength 36 86 10 51 87

Starting Number of Troops

80 20 400 100 50

The battle takes place on an open fi eld, favouring neither side. Hawkmoon has a Lore (Military Tactics) of 40%; Meliadus has a Lore (Military Tactics) of 120%. The two armies begin by moving closer to each other. When battle is joined, the initial orders given are:

Ducal Guard Knights Peasant Mob Pigs Wolves

Order Charge Charge Give Ground Charge Charge

Target Pigs Pigs — Ducal Guard Peasant Mob

Hawkmoon believes that his foe will try to sweep away the unreliable peasants by charging them with the Wolves so he has the peasants pull back. Meliadus sees this tactic (he wins the opposed Lore test) and changes the order so the Wolves are now Flanking Hawkmoon’s Ducal Guard instead.

The Pig Order is resolved fi rst. The Pigs charge into the Ducal Guard, getting a +10 bonus to their CS from charging.

The Ducal Guard also charges and gets the same bonus. The Knights also charge the Pigs.

The Wolves fl ank the Knights.

The peasants watch in confusion as the wolf-helmed Dark Empire warriors thunder towards them, then wheel away and charge the knights in the fl ank.

The effective CS totals for the units after resolving orders are:

Ducal Guard Knights Peasant Mob Pigs Wolves

Combat Strength 36 86 10 51 87

Order Charge Charge Give Ground Charge Flank

Target Pigs Pigs — Ducal Guard Ducal Guard

CS Bonus +10 +10 — +10 +10 vs Infantry, +10

already engaged

Attack Artillery: A break in the battle lines exposes

the crew of one of the enemy’s cannons or other siege engines to attack. If the character can slay the soldiers manning the engine, he can stop the weapon from being used again.

Behind Enemy Lines: The character fi nds himself

and a handful of other soldiers (1D20% of the unit) on the wrong side of their foes. The character can choose to lead these men back to their fellows or can form an independent unit of the same type as the original that is at the rear of the enemy forces. This unit can immediately make a Flank order attack on the enemy.

Capture a Commander: The character comes face to

face with an enemy offi cer or general. If defeated, the unit loses the CS bonus from their commander (generally +5 to +20) and the character’s unit gets a +5 CS bonus this round. If a commander is taken alive, he can be ransomed.

Capture the Standard: The character comes close to

the enemy standard, which is guarded by 1D3 warriors in addition to a standard bearer. If the standard is captured, the enemy unit’s CS is reduced by 10.

Duel: The character comes upon a rival on the battlefi eld

and the fl ow of battle around them forms a natural arena. The two may fi ght for 2D6 rounds before the press of combat carries them apart again. If the character defeats the foe, his unit gets a +10 CS bonus; if he is slain or knocked unconscious, the unit gets a –10 CS penalty this round.

Fallen Friend: One of the character’s allies – possibly

even another Player Character – is wounded and falls to the ground. He will be trampled, bleed to death or be stabbed by a passing foe unless the character rescues him.

Fallen Foe: The character comes across a wounded or

dying enemy. If the character heals him or gets him to safety, he could perhaps ransom him or even win his loyalty.

Heroic Effort: The character has a chance to turn the

tide of battle. He is pitted against 1D4 foes at once but for each one he defeats, his unit gets a +5 CS bonus this round. If the character is slain, his unit gets a –10 CS penalty this round.

Hold the Standard: The standard bearer of the character’s

unit is slain. The character can choose to sweep it up but he will be attacked by 1D3 foes immediately. If the standard falls, the unit suffers a –15 CS penalty.

My Kingdom for a Horse: The character encounters a

mounted enemy knight. If the character can defeat this foe and capture the horse, his unit gets a +5 CS bonus and can choose to count as cavalry for the next round.

Precise Shot: A fl ash of sunlight refl ecting off a helm

draws the character’s attention. An enemy commander is within sight but not within reach. The character can make one shot with a missile weapon at the enemy commander. If he hits, the enemy unit suffers a –5 CS penalty. If he slays the commander, the unit also loses the CS bonus from the commander, if any.

Rally Troops: A group of fl eeing and broken troops

pass by the character. He may make an Oratory test or Infl uence test to rally the terrifi ed troops. If successful, the unit reforms as if it has executed a Reform order.

Red Carnage: The character hurls himself into the thick

of the fray. He may attack a series of foes. His unit gets a +1 CS bonus for the fi rst foe he kills, a +2 CS bonus for the second, +3CS for the third and so forth up to a maximum of six foes.

Save Commander: The unit’s commander is attacked by

a powerful foe or is in the path of a fl ying arrow, cannon- ball or fl ame-lance beam. The character can choose to interpose himself and save his commander’s life, taking the brunt of the attack himself. If he fails to do so, the commander is injured or slain and the unit loses any bonuses from the commander.

Tactical Brilliance: The character sees an opening in the

enemy’s defences and can take advantage of it by leading his unit. The character may change the order being executed by his unit for another order.

Take Command: The character seizes leadership of

the unit after the commander is injured, slain or proves himself weak or foolish.

The Message Must Go Through: A stray arrow kills

a messenger; a gust of wind jostles a fl ag; a heliograph mirror is occluded by smoke. However it happens, the result is the same: the commander of the character’s unit

The Defenders of Koln Battle The Dark Empire, Part III

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