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Combat Rolls

Combat rolls automatically happen during the Warfare phase of each turn, if opposing forces are in the same Region as each other. A GM may call for a combat roll in other situations if they so wish.

There are two types of Combat rolls: Battles and Sieges.

Battles occur when Armies that are at war encounter one another in the same Realm. Sieges occur when an Army is given an order to attack a Settlement.

In all combat rolls, each side rolls a number of d6 equal to their Might. A roll of 5-6 is considered a success. The side with the most successes wins the combat roll. The total net success (successes that exceed the number of the opposition’s success) is then compared to the Battle or Siege table to see the resolution of the conflict. Sieges have different outcomes to Battles, even when the same number of net successes are rolled. In Sieges, Garrisons defending a Settlement cannot retreat. If an Army is aiding the defence of a Settlement from a Siege, it still follows the Siege Results table.

Combat rolls may have multiple rolls of the dice, until there are enough net successes to end the conflict. When either the Battle Results or Siege Results tables says “Combat/Battle/Siege Ends” then dice rolling stops for this conflict for the rest of the turn. If opposing forces remain in the same Region, they will continue to make combat rolls during the next Warfare phase.

Battle Results

Net Successes Outcome
0 RegroupNo significant loses on either side. Immediately roll again.
1 WoundedLoosing Army suffers -1 Might. Immediately roll again.
2 RetreatLoosing Army suffers -2 Might and retreats from the battlefield. Battle ends.
3 RoutedLoosing Army suffers -3 Might and flees to nearest friendly settlement, if there is one within range of its Speed. Battle Ends.
4 DefeatedLoosing army suffers -4 Might, disengages from all warfare and returns to its Realm at the New Year. Battle Ends.
5+ AnnhilatedLoosing army has its Might reduced to 0 and ceases to exist. Battle ends.

Siege Results

Net Successes Outcome
0 RetaliateOnly Besieging army suffers -1 Might. Garrisons are unharmed. Immediately roll again.
1 GrazedLosing forces suffers -1 Might. Combat ends. Siege continues during the next Warfare phase.
2 MaimedLosing forces suffers -2 Might. Combat ends. Siege continues during the next Warfare phase.
3 CrippledLoosing forces suffers -3 Might. - Besieging armies flee to the nearest friendly Settlement if there is one within range of their Speed.
- If defending forces are Crippled, then the Settlement is captured and the Garrison ceases to exist.
Siege ends.
4 BrokenLoosing forces suffers -4 Might. -- Besieging Armies disengages from all warfare and returns to its Realm at the New Year.
- If defending forces are Broken, then the Settlement is captured and the Garrison ceases to exist.
Siege ends.
5+ DevastatedLoosing forces has its Might reduced to 0 and ceases to exist.
If defending forces are Devastated, then the Settlement is captured.
Siege ends.