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View Full Version : Extended warfare rules for SIFRP Game of Thrones Edition [PEACH]



heretic
2016-06-03, 10:55 PM
Below are my homebrew warfare rules for SIFRP: Game of Thrones edition. The rules cover army provisioning, movement, siege warfare, and unit modifications.

Please let me know what you think, as these rules have not been playtested and they likely could use a revision before my SIFRP PbP game (http://www.giantitp.com/forums/showthread.php?489834-SIFRP-Winds-of-Winter-Whispers-in-the-Vale) kicks into gear.


Provisions

A unit needs provisions to function. Instead of using up a month’s provisions, an army or garrison may go on starvation rations. Doing so increases the Discipline of all units by one and they take a point of Fatigue.

Starting Provisions:

Armies: Armies are assumed to embark from a settlement with six months of provisions.

Besieged Castles: The besieged settlement has three new stats, which are Population, Garrison Size, and Provisions. Also note that I am ruling that the table of page 183 represents the number of units that can simultaneously fight (on the ramparts, through arrow slits, etc.) from a given structure. The number of units that the structure can hold is twice this number.

Population: The population score of the besieged structure is equal to the Defense invested divided by ten, plus the population of the community holding, if there is one. This population represents the civilian smallfolk living in the structure and is a subset of the House’s total Population resource. If it decreases, decrease the House’s Population resource by an equal amount.

Garrison Size: Garrison Size is equal to the number of units in the structure, plus the size of the community in the structure (hamlet =1, small town =2, etc.), divided by the number of units that can fight simultaneously from the structure (as laid out on page 183). If the structure includes a granary holding, multiply the number of months that the garrison can last by two.

Provisions: The garrison has enough food to last a number of months equal to 1d6 months per 10 Defense invested in the structure, divided by Garrison Size. In addition, the garrison may choose to Starve the smallfolk, a strategy that feeds them for a month without spending a month’s provisions, but which instead decreases the structure’s Population score by one for every two garrison units, rounded down.

Procuring More Provisions

Purchase: One Wealth buys a month of provisions for five units.

Foraging: A unit can spend a month (or a shorter amount of time) foraging. Each foraging unit makes a Survival check. Success feeds a number of units equal to degrees of success, for a length of time equal to the amount of time spent foraging. The difficulty of the check is laid out below.


PlainsHillsMountainsWetlands
Summer4565
Autumn/Spring3453
Winter6787

Foraging on the march: +4 Difficulty (or +10 for a forced march)
Land has been Slashed and Burned: +5 Difficulty
Each previous month of foraging without moving: +1 Difficulty
Unit carries out Slash and Burn order: -5 Difficulty



Movement
Always subject to Table 11-8A: Travel Modifiers, page 208.

Army Endurance: equal to the sum of all Endurance dice in the army.

Bloat Penalty: Equal to the total number of units, plus the total points of non-Cavalry Bulk.

Fatigue: Each point of Fatigue imposes a -1 penalty on all checks. If a unit already has as many points of Fatigue as it has Endurance rank, it instead takes 1d6 damage. Points of fatigue reduce at a rate of one per day (for marching fatigue) or one per month (for starvation fatigue), provided that the unit is well provisioned and is not marching during this time. Points of damage reduce at twice this same rate.

March: When marching, roll an Army Endurance check* and then subtract the Bloat, then divide by twice the number of units. The army moves that many leagues today. Support units can reduce the Bloat penalty, as detailed below.

*for armies exclusively composed of cavalry, add the Cavalry Bulk to the Bloat Penalty and roll Animal Handling instead of Endurance, and divide by the number of units, not twice the number of units.

Forced March: The commander rolls a Warfare (Command) test against the highest discipline unit (an army is only as obedient and swift as its most unruly platoon). For each degree of success, the army moves up to an additional half its march result and takes a point of fatigue. Each point of fatigue imposes a -1 penalty on all checks. Units can accept a number of fatigue points equal to their Endurance. After that, they take 1d6 points of damage instead. Fatigue points and points of damage disappear at a rate of one per day without travel.



Siege Warfare
The table on page 183 lists the number of units that can fight from a structure at the same time. The structure can house twice this many units.

Siege Defense: Equal to the structure’s defensive bonus (listed in a table on page 183).
Siege Health: Equal to the Defense resource investment in the structure.
Siege Armor: Equal to the Defense resource investment divided by 10.

Strategic Siege Warfare: takes place on a scale on months.

Targeting the structure: For each month of bombardment by siege weapons, the attacking Engineer units each roll a Warfare test against the defenders’ Siege Defense. For each degree, the attackers inflict their damage, which is equal to the sum of: the damage of each siege weapon, reduced by the Siege Armor. (Yes, this means that the weakest siege weapons cannot harm the strongest castles. This is intentional.) Reduce the structure’s Siege Health by that amount. When its Siege Health reaches zero, the structure’s defensive bonus is replaced by the +2 cover bonus conferred by a ruin, and the walls are breached.

Targeting the garrison: The attacking Engineer units may instead attempt to kill members of the garrison. To do so, they each make a Warfare test against Siege Defense +6. The damage done is equal to the sum of the siege weapon damage, minus the Siege Armor. (Meaning that the weakest siege weapons can harm people inside the strongest castles, as long as there are a lot of siege weapons.) The damage is suffered by a random unit. For these purposes, each point of Population counts as a 6 Health random unit. This damage is healed at a rate of 1 per month, assuming the garrison is provisioned. Reducing a unit to 0 health destroys it.

Tactical Siege Warfare: Tactical siege warfare is essentially a battle on the scale of battle rounds, with special maneuvers available, such as breaching a gate or climbing a wall.

Breaching a Gate: Units can attack a gate. In order to do so, a single unit must be in contact with the gate. Each round that the unit attempts to breach the gate, it rolls an Athletics or Warfare test. The Difficulty of the test is equal to 10 plus the defensive bonus of the structure. If a defending unit bolsters the gate from the inside (can take no other action), increase the Difficulty by a number equal to their Endurance or Warfare rank. Note that battering rams add +2D on Athletics tests to breach gates. Covered battering rams add +3D and +1B, and have 20 Health and 8 AR, and grant +5 Defense to units manning them. To breach, you must achieve a number of degrees equal to the Siege Armor of the structure.

Scaling Walls: The difficulty of this maneuver is equal to the defensive bonus of the structure. The number of successes necessary to summit the wall is generally equal to the Siege Armor.


Modified Units:
Replace "Cavalry" with Light Cavalry and Heavy Cavalry. Also, as a matter of fluff, Cavalry units represent 50 horses and men, not 20.

Light Cavalry (+5 Power)

AR 3
AP -2
Bulk 1
Animal Handling +2
Endurance 3
Athletics 3


Heavy Cavalry (+7 Power)

AR 5
AP -3
Bulk 2
Animal Handling +3
Endurance 4
Athletics 3



Support (Animal Handling, Warfare, Healing)
Tend to the Wounded: After a battle, a support unit that was not routed at the battle can heal a number of units equal to its rank in Healing. Those units roll twice on the casualty table (T 10-6) and take the better result. Alternatively, the support unit may heal cavalry units the same way, but uses its rank in Animal Handling.
Organize the Ranks: Presence of a support unit in a battle with more than 6 units in total (including enemy units) on the field grants a number of bonus dice on the Warfare (Strategy) initiative check equal to the support unit’s rank in Warfare (if both sides have support, cancel out the bonus dice until only one side has them).
Strike camp: When marching, roll a Warfare test. Reduce the Bloat penalty by a number equal to the result, to a minimum of zero.
Tend Mounts: If a support unit has spent at least three days with some cavalry units, those units benefit from the Support unit’s careful grooming. Before battle, the support unit may roll an Animal Handling check against Difficulty 8 for a number of units up to its Animal Handling Rank. For each check that it succeeds, the target cavalry unit gains a bonus rank in Endurance for the duration of the battle.
Tend Arms: If a support unit has spent at least three days with some unis, those units benefit from the Support unit's assistance mending their weapons, fletching new arrows and the like. Before battle, the support unit may roll an Warfare check against Difficulty 8 for a number of units up to its Warfare Rank. For each check that it succeeds, the target unit gains a flat +1 bonus to either Fighting or Marksmanship for the duration of the battle.
Foragers Variant: substitute Survival for Animal Handling.

Raiders
Raid:+1B when ordering Raiders to Slash and Burn.

Crusaders
Dedication: Crusaders gain -3 Discipline when fighting for their specific cause, and +3 discipline otherwise.


Scouts
Tactical Edge: Each unit of Scouts present grants +1B on Warfare (Strategy) initiative tests.
Scout Cavalry Variant: Mounted Scouts train Animal Handling rather than Endurance, but do not fight on horseback. Costs an additional +2 Power.
Foragers Variant: Can substitute Survival for Stealth.

Engineers
Craft Siege Weapon From Parts (default): You must pay the Wealth cost of the weapon. Difficulty is equal to listed Wealth cost plus its basic damage (generally stone shot damage). Success means it is built in a week, minus a day for each degree of success. Treat battering ram +D as their damage equivalent.
Craft Siege Weapon From Scratch: You do not have to pay the Wealth cost of the weapon. Difficulty is twice the listed Wealth cost, plus basic damage. For weapons that deal more than 5 damage, there must be a forest nearby to provide timber. Special ammunition is not available. Attempting to construct a siege weapon from scratch takes a month. Siege weapons built from scratch are built in place and may not move except maybe to pivot.