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Regimental Testimonials Revised


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Changed the way Headquarters works. The players there now may opt to take actions on Pivot, defacto ordering the movement of the battle lines. Since the HQ card is revealed, then the choice made, will add some extra player advantage. Also changed some of Major Tarot for balance and clerical problems. Read the rules again and found it implied that regiments under three companies go bye-bye. I changed that. Fight to the last man is possible, usually not going to happen. Be ready to oust the Russians from Nantes in an upcoming mission where new version of Regimental Q&D is employed.

Regimental Testimonials
These tables simulate actions at the regimental level, when two Olde World armies engage. Here, the battle is epic, and many thousands may perish, including some player characters.
The enemy and players are arrayed by regiments. Keep a total count of the forces in terms of companies, acting like hps. The events will typically reduce one regiment on either side by one company. Slowly, player skill and luck will deliver more loss to the enemy. A regiment must start with at least four companies, so anything less will join another regiment so long as the total in place doesn’t exceed sixteen.
The goal is to rout all the enemy to a man. Yet sometimes a regiment will be stressed and break before that point. The Ref will be instructed to roll a single D8. Note, this Ref’s roll will not be influenced by player make-roll. If the number generated exceeds the remaining total for any given regiment, that force withdraws.
The tables assume neither side has a clear advantage, but the enemy is given defensive position. He may be on the attack, but he does so with craft toward terrain and tactical opportunity. The Difficulty levels of the events take this penalty into account.
If the players instead have clearly such advantages, the Ref may bestow a positive dice modifier. Or, use the tables in Book One to engage and rout individual companies.
At least one player should be deployed to each of three separate areas of the command post, in the flanks and to steady the center. Otherwise, automatically inflict one loss to the player flank and center.
Along with the tally of regiments and their count of companies, each command will have one to eight batteries of field guns, usually in this era mortars. These could also suffer loss or serve as an additional prompted method of inflicting harm.
The Q&D assumes the players and rival have committed to the battle. There are no reserves or reinforcements coming. The Ref may decide otherwise and allow either side to bolster their ranks as the scenario dictates. Some battles are just not winnable, even by Swashbucklers (who should wisely stick to manageable clashes at sea).

Q&D Headquarters Orders
Headquarters Cups: Test Major Enemy Loss – If the Ref rolls a D8 above the enemy regiment with the fewest remaining companies, that force is shattered and retreats. The loss of a regiment on the enemy flank grants a plus one die roll modifier. The loss of a regiment from the enemy center, creates a plus three die roll modifier. The selecting player has the option to treat the card selected as Pivot by ordering the forces arrayed in battle to shift. He may thus gain a chance to rout one of the enemy’s companies or take a risk to gain swaggering; the choice is entirely up to the player. Inverted, player may also reassign up to half a D8 companies between allied regiments to balance his forces against further loss. However, he may only do so, if he also takes the event as a Pivot result.
Headquarters Rods: Bombard the Enemy – Enemy loses a company, unless the Ref rolls half a D8 over the number of allied mortars. Selecting player may instead hold fire and give his side a positive plus one dice roll modifier in the continuing action. Optionally, the enemy loss is automatic and may even occur if all allied batteries are knocked out, provided selecting player also suffers the event as a Pivot result. This Pivot may cause additional loses to either side. If the card is inverted, the enemy loss includes one of their fixed batteries. Again, player may avoid the roll by resolving the card additionally as a pivot result.
Headquarters Coins: Shelled – Players lose a company, unless the Ref rolls half a D8 over the number of enemy mortars. The selecting player may avoid the consequences by treating the card selected as Pivot with the Difficulty raised by one. If the card is inverted, the player loss includes one of their fixed batteries. Perhaps substitute the Pivot and hurt the other side instead.
Headquarters Swords: Test Major Allied Loss – If the Ref rolls a D8 above the allied regiment with the fewest remaining companies, that force is shattered and retreats. The loss of a regiment on the allied flank causes a minus one die roll penalty. The loss of a regiment from the allied center, forces a minus three die roll modifier. The selecting player may avoid the harsh consequences by treating the card instead as Pivot; however, the player still lose one company regardless and the Difficulty of the Pivot is raised by three. Perhaps that beats the alternative? Inverted, Not just this player, but all players must suffer a Pivot event in order to avoid the chance of regimental retreat. Any consolation, only the selecting player has his pivot Difficulty raised by three.
Battle Flair Magician: Increase Difficulties of all rolls by one, unless all players voluntarily lose Lordly. A character w/o this trait loses all his traits, devolving into panic.
Battle Flair High Priestess: Increase Difficulties of all rolls by one, unless all players voluntarily lose Man-at-Arms skill. A character w/o this skill loses all his skills, frustrated by the utter lack of finesse.
Battle Flair Empress: Ignore the effects of all major tarot going forward, until deck reshuffles.
Battle Flair Emperor: Each player may use a make-roll for his next action; this special opportunity does not count toward the restriction of only one make-roll per battle. This card partially cancels a previous or future Devil event; players regain or retain half their make-rolls (round down) if the card has already occurred.
Battle Flair Pope: Guided by nonpartisan priests; all players gain plus one to rolls.
Battle Flair Lovers: If card is selected from the Flanks, the selecting player suffers a vicious wound. The battle’s dice modifier is reset to zero, no advantage.
Battle Flair Chariot: Reinforcements arrive; gain a half D8 companies added to the player battle lines. A new regiment may not be created, nor may a lost and broken center or flank be restored.
Battle Flair Justice: The mercenaries on both sides have had enough. Both sides lose all their mercenary designated companies. These companies usually withdraw under honors of war, only to await the outcome to sell their services to the victor.
Battle Flair Hermit: Enemy calls up hidden reserves; his side gains a single company to each regiment on his battle lines. Lost and broken regiments are still not restored.
Battle Flair Wheel: Shuffle and continue. Cancel the effect of Magician and High Priestess.
Battle Flair Force: If card is selected during Center actions, the selecting player suffers a vicious wound. The battle’s dice modifier is reset to zero, no advantage.
Battle Flair Hanged Man: If card is selected during Pivot, the selecting player suffers a vicious wound. The battle’s dice modifier is reset to zero, no advantage.
Battle Flair Death: One player character, wounded in this battle, dies of shock. If more than one is currently wounded, Ref determines victim based lowest advancement in level. The battle’s dice modifier is reset to zero, no advantage.
Battle Flair Temperance: If card is selected during Headquarters Options, the selecting player suffers a vicious wound. The battle’s dice modifier is reset to zero, no advantage.
Battle Flair Devil: All make-rolls for the remainder of this battle are lost. Only upon victory will the players restore half their make-rolls post battle.
Battle Flair Tower: Next player to fail a roll on any event suffers a vicious wound. He may continue with his walking injury, unless the failed event says otherwise.
Battle Flair Stars: Night falls or fog envelops the region, a blessing for stealth. Add one to all player rolls. Cancel the effect of Magician and High Priestess.
Battle Flair Moon: False hope drives a foolish action. Triple the company losses of the next event, good or bad.
Battle Flair Sun: One enemy company from every regiment arrayed has been eliminated. If the dice modifier is a negative disadvantage, reset it to zero.
Battle Flair World: Arguments over the updates, vigorous rivalry, or challenges to orders, cause confusion. All Difficulties increase by one.
Battle Flair Judgment: All players this round have the option to take an action on Pivot. The card is revealed, before the players must decide. However, any player who decides not to Pivot, has the Difficulty of his other resulting event raised by three.
Battle Flair Fool: The time for simplistic, amateur endeavors has passed. Both sides lose all their Rabble designated companies. These companies usually disperse and are absorbed into companies continuing the fight. Don’t think of them as deserting so much as promoting (at the Field Marshal’s expense).

Q&D Regimental Center
Center King: Covering fire to extricate your and your compatriots from a kill zone. Retreat back, confused, taking your actions next turn at the Headquarters. Fail and fall with vicious wound. Difficulty: 7 Advantage: Pistoleer
Center Queen: Take up the regimental colors and brandish the banner of your allegiance in glory to all who give sight. Success and next player’s action is at plus four to the dice. Difficulty: 8 Advantage: Gesticulate Garment*
Center Knight: Gut work, make them bleed, make them quake. Success to reduce enemy forces in the center by one company. Difficulty: 7 Advantage: Man-at-Arms
Center Knave: Provide distraction for the advance of fresh tactical support. Success and next player’s action is at plus four to the dice. Regardless, next player’s action is selected on Pivot. Difficulty: 8 Advantage: Attract Fire*
Center Ten: Spot a vulnerability, before it becomes a crisis. Fail and lose a company from a regiment in the flanks. Regardless, next player’s action is selected on Pivot. Difficulty: 6 Advantage: Trait Cunning
Center Nine: Allow your brigands this moment to appropriate the better arms and accoutrements of the fallen. Rout one enemy company from the center. Fail and next player’s action has Difficulty raised by three. Difficulty: 7 Advantage: Briber
Center Eight: Flee the vicinity of a situational hazard, usually combustible terrain. Lose one allied company in the center. Fail and fall with vicious wound. Difficulty: 8 Advantage: Crossbowman
Center Seven: Take your rotation to the front, like any common jackstraw. Rout one enemy company from the center. Fail roll and next player’s action is selected on Pivot. Difficulty: 9 Advantage: Fencer
Center Six: Maneuver is a much finer word than panic. Success to reduce enemy forces anywhere by one company, but fail and fall with vicious wound. Difficulty: 9 Advantage: Better Valor*
Center Five: Take the reins of a rider-less mount and spur into the opposing column. Rout one enemy company from the center. Fail roll and lose an allied company. Difficulty: 8 Advantage: Equestrian
Center Four: Through urgent reaction, turn sure defeat into pyrrhic victory. Lose one allied company in the center. Success to reduce enemy forces in the center by one company. Difficulty: 7 Advantage: Trait Dashing
Center Three: Direct from a comfortable position, behind your inferiors. Rout one enemy company from the center. Fail and fall with a vicious wound. Difficulty: 6 Advantage: Accountant-Bookkeeper
Center Two: No one to blame, the sport was played, the tactical conditions never in your favor. Lose one allied company in the center or flanks. Success to reduce enemy forces on the flanks by one company. Difficulty: 8 Advantage: Brawler
Center Ace: Statuesque, let everyone behold the face of Caesar in their midst. Rout one enemy company from the center. Fail and knocked unconscious. Difficulty: 6 Advantage: Trait Lordly
Majors: Treat as Major Battle Flair

Q&D Regimental Flanks
Flanks King: Thank the tutor who actually prepared you for this moment. Success to reduce enemy forces in the center or flanks by one company. Difficulty: 6 Advantage: Fencer
Flanks Queen: Always prepared, apply some liniment, smelling salts and poultices, then push the broken and fallen, right back to the fray. Success to reduce enemy forces on the flanks by one company. Regardless, any character in the battle who was knocked unconscious is back up (and perhaps ready to take a real wound). Difficulty: 9 Advantage: Apothecary
Flanks Knight: Knowing all men need leaders, concentrate fire on the officers. Success to reduce enemy forces on the flanks by one company. Regardless, next player’s action is selected on Pivot (as enemy reciprocates). Difficulty: 6 Advantage: Pistoleer
Flanks Knave: Attend and withdraw the walking wounded. Retreat back, confused, taking your actions next turn at the Headquarters. Fail and all Difficulties are raised by one. Difficulty: 6 Advantage: Physician
Flanks Ten: Stand on a pile of the dead or get a leg up for a tactical view. Success to reduce enemy forces anywhere by one company, but fail and fall with vicious wound. Difficulty: 10 Advantage: Man-at-Arms
Flanks Nine: With little else, but a leg to stand on, fight a delaying action and backward leading reassembly. Lose one allied company on the flanks. Success and next player’s action is at plus four to the dice. Difficulty: 9 Advantage: Pugilist
Flanks Eight: Pick up the grenades and throw them back whence they came. Lose one allied company on the flanks. Success to reduce enemy forces in the Flanks by one company. If roll is failed by more than five, suffer a vicious wound. Difficulty: 9 Advantage: Chiasmic Actions*
Flanks Seven: Concentrate your attack by volley, but perhaps too little too late for you’re outnumbered. Lose one allied company in the center or flanks. Success to reduce enemy forces on the flanks by one company. Difficulty: 9 Advantage: Longbowman
Flanks Six: Crushed and falling back, your best hope is the enemy hesitates on their advantage. Lose one allied company in the center or flanks. Fail and next player’s action has Difficulty raised by three. Difficulty: 6 Advantage: Daring Pistol Fire*
Flanks Five: Hold at a defensive position. Fail roll and lose an allied company. If player character is not skilled as Man-at-arms, Difficulty raises by seven. Difficulty: 5 Advantage: Trait Cunning
Flanks Four: Rally the widely dispersed to the brass of your cult of personality. Lose one allied company in the center or flanks. Fail and fall with a vicious wound. Difficulty: 6 Advantage: Charismatic Style*
Flanks Three: Adopt a mythic stance as the better man, a champion glowering at these weaklings. Rout one enemy company from the Flanks. Fail and knocked unconscious. Regardless, gain swaggering Attract Fire*. Difficulty: 5 Advantage: Trait Stout
Flanks Two: Utilize all your ballistics, personal and mobile professional. Fail and next player’s action is selected on Pivot. Difficulty: 8 Advantage: Gunner-Gunsmith
Flanks Ace: Make your presence known in a dramatic fashion; of course, the goal is to inspire the men, not quell your rising fears. Rout one enemy company from the Flanks. Fail and fall with vicious wound. Difficulty: 8 Advantage: Rabblerouser
Majors: Treat as Major Battle Flair

Q&D Regimental Pivot
Pivot King: Many could be remembered, but today you will have toasts raised in your honor. Success to reduce enemy forces in the center or flanks by three companies. Difficulty: 10 Advantage: Man-at-Arms
Pivot Queen: Drive the action forward, take the lead, make the difference. Success to reduce enemy forces in the center or flanks by one company. Difficulty: 10 Advantage: Trait Dashing
Pivot Knight: Face to face with an opposing lieutenant, don’t dally and be done. Rout one enemy company from the center. Fail and fall with vicious wound. Difficulty: 11 Advantage: Fencer
Pivot Knave: What the devil is the enemy feeding his soldiers; his men are a sturdy as oaks? Fail and knocked unconscious. Regardless, all Difficulties are raised by one. Difficulty: 11 Advantage: Trait Stout
Pivot Ten: Hopefully in the quiet to follow, you’ll be joking at your rashness, not having eulogies sung at your burial. Fail and fall with vicious wound. Difficulty: 10 Advantage: Flamboyant Moves*
Pivot Nine: Best shots forward, the rest keep muskets primed and ready to swap. Fail and lose one allied company in the center. Difficulty: 10 Advantage: Automatic Reload*
Pivot Eight: Reinforce a tactical error in the lines of arrayed soldiers. Lose one allied company in the center. Success to reduce enemy forces in the center by one company. Difficulty: 11 Advantage: Trait Lordly
Pivot Seven: Your line buckles with men at a gap in need a respite. Lose one allied company in the center or flanks. Success to reduce enemy forces on the flanks by one company. Difficulty: 11 Advantage: Pistoleer
Pivot Six: Feeling invulnerable, stride into the meat of the carnage. Rout one enemy company from the center. Fail and next player’s action has Difficulty raised by three. Difficulty: 10 Advantage: Armourer
Pivot Five: Lend your talents to a leaderless company, while their second lingers in his old role. Fail roll and lose an allied company. Difficulty: 10 Advantage: Heroic Swordplay*
Pivot Four: Eagle eyed, nothing, especially a distant marksman, escapes your keen observation. Fail and fall with a vicious wound. Difficulty: 11 Advantage: Spy
Pivot Three: Slap about a prisoner and threaten the man with harsher measures should he fail to divulge the location of enemy supply. Fail and knocked unconscious. (Leave unclear if it was the victim or his own men who stopped his actions.) Difficulty: 11 Advantage: Inquisitionist
Pivot Two: Crawl away, contort under debris, get back to safety before someone notices your grave situation. Lose one allied company in the center or flanks. Fail and next player’s action is selected on Pivot. Ref may decide the next action will also act as that person’s chance of successful rescue. Difficulty: 8 Advantage: Juggler-Acrobat
Pivot Ace: A single shot might not change the outcome overall, but it will make a difference in the here and now. Fail roll and next player’s action is selected on Pivot. Difficulty: 8 Advantage: Tenacious Pistol Fire*
Majors: Treat as Major Battle Flair


Yours,

   red



Message Replies:
For France! -- Mike Myke Mique (posted: 6/27/2018) 
Careful using Wishes -- red (posted: 6/27/2018) 
Beats a SIX in Phase B -- Mike Myke Mique (posted: 6/28/2018) 
 
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