PCs are the commanders of their units unless determined otherwise. It is assumed that mounted orderlies, standard-bearers, and couriers are relaying the PCs commands throughout the battlefield. A GM might determine that certain factors render communication impossible and take control of the PCs units until they can re-establish contact in some way. ## Attributes Units have the following attributes: - **MIGHT:** Added to a unit's Might checks. - **SPEED:** How many squares a unit can move each round. Normal = 6, Fast = 12, Slow = 3. 1 Square = 60 ft. - **DEFEATS:** The unit is broken after suffering its maximum Defeats. - **TYPE:** Silver designates a common unit (3 Defeats), gold designates an elite unit (4 Defeats). - **SPECIAL:** Each unit has a special trait with unique benefits and drawbacks. ## Initiative PCs roll for [[Combat#Initiative & Turn Order|Initiative]] as in normal combat. If the PCs succeed they go first, but the enemy may choose to have one elite unit go before them. On a Great Success the PCs go before enemy elite units. If the PCs fail they may also choose to have one of their elite units go before the enemy. ## Doing Things Six standard combat rounds equals one **Battle round.** Each round a unit can move and take an action (attack, disengage, dash, charge, etc.). If a unit attacks another, it must make a Might check. Roll `dice: 2d6` and consult the following table: | `dice: 2d6` | Result | Attacker Defeats | Defender Defeats | | ----------- | ---------------------- | ---------------- | ---------------- | | **1-3** | **Devastating Defeat** | 2 | — | | **4** | **Major Losses** | 1 | — | | **5** | **Entrenched** | 1 | — | | **6** | **Stalemate** | — | — | | **7-8** | **Victory** | — | 1 | | **9-10** | **Convincing Victory** | — | 1 | | **11+** | **Triumph** | — | 2 | ## Flanking Flanking units must be on opposite sides of an enemy unit; flanking provides +1 to Might checks. ## Player Characters PCs can inflict Defeats on units using mass damage and other means (spells, bombs, etc; GM's call). If these are not available, PCs can join a friendly unit adjacent to an enemy unit and partake in **6 [[Field Events|Field Events]]** to reach the enemy commander (takes one Battle round). If they defeat the commander, the enemy unit suffers **2 Defeats.**