War Actions

## Quick Battle

A battle resolved in between sessions is a contest between armies, calling upon the gods for their favour.

## Judgement

After The Seven choose which side they favour, BOTH sides roll BOTH Health and Morale Loss.

### Attacker Inflicted Health Loss

Multiply the roll % by the Attacking army's total Damage and subtract it from the Defending army's total Health.

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### Attacker Inflicted Morale Loss

Unlike Attacker Health Loss, Attacker Morale Loss is not multiplied by the Attacking army's Total Damage.  Instead, the Roll % becomes the Defender's new Morale Level.

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 4

### Defender Inflicted Health Loss

Multiply the roll % by the Defending army's total Damage and subtract it from the Attacking army's total Health.

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 4

### Defender Inflicted Morale Loss

Unlike Defender Health Loss, Defender Morale Loss is not multiplied by the Attacking army's Total Damage.  Instead, the Roll % becomes the Attacker's new Morale Level.

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## Total Morale, Health and Damage

Total Morale for both Attacker and Defender begins at 100%

To determine the total Health of each army, add up the Health value of each unit according to the following chart.

Total Damage is much the same.  Add up the Damage of each unit according to the chart.

## Victory

The Attacking or Defending army flees the battlefield if it's total Morale is zero or less.

If the Attacking or Defending army's total Health reaches zero, it is obliterated. Very few of the force's soldiers will survive.

If there is a single army left on the battlefield, it takes that land.  If both armies remain, the army with the higher total Morale takes the battlefield and the army with the lower Total Morale flees the battlefield.  A tie goes to the Defender.

## The Father - Leadership

Attacking general's Warfare (Command) + Modifiers  VS.  Defending general's Warfare (Command) + Modifiers

BOTH the Attacker and the Defender find BOTH their highest trained unit and lowest trained unit involved in the battle and apply all Modifiers.

 Veteran
 Trained
 Green

 Veteran
 Trained
 Green

## The Mother - Loyalty

Attacking general's Deception (Any) or Persuade (Any) + Modifiers  VS.  Defending General's Deception (Any) or Persuade (Any) + Modifiers

BOTH the Attacker and the Defender find BOTH their highest loyalty unit and lowest loyalty unit involved in the battle and apply all Modifiers.

 Loyal
 Steady
 Unreliable
 Disloyal

 Loyal
 Steady
 Unreliable
 Disloyal

## The Maiden - Terrain

Attacking general's Survival (Orientation) + Modifiers  VS.  Defending general's Survival (Orientation) + Modifiers

### Terrain Chart 1: Obstruction

Choose the one terrain feature lowest on the chart that applies to the battlefield.

 Other
 Wetlands
 Stream
 Pond
 River
 Lake
 Light Woods
 Dense Woods

### Terrain Chart 2:  Elevation

Choose the one terrain feature lowest on the chart that applies to the battlefield.

 Hills
 Mountains

### Terrain Chart 3:  Urban Features

Choose the one terrain feature lowest on the chart that applies to the battlefield.

 Hamlet
 Small Town
 Ruin
 Large Town
 Small City
 Large City

### Terrain Chart 4:  Road

Choose the one terrain feature lowest on the chart that applies to the battlefield.

 No Road

## The Crone - Tactics

Attacking general's Cunning (Logic) + Modifiers  VS.  Defending general's Cunning (Logic) + Modifiers

### Tactics Methods

BOTH the Attacking general and Defending general secretly choose a Tactics Method.  They reveal their method simultaneously and discover the appropriate Modifier.

The Attacker's possible Methods are listed vertically, the Defender's Methods are listed horizontally and their effects are shown in the table.

## The Warrior - Hardiness and Unit Composition

Attacking general's Warfare (Strategy) + Modifiers  VS.  Defending general's Warfare (Strategy) + Modifiers

The Attacker uses the charts to check her composition and applies the Modifiers to her Warfare (Strategy) roll. The Defender does the same with the Defender Composition chart and applies those Modifiers to her Warfare (Strategy) roll.

 No Support
 No Infantry
 No Long Range
 No Close Range

 No Support
 No Infantry
 No Long Range
 No Close Range

### Hardiness

BOTH the Attacker and the Defender find BOTH their highest Hardiness unit and lowest Hardiness unit involved in the battle and apply all Modifiers.

 Ready
 Unsuited

 Ready
 Unsuited

## The Smith - Equipment and Fortifications

Attacking general's Warfare (Tactics) + Modifiers  VS.  Defending general's Warfare (Tactics) + Modifiers

### Fortification Chart

Choose the one Fortification lowest on the chart that applies to the battlefield.

 Tower
 Hall
 Small Castle
 Castle
 Superior Castle

### Attacker Equipment Chart 1:  Projectiles

Choose the one siege engine lowest on the chart that applies to the Attacker's army.

 Catapult, Small
 Scorpion
 Spitfire
 Catapult, Medium
 Mangonel
 Catapult, Large
 Trebuchet

### Attacker Equipment Chart 2:  Wall Attacks

Choose the equipment lowest on the chart that applies to the Attacker's army.  \*Only applies if there are Fortifications on the battlefield.

 Grappling Equipment
 Battering Ram, Simple
 Battering Ram, Covered

### Attacker Equipment Chart 3:  Protective

Choose the equipment lowest on the chart that applies to the Attacker's army.  \*Only applies if there are Fortifications on the battlefield.

 Mantlets
 Turtle
 Siege Tower

### Attacker Equipment Chart 4:  Upgraded Unit Equipment

If at least one unit in the Attacker's army has upgraded equipment, add the modifier.  Effects are cumulative.

 Fighting Damage
 Marksmanship Damage

### Defender Equipment Chart 1:  Projectiles

Choose the one siege engine lowest on the chart that applies to the Defender's army.  \*Only applies if there are Fortifications on the battlefield.

 Catapult, Small
 Scorpion
 Spitfire
 Boiling Water
 Catapult, Medium
 Mangonel
 Boiling Oil
 Catapult, Large
 Trebuchet

### Defender Equipment Chart 2:  Upgraded Unit Equipment

If at least one unit in the Defender's army has upgraded equipment, add the modifier.  Effects are cumulative.

 Fighting Damage
 Marksmanship Damage

## The Stranger - Luck

Roll 1d4.

 Damage