I ran the battle against the undead that I mentioned above, and I didn’t have a very satisfying result, but I think it’s an easy fix. I’ll report the battle, then give my thoughts.
The PCs arrived in Dead Mule Pass with forty men of the 45th Michigan Rifles B Company. B Company was commanded by an NPC captain, Captain Teller. The PCs were Teach (an ex-sharpshooter turned mountain man), Cole (a gunslinger), Jeb (an ex-slave voodoun), and Doc Powell (a surgeon). The PCs were mostly concerned with escorting an NPC named Lewis.
B Company set up camp in the pass shortly before sundown. Lewis, Cole, Jeb, and Doc Powell slept in the middle of B Company’s camp. Teach was expecting trouble, so he took the two Indian scouts in B Company up on a ridge overlooking the camp. He set up alternating watches with the Indian scouts, but the scouts were spooked by earlier events and they deserted in the night (Teach failed a Command roll). Teach suddenly woke in the night, sleeping hidden between a couple large rocks, and heard something snuffling around in his little camp on the ridge. He emerged with his rifle and found two figures sniffing around his latrine. Their movements were jerky and uncoordinated, and he was already spooked, so he fired his rifle at one and hit it square, but it didn’t fall. I was ready to go to Fight, but Teach decided to leg it instead, running down toward the camp shouting.
As a result, the camp was just coming to alert when the pack of ghouls hit their perimeter. This was the start of the battle.
I ruled that the ghouls had won engagement, attacking at night while B Company was mostly asleep. The ghouls’ objective was “total slaughter” and I asked the players what they thought Captain Teller’s objective would be. They decided to “last through the night,” which I ruled as Limited Exposure.
We rolled Disposition. The dead rolled tactics unskilled, but they have a B1 Perception. They scored 1 success, plus 1 Perception, halved, was 1, plus (heavy troops 2, night eyes 3, better rested 1, dozens 1, winning engagement 2)= 10 Disposition.
Teach rolled Soldiering, for which he had 2 dice. No one else had Soldiering trained to assist. He scored 1 success, plus his 2 Soldiering, was 3, plus (training advantage 1, outnumbering 1, dozens 1, broad enemy exposure 3) = 9 Disposition.
I described the crack of a couple rifles and then screaming at the perimeter. The PCs jumped out of bed and armed themselves. I figured a camp of forty soldiers engaged in hard march during the day could only afford a few sentries, not enough to repel the attack beyond the perimeter, so the ghouls came rushing through the camp, throwing it into panic. I described three ghouls emerging at the edge of the kerosene lamplight as Cole headed toward the sound of fighting, and I called for a Steel test. He failed, so I let the dead make an unanswered Attack maneuver, rolled 1 success, and described how they rushed upon nearby soldiers and bore them to the ground as Cole stared, paralyzed with shock and fear. Dead 10. B Company 8.
Tick. Dead 8. B Company 6.
Then we scripted. I had four player characters so I decided to script in exchanges of four volleys instead of three for convenience.
The dead scripted Attack, Maneuver, Attack, Defend.
The PCs scripted Defend (Cole), Defend (Jeb), Attack (Teach), Defend (Doc Powell)
Cole tried to rally troops with his Command skill while the ghouls attacked. I described more ghouls emerging from the woods and Cole shouted at soldiers to engage them. We tied our rolls, so the troops surged to engage the zombies and held them, for now, at least in Cole’s neck of the woods. Dead 8, B Company 6.
Tick. Dead 6, B Company 4.
Jeb tried to seize control of some of the dead with his voodoo magic (Defend) while the ghouls ran through the camp in the dark (Maneuver). Unfortunately, Jeb failed his Sorcery check. The dead scored 2 successes on their maneuver and claimed an Advantage (+2D) to their next action. I described one of the ghouls blundering disjointedly into one of the kerosene lamps and knocking it to the ground, plunging the area further into darkness, and another surged up from the darkness to bite and tear at Jeb, causing a mark hit (due to the In Harm’s Way rule).
Tick. Dead 4. B Company 2.
Teach came crashing down the ridge and into the chaos of the camp. He immediately raised his rifle and started firing into the ghoulish horde wherever he could see them. I think I forgot to describe how the ghouls were throwing themselves on the bayonets of the terrified soldiers and reaching out to tear their flesh. Teach rolled Longarms vs. my Brawling, and I got 2 bonus dice. I scored 5 successes on 5 dice! But Teach has a B6 Longarms skill and he rolled well with a couple sixes, opened them up with a Fate point, and ended up scoring 7 successes! Dead 2. B Company 2.
Tick. Dead 0. B Company 0.
Nobody wins, compromise time. The compromise was that only the PCs, Lewis, and 7 soldiers remained alive and they had been driven for miles through the woods at the end of the battle. All the PCs had taken light wounds during the fighting. We rolled a die of fate for each soldier that had received extra characterization (Captain Teller, a private who hero-worshiped Cole, and two privates who had mistreated Jeb) and they all turned up dead.
Analysis: I was unsatisfied with the results of the battle, mostly because it was too short. Doc Powell didn’t get a single action, and the whole thing didn’t feel epic enough. If I were to do it again I would double or triple the starting dispositions. Nevertheless, the individual actions were fun and I can see that if I had crammed in more of them we’d have had a much better sense of the battle.
Did I do Jeb’s spellcasting turn right? Jeb was casting as a Defend and the dead were maneuvering (Moving with Haste). As I understand it, Jeb rolls Sorcery and the dead roll Speed. Jeb actually scored more successes than the dead (I think he scored 4 successes to the ghouls’ 2 successes), but he didn’t make the Ob of the spell so his successes don’t count, and the ghouls are effectively rolling Speed against Ob 0? Also, Jeb wasn’t in a lull so he gets bit. Is that right?
The battle was the last thing we did in our session and if the players are up for it I might ask them if they want to refight the battle next session with doubled or tripled dispositions. We’ll see.