Clash of Kings
The following are circumstances that will give bonus dice to the Strategy roll that will decide the battle.
Numbers on the Field
More Troops: +1D
2X the number of Troops: +2D
More than double: +3D
Hedged Manor +1
Entrenched, Fortified Hill +2D
Wooden Fort +2D
Castle +3D (Enemy can only gain a maximum of +1D for Numbers on the Field when you are safe within a Castle, Fortress or Well Kept Walled City until the walls are breached).
Fortress or Well Kept Walled City +4D (King’s Landing, Casterly Rock, Winterfell, The Wall)
Archers, Infantry and Cavalry, etc.
Right Troops for the Terrain +1D (sure footed mountain knights and archers in the Eyrie or atop The Wall, armored cavalry in the southern plains, Dothraki cavalry in the steppes, lightly armored Ironmen at sea, etc.)
Right Troops for the Weather +1D
Home Territory +2D
Choice of Field +2D
Warlord has a reputation concerning battle-prowess +1D
Linked Tests or Helping Dice
Orate check for a well-wrought speech
Resources check for fresh provisions
Forage for fresh provisions
Appropriate Weapon for taking part in the battle (must roll at least Bloody Versus to survive battle, win or lose, the Helping Dice still get added to the Strategy roll. A successful Fight! against a named NPC nullifies the need for a post-battle Die of Fate roll.)
Tactics to lead a group into battle
Strategy to help plan the battle from the officer’s tent
Appropriate –wise to offer your inside knowledge
For each dragon large enough to have a rider who is on your side offers 1 grey die that explodes. This should be a different color die from the rest of your pool. If the die comes up as a 1, the dragon or the rider are wounded and cannot take part in the next battle.
Roll a Die of Fate for any named NPC’s on both sides. On a 1, they are dead.
Army has a Steadfastness, calculated just like Health in determining PTGS based on the average of the General’s Strategy + Will with a +1 for every one of the following skills the General has: Logistics, Tactics, Strategy Games and Appropriate Wises. Steadfastness is the army’s morale and physical condition.
Damage to Opposing Army
Superficial: The opposing army has taken won this battle and controls the field but much of the army will return to fight another day. With an ob1 Strategy roll, the general can gather the army together again, beginning the battle again. +1 to NPC’s Die of Fate rolls. Re-calculate the above modifiers based on the new circumstances.
Light: The opposing army was driven from the field and suffered some losses but with an ob1 Strategy roll they can be brought back together to fight again in this war.
Midi:The opposing army was driven from the field and suffered losses but with an ob2 Strategy roll they can be brought back together.
Severe: The opposing army took harsh losses and were driven from the field but with an ob3 Strategy roll they can be gathered together to fight again in this war. -1 to all NPC’s Die of Fate rolls.
Traumatic: The opposing army suffered brutal losses and were driven from the field but with an ob4 Strategy roll whatever’s left can be gathered together to fight again in this war.
Mortal: The army has suffered catastrophic losses, having been routed from the field. There is nothing left to gather. All named NPC’s are either dead or captured. The opposing general who led the victory can use any additional successes to spare any named NPC’s who the Die of Fate proclaims dead.
I wish I could find my copy of The Flower of Battle.
Anyway, that is my first swipe. Comments and critiques are welcome.