RULES OF WAR
CHAPTER 4
92
In the modern armies of the real world, promotions the character’s commander rating, which typically goes are earned primarily by deed. However, a measure of hand-in-hand with a new rank title. advancement by title still exists in the modern military. A modern soldier with the rank of sergeant (an enlisted Table 4–9: Promotions Promotion Commander noncommissioned officer, or NCO) is rarely promoted Points Rating Rank Name directly to the rank of lieutenant (a commissioned officer) 9 or less 0 Private without first being sent to an officer candidate school. 10–24 1 Corporal While officers in the modern world might not rely on 25–74 2 Sergeant receiving a commission from the ruler (a typical method 75–149 3 Lieutenant of appointment for characters in a medieval fantasy world), 150–249 4 Captain 250–399 5 Major they are still separated from NCOs by education or lineage 400–599 6 Colonel or some other title-related reason. 600 or more
Promotion Points Characters accumulate promotion points by converting recognition points, and they keep track of their promotion points as an overall total. When a character’s promotion points reach one of the thresholds indicated on Table 4–9, he is eligible for a promotion. This promotion advances
General
BATTLEFIELD AWARD SUMMARY
Table 4–10 lists the awards you’ll earn during a battle: experience points, victory points, and recognition points.
Table 4–10: Battlefield Awards Objective Assist friendly troops Attack enemy siege engines Defeat enemy units
XP — — by CR1
Disrupt enemy command
by CR1
Disrupt enemy communications Disrupt enemy supply
— —
Recognition Points — — +EL if notable enemy unit 1 per 10 soldiers — under command — EL × 2 or — 2–50 for large groups 10–50 —
Protect defensive point Protect intrinsic point Protect maneuver point Protect offensive point
by CR1 by CR1 by CR1 by CR1
10–802 10–802 10–702 20–1002
— — — —
Provide intelligence
—
10–30
—
Seize defensive point Seize intrinsic point
by CR1 20–1002 by CR1 10–902
— —
Seize maneuver point Seize offensive point
by CR1 10–702 by CR1 10–502
— —
Capture enemy standard
by CR1 —
Defeat notable unit Fight in famous battle Fight in famous campaign Plant standard
by CR1 — — —
— — — —
Rally demoralized unit Receive elite training Replace fallen leader
— — —
— — —
Rescue endangered unit
—
—
Survive overwhelming odds
by CR1 —
+1/2 EL of enemy unit defeated +EL of enemy unit +3–5 +5–10 +3, then +EL of enemy attackers repulsed +EL of friendly troops +3–5 +2 × commander rating of fallen leader +2 × EL of surviving friendly troops +5 × (EL of unit – average PC level)
1 See Dungeon Master’s Guide page 38. 2 Depending on value.
7
Victory Points 1 per 10 allies 10–60 EL × 10
Adjustments More VP if aid is magical More VP if engines captured and used More VP if cavalry, elites, spellcasters, less RP if unit later regroups Less VP if subordinate takes over More VP if disruption is lengthy, more VP if replaced with false communications More VP if supplies captured and used, less VP if supplies only diverted More VP if improved, less VP if damaged Less VP if damaged More VP if improved, less VP if fragile More VP if improved, less VP if offensive potential diverted, less VP if easy to defend More VP if cavalry, elites, or spellcasters; more VP if enemy doesn’t know you know Less VP if directional or damaged Less VP if only important to one side, less VP if damaged More VP if improved, less VP if damaged Less VP if directional — Reduce by half if unit regroups Allows service decoration (battle) Allows service decoration (campaign) Less if standard disrupted, negative if standard stolen individual award individual award individual award — —