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Battlefield Award Summary

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War Mastiff

War Mastiff

In the modern armies of the real world, promotions are earned primarily by deed. However, a measure of advancement by title still exists in the modern military. A modern soldier with the rank of sergeant (an enlisted noncommissioned officer, or NCO) is rarely promoted directly to the rank of lieutenant (a commissioned officer) without first being sent to an officer candidate school. While officers in the modern world might not rely on receiving a commission from the ruler (a typical method of appointment for characters in a medieval fantasy world), they are still separated from NCOs by education or lineage or some other title-related reason.

Promotion Points

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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 the character’s commander rating, which typically goes hand-in-hand with a new rank title.

Table 4–9: Promotions

Promotion Commander

Points Rating Rank Name 9 or less 0 Private 10–24 1 Corporal 25–74 2 Sergeant 75–149 3 Lieutenant 150–249 4 Captain 250–399 5 Major 400–599 6 Colonel 600 or more 7 General

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 XP Victory Points Recognition Points Adjustments

Assist friendly troops — 1 per 10 allies — More VP if aid is magical

Attack enemy siege engines — 10–60 — More VP if engines captured and used

Defeat enemy units by CR1 EL × 10 +EL if notable More VP if cavalry, elites, spellcasters, enemy unit less RP if unit later regroups

Disrupt enemy command by CR1 1 per 10 soldiers — Less VP if subordinate takes over under command —

Disrupt enemy — EL × 2 or —

communications

2–50 for large groups Disrupt enemy supply — 10–50 —

Protect defensive point by CR1 10–802 — Protect intrinsic point by CR1 10–802 — Protect maneuver point by CR1 10–702 — Protect offensive point by CR1 20–1002 —

Provide intelligence — 10–30 —

Seize defensive point by CR1 20–1002 — Seize intrinsic point by CR1 10–902 —

Seize maneuver point by CR1 10–702 — Seize offensive point by CR1 10–502 —

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

Capture enemy standard by CR1 —

Defeat notable unit by CR1 — Fight in famous battle — — Fight in famous campaign — — Plant standard — —

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 Reduce by half if unit regroups +3–5 Allows service decoration (battle)

+5–10

Allows service decoration (campaign) +3, then +EL of enemy Less if standard disrupted, negative if attackers repulsed standard stolen +EL of friendly troops individual award +3–5 individual award +2 × commander rating individual award 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.

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