- A MILITARY SYNOPSIS OF THE GPC
- INTRODUCTION
- Synopsis of Play
- What is Intensity?
- The Feudal Army
- BEFORE THE BATTLE: PLAYER PREPARATION
- Leader or Attached?
- Squires & Followers
- THE FIRST CHARGE
- First Charge Intensity
- Starting Conditions
- Battle Events
- Battle Intensity for this Round
- Battle Length
- Opening Unit Intensity
- Unit Cohesion
- Battle Zones
- The Army Commander’s Battle Roll
- First Charge Bonus
- Actual Leaders
- STEP 1: PLAYER KNIGHT STATUS
- Your Followers
- Vassals
- Private Troops
- Family
- Manorial Personnel
- Retinue
- STEP 2: CALCULATE INTENSITY
- Battle Intensity for the Round
- Battle Events & Descriptions
- Automatic Actions
- Unit Intensity for the Round
- Terrain Modifier
- Battle Zone
- Unit Cohesion
- The Ambush
- STEP 3: UNIT MANEUVER
- The Unit Commander’s Battle Roll
- Maneuver Tables
- Prerequisites
- Opponents
- Alone in Battle?
- Offensive Maneuvers
- Assault vs. Position
- Attack
- Attack vs. Two
- Attack with Another
- Assault vs. Position
- Charge
- Move on Flank
- Push Deeper
- Run Down Sprinter
- Defensive Maneuvers
- Stand Fast
- Stand vs. Charge
- Stand vs. Two
- Stand with Another
- Dropped Rock
- Reargaurd
- Go After the Enemy
- Stop
- Follow
- Pursue
- Chase
- Pull Back
- Run Away!
- Sprint
- Withdraw
- Flee Fighting
- Seeking a Specific Unit
- Out of Combat
- Advance
- Remain Disengaged
- Remove (Self)
- Unusual Events
- Opportunity
- Surprise
- Rally Battalion
- Reserves
- Bonus & Penalty
- STEP 4: COMBAT
- Determination Phase
- Immediate Conditions
- Unit Cohesion Modifier
- Battlefield Obstacles
- Discover Opponent Phase
- First Charge Opponents
- Battle Enemy Table Symbols
- NPC Passions
- Destroying Enemy Units
- Missile Phase
- Targeting Skirmishers
- Missile Fire from Non-Engaged Units
- Melee Phase
- Bodyguard Bonus Phase
- Followers’ Fight Phase
- Melee Topics & Common Questions
- STEP 5: END OF THE ROUND
- Unit Victory Results
- Glory for the Round
- Multiple Opponents
- Attacking with Another
- Reserves Glory
- Inactive/Wounded Glory
- Squires
- Captured Horses
- Squire Retreat
- Recovering a Squire
- Battle Intensity Adjustment
- SPECIAL ACTIONS
- Rescue a Friend
- Ending Extended Melee
- Take a Prisoner
- Fight an Enemy Leader
- Rally
- THE BATTLE IS OVER WHEN…
- AFTER THE BATTLE
- Determine the Victor
- Calculate Total Glory
- Loot
- Your Camp is Lost!
- Ransom
- Lost Squires
- Follower Losses
- Healers at Camp
- PASSIONS
- Notable Passions
- Involuntary & Voluntary Battle Passions
- Revenge Crisis Option
- SPECIAL TOPICS
- Fancy Tactics
- Multiple Units in a Battle
- Scripted Events
- ENEMIES
- Battle Enemy Tables
- Sample Armies
- The All-Knight Army
- Generic Noble Leaders
- King Uther Period (Dark Ages Army)
- A Generic Logres Raiding Force
- Attacking Saxon Army
- Cambrian Hill Tribe Army
- Local French Defensive Army
- SAMPLE BATTLE: MEDBOURNE
- APPENDICES
- A. Glossary
- B. Complete Unit Cohesion Modifiers
- C. Complete Terrain Modifiers
- Gamemaster’s & Player’s Battle Records
- Complete Maneuvers
- A LIST OF IMPORTANT TABLES
- Table 1: Battle Size
- Table 2: Starting Condition
- Table 3: Battle Zones
- Table 4: Actual Leaders
- Table 5: Battle Events
- Table 6: Terrain Modifiers (Abbreviated)
- Table 7: Union Cohesion
- Table 8: Offensive Maneuvers
- Table 9: Defensive Maneuvers
- Table 10: Go After the Enemy
- Table 11: Pull Back
- Table 12: Out of Battle
- Table 13: Opportunity
- Table 14: Surprise
- Table 15: Rally Battalion
- Table 16: Captured Horses
- Table 17: Leader Glory
- Table 18: Knight Ransoms
- Table 19: Followers’ Return
- Table 20: The All-Knight Army
- Table 21: Generic Noble Leaders
- Table 22: King Uther Period (Dark Ages Army)
- Table 23: Generic Logres Raiding Force
- Table 24: Attacking Saxon Army
- Table 25: Cambrian Hill Tribe Army
- Table 26: French Defensive Army
- Table 27: Complete Unit Cohesion Modifiers
- Table 27: Complete Terrain Modifiers