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A military scientist can capably lead an increasing number of men as he improves their skill. He can prevent their men from fleeing after he has gained their confidence. The main ability of a military scientist is to anticipate and react to enemy maneuvers quickly because of their knowledge of tactics. It is difficult for a commander to remain in communication with their sub-commanders during a large battle. Traditionally, when an army exceeded 1500 men, the commander-in-chief would divide their forces into a center, left, and right flank. Once the fray begins in earnest, the din, dust clouds, and general confusion effectively isolates the commander from all but the troops immediately in front of him. Magic, of course, can abate this problem. However, any magic used to facilitate communications will not aid the troops in the field. Usually, the best tactic is to devote magic to the combat proper except when a critical message must be relayed. If this is the case, the outcome of the battle depends largely on the efforts of the individual sub-commanders. A military scientist must he able to read and write in one language at Rank 6 if he wishes to advance beyond Rank 2.
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become disorganized in the midst of battle. Generally, disorganized troops will be left to become disorganized in the midst of battle. Generally, disorganized troops will be left to their own initiative, and the individual solder is unlikely to be able to coordinate with their fellows left to their own devices. fellows left to their own devices.
A military `scientist can form a personal guard. After drilling for (12 - Rank) months, or being in combat for a like number of weeks, the military scientist forms a personal guard of up to ([Willpower/2] + [Social Status/4] ) knights and (20 + [2 x Willpower] + [Social Status/3] ) troops. These troops will be steadfastly loyal to him, so he gains (2 x Rank) % above and beyond their normal success percentage when commanding only their personal guard. A personal guard will follow all rational commands from its leader (i.e., the military scientist) in all but stress situations. A military scientist can rally beings with whom he has drilled or adventured to prevent them from fleeing battle. A military scientist must either have shared one adventure with or drilled for (12 - Rank) weeks with any being who he will attempt to rally. The military scientist may not attempt to rally a being who has fled for over 30 + [5 x Military Scientist's Rank] seconds. The military scientist must declare how many beings he wishes to rally during one round. If he is on the Tactical Display, he must take a Pass action. His success percentage is his ([Willpower] + [10 x Rank] - [Number of Beings]) %. If the GM's roll on percentile dice is less than or equal to the success percentage, the beings cease to flee and will advance against the foe beginning next round (unless seriously injured, in which case they will hold a position a safe distance away from the nearest enemy being). If the roll is greater than the success percentage, the beings continue to flee. The success percentage is decreased by 25% for each time a military scientist fails to rally a being(s) during one battle. If more than one military scientist is attempting to rally the same being, the highest success percentage of all is used, and the Ranks of the remaining military scientist(s) is added to that percentage. A player must choose before the GM rolls percentile dice whether he wishes his character to be affected by a military scientist rally attempt. A military scientist can sometimes perceive the tactics employed by his enemy before they are put to use. When a military scientist attempts to use his Perceive Tactics ability, his success percentage is his ([Perception] + [9 x Rank] )%. The GM rolls D100; if his roll is equal to or less than the success percentage, he informs the player of the military scientist character of the enemy's plan in general terms. If the roll is greater than the success percentage but less than the success percentage plus (2 x Rank), the military scientist is unsure of the enemy plan. If the roll is greater than or equal to the success percentage plus (2 x Rank), the GM misleads the military scientist, with the information becoming completely false as the roll approaches 100. The military scientist character must take a Pass action to use his perceive tactics ability in combat. A military scientist may add his Rank to the initiative die roll in combat. This addition to the initiative die roll occurs only if the character is the Leader, not Stunned or otherwise incapacitated, or engaged in Melee or Close combat. The player of a military scientist character may use more time to plan his character's (and companions') actions when engaged in combat on the Tactical Display. Normally, the games master will not allow the players any time to plan their actions between or during pulses. However, the player of a military scientist character can request a break period of (20 + [10 x Rank]) seconds between each and every pulses. No more than one military scientist character may use this ability per round. A military scientist can temporarily increase the Willpower value of the beings he leads. A military scientist may increase the Willpower value of all beings that he leads by one-half his Rank (rounded down) as long as he takes a Pass action every second round. If the military scientist character is stunned or wounded during a round, his followers lose the Willpower bonus until he can Pass unmolested again. A military scientist must spend (50 + [50 x Rank] ) Silver Pennies per year to supply himself with texts on strategy and tactics. If the military scientist fails to spend the above sum, he operates as if he were one Rank less proficient. If he is at Rank 0, he loses his perceive tactics ability.
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