King Arthur Pendragon and Pendragon are White Wolf Games' and Noctural Media's trademark for their Arthurian Roleplaying Game;This game system includes books copyrighted by Chaosium, Green Knight, and White Wolf Games; Their use here is not intended to be challenge to their Intellectual Properties.
Pendragon is the premier Arthurian Role Playing Game. It is simple, elegant, and easy to run, plus well researched, but not self limiting. the 4th edition, by including magician rules, spoilt some peoples fun by defining magic, but added a playable range of characters to the game.
The Basic unit is a lord and his company of troops. Mercenary units have a captain. A grooup of warriors fighting without their lord would have a captain, as well. Each unit needs some form of marker. I like 1/2" carboard counters. I also like 5-7mm minis (Warmaster Minis). I disallow units larger than a hundred men (Knights count as twice their number).
Leaders lead from within their own company. I like a Square Flag for Army Commanders, and Pennant (Trianngular flag) for Bataille Commanders.
This is a variant from the main KAP4 battle system.
The Battlefield is usually divided into 9 "chunks", or fields. (Occasionally larger battle fields will be used.)
Army Commander - The head of the battle. Almost always the liege of the Battaille commanders, or his marshal or seneschal
Bataille Commander - Usually the Seneshal, Marshal, and a senior Vassal. But could also be three trusted vassals.
Company Commanders - Usually vassals of either the Army or Battaille commanders.
Army Strenth: | 1-3 | 4-8 | 9-15 | 16-25 | 26-39 | 40-49 | 50-74 | 75-99 | 100-149 | 150-199 | 200-249 | 250-299 | 300-399 | 400-499 |
CS Damage | 1 | 2 | 1d3 | 1d3 | 1d6 | 2d6 | 3d6 | 4d6 | 5d6 | 6d6 | 7d6 | 8d6 | 9d6 | 10d6 |
S Damage | 0.5 | 1 | 1 | 1d2 | 1d3 | 1d6 | 2d6 | 2d6 | 3d6 | 3d6 | 4d6 | 4d6 | 5d6 | 5d6 |
PS Damage | 0.25 | .5 | 1 | 1 | 1d2 | 1d2 | 1d3 | 1d3 | 1d3 | 1d6 | 1d6 | 1d6 | 1d6 | 2d6 |
Several issues affect a miniatures conversion. Basing, scale, and damage rules interact to make various considerations needed. I will make two sets of miniatures conversions: Skirmish and Battle. In miniatures scales, knights are readily available in 10mm, 15mm, and 25-30mm. 7mm are also available in a few lines, but not based individually. Footmen are readily available in these scales as well, and many others. In 6 and 10mm, basing a knight and his squires together is almost a prerequisite. In larger scales, livery of the squires is a better choice.
Rabble should be mounted in strips of 5, 5 strips to a KV. Men at arms are likewise in strips of 5, should be liveried, and are two strips to the KV, or in one block of 5 wide by 2 deep. Sergeants are mounted individually, as are knights; squires may be based with their knights as noted above, or liveried and mounted separately. Skirmish works best with 15mm, 20mm, or 25-30mm.
Since the movement rules is based upon 15mm (my preferred scale overall), we#39;ll assume 10x20mm for a horseman, and 10x10mm for a footman. This makes a horse about 9#39; long, and 4#39; wide... and a footman taking 4#39;x 4#39;. Rabble can be mounted on 8x40 basing for each strip, or a 40x40 base for a KV. Squires should trail their knights.
Leaders should be mounted individually, with squires. Officers (and PC#39;s) should likewise be mounted individually; squires always either individually or with their knight.
Finding decent knights is easy; finding decent knights that look vaguely mediævil is not quite so easy... Knights should have lances, and penants. The penant should be small (a real penant was maybe 20cm x 50cm), triangular, and when the lance is presented to charge, display the arms from the Dexter (right hand) side of the wielder. Bannerettes bear a "snipped", usually square "Banner". Greater lords also bear banners, but theirs are usually larger and carried by a "standard bearer."
Crests on the helms are NOT a realistic knight for battles. That was a tournament thing. (Likewise, horned helmets are an invention of Wagner for his operas.) It works fine for faerie knights, though.
Every turn, all units get to move. Knights separating from a unit must take their squires with them. Moves will be based upon the scale used. Sggestions for english units instead are given;
Scale: | 6-8mm | 10mm | 15mm | 20mm | 25-30mm |
Each point of move: | 1cm (1/2") | 2cm (1") | 3cm (1" or 1.5") | 4cm (2") | 5cm (2") |
Figures may rotate up to 90° during a move; this can come at any point, and even be split.
Battlelore, by Days of Wonder, provides wonderful Bits. Decent knights, cool banners, and (albeit left-handed) miniatures galore. ANd a decent map.
One knight figure should be 10-15 KV. One swordsman should be 5-10 KV of footmen. Stacking limit of 4 figures per hex. Rabble are not represented; they would be 1 KV per figure. You can either form BattleLore units from them, and play it out in BL, or use the following guidelines.The three battles are set up in the three sections. Each unit needs an identifier... use the banners.