Three different characteristics govern your character's Military career. They are his rank, his regiment, and his Military Ability. Military Ability is probably the most important characteristic of the three.
Military Ability is the numerical quantification of a character's ability to lead men in battle. A character's promotions and certain appointments are dependent on military ability. A leader's military ability will affect the battle outcome for his unit. Military Ability is initially generated at character creation using a d6, higher being better.
4.1.1 Military Academy
An officer (Captain and up) may elect to go to the Military Academy for (10 × current MA) in crowns for each one-week lesson. After 8 weeks of study the character sits an exam. The weeks of study need not be contiguous, and may be halted and/or resumed at any time. If a d6 rolled is equal to or is greater than the character's current MA, his MA is increased by 1. This die roll can be modified by +1 for each level 3 influence spent.
4.1.2 Field experience
For each month your character leads troops on campaign as a Major or higher, his Military Ability will increase by one if an 11+ is rolled on 2d6. Military Ability can not increase more than 1 in any single month. This applies to anyone in a command position. (If a commander obtains a Battle Result that is better than his immediate superior's, his Military Ability is increased permanently by one and he receives a -1 table modification for Mention in Dispatches and promotion. Only one MA adjustment is possible per campaign season, regardless of the officer's subsequent performance.)
Every regiment is organized identically: three battalions to a regiment, and two companies to a battalion. The commanding officer of a regiment is the Colonel, the 1st Battalion is led by a Lt. Colonel, and the 2nd and 3rd Battalions are led by Majors. All companies (two per battalion, designated A through F) are led by Captains. Subalterns and Privates are not listed in the chain of command but are assigned to an appropriate Company.
4.2.1 Colonel's Authority
A Colonel is in complete control of his regiment no matter what his personal circumstances. He may be at the front, in a Spanish prison, away at a monastery. It doesn't matter where he is; he is the final and absolute authority in all regimental matters. The Colonel of a regiment is in complete control of recruitment and all company appointments. He may re-arrange the chain of command so long as each character is in a position appropriate to his rank.
The Colonel can promote and recruit characters as much as he pleases, so long as he does not violate the Regimental structure as defined above and SL requirements are adhered to. The Colonel may not demote nor dismiss a character without bringing formal charges and going through a court-martial. The demotion or dismissal will be a result of the court-martial if the individual is found guilty.
If the Colonel's post is vacant, the Lt. Colonel is considered to be in charge of the Regiment. If both the Colonel's and the Lt. Colonel's posts are vacant, an NPC Lt. Colonel will be assigned, as temporary commander of the regiment, until a permanent Colonel is appointed.
If the Colonel is particularly displeased with the actions of one of his men, he may assign barracks duty or any other suitable punishment. If the officer does not follow the commands, then that insubordinate officer can be brought up on formal charges and court-martialed.
The Colonel is a fairly autonomous individual but when he volunteers his regiment to go out on campaign he must enlist with a brigade and be accepted by that Brigade's Commander. Once he volunteers his regiment, he may not return to Paris unless released by the Brigadier General he is serving under. Once released he is no longer obligated to re-enlist with the releasing Brigade if he does not desire to do so.
4.2.2 Joining a Regiment
It takes a week's action to join a regiment and the Colonel of the regiment must give permission to join. If the officer in charge of the Regiment is an NPC, a d6 is rolled and the Regimental Recruitment Table is consulted at the column of your character's SL and the row of the regiment he is trying to join. If the roll is higher than the value found in the table, the application is accepted. This roll may be modified by level 3 influences.
A player who unsuccessfully attempts to join a regiment may apply to other regiments in the same week, but only to those regiments with a lower social standing as shown in the Regimental Recruitment Table. (The higher the regiment in the table, the higher the regiment's social standing.) For every two rejections, 1 is subtracted from the character's die roll on subsequent applications in the same week. Players may reapply to a regiment as soon as the following month.
At the time he joins his regiment, the character has an option to buy an officer's commission, provided he has the social level and the money to do so. A rank up to and including captain may be bought immediately upon entry providing the character meets all the requirements and a vacancy exists. An NPC Colonel will always allow this option; however, permission must first be obtained from a player character Colonel. If your character switches from one regiment to another, he may purchase his currently-held rank or the immediately higher rank, provided a vacant position exists for him to acquire.
When buying ranks, all ranks below it must be paid for as well. If switching regiments this means your character must purchase each and every rank below the one he is acquiring. Moving up within a regiment does not require re-purchase of previously bought ranks. Player character Colonels may waive the purchase cost of ranks if they wish, but if they do so, they must pay for the promotion out of their own funds. All proceeds from recruitment go into the regimental coffers, not the Colonels pocket!
The candidate must meet all the minimum requirements for acceptance into the regiment. Commanders who fail to follow regulations will be reported to their superiors.
Regimental Recruitment Table
Applicant's Social Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Royal Foot Guards - - - - - - 5 5 4 4 3 3 2 2 1 1 Cardinal's Guard - - - - - 5 5 4 4 3 3 2 2 1 1 0 King's Musketeers - - - - - 5 5 4 4 3 3 2 2 1 1 0 *Dragoon Guards - - - - 5 5 4 4 3 3 2 2 1 1 0 0 Queen's Own Carabiniers - - - 5 5 4 4 3 3 2 2 1 1 0 0 -1 *Archduke Leopold Cuirassiers - - - 5 5 4 4 3 3 2 2 1 1 0 0 -1 *Crown Prince Cuirassiers - - 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 Royal Marines - 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 *Grand Duke Max's Dragoons - 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 Picardy Musketeers 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 13th Fusiliers 5 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -3 *Princess Louisa Lt Dragoons 5 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -3 53rd Fusiliers 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -3 -3 27th Musketeers 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -3 -3 4th Arquebusiers 4 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -2 -3 69th Arquebusiers 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -3 -3 -4 The Gascon Regiment 4 3 3 2 2 1 1 0 0 -1 -1 -2 -2 -3 -4 -4 Frontier Regiment -- Automatic -- A unit with an asterisk (*) by it represents a cavalry regiment. A Unit in italics is not currently accepting applicants.
Regimental Rank Table
Regiment CG
KMDG QOC
ALCCPC RM
GDMDPM 13th
PLLD53rd
27th
4th69th
GRFR Private 6 5 4 3 2 0 0 0 0 0 Min SL 0 0 0 0 0 0 0 0 0 0 Purchase 10 10 8 8 6 4 4 2 2 2 Pay 5 4 3 3 2 1 0 0 0 0 Status Subaltern 7 6 5 4 3 2 2 0 0 0 Min SL 130 120 110 100 90 80 70 60 50 N/A Purchase 14 14 10 10 8 6 6 4 4 4 Pay 6 5 4 4 3 2 1 0 0 0 Status Captain 8 7 6 5 4 3 3 2 2 2 Min SL 140 130 120 110 100 90 80 70 60 N/A Purchase 16 16 14 14 12 10 10 8 8 8 Pay 7 6 5 5 4 3 2 1 0 0 Status Major 9 8 7 6 5 4 4 3 3 3 Min SL 160< 150 140 130 120 110 100 90 80 N/A Purchase 20 20 18 18 16 14 14 12 12 12 Pay 8 7 6 6 5 4 3 2 1 0 Status Lt Colonel 10 9 8 7 6 5 5 4 4 4 Min SL 180 170 160 150 140 130 120 110 100 N/A Purchase 24 24 22 22 20 18 18 16 16 16 Pay 9 8 7 7 6 5 4 3 2 0 Status Colonel 11 10 9 8 7 6 6 5 5 5 Min SL 230 220 210 200 190 180 170 160 150 N/A Purchase 28 28 26 26 24 22 22 20 20 20 Pay 10 9 8 8 7 6 5 4 3 0 Status 4.2.2.1 Privates
Privates must spend a minimum of two weeks per month performing barracks duties. If they don't, this will be brought to the attention of the Colonel and is a punishable offense. Practicing with one's regimental weapon may be done during this time as barracks duties.
4.2.2.2 Subalterns
Subalterns must spend at least one week per month at the barracks leading the privates in drills. If they don't, this will be brought to the attention of the Colonel and is a punishable offense. Practicing with one's regimental weapon may be done during this time as barracks duties.
4.2.2.3 Horses
Captains must buy a horse (100 crowns); Majors and higher must have 3 horses. Horses require a groom (grooms cost 2 Crowns per month, for any number of horses) and stabling (at 3 Crowns per month per horse). Buying a horse is an automatic action and takes no time. Privates and Sub Alterns in Cavalry units must also buy a horse, but it is assumed that their mounts are stabled in Regimental stables and the feeding and care of these animals is performed by their owners during barracks duty.
4.2.3 Promotions within Regiments
Characters may apply for vacant positions in any regiment as long as the available rank is no more than one higher than their current rank and they meet the minimum SL. This means one cannot skip a rank nor gain two ranks in one month. For example: when a Majority is vacant, only Captains from any regiment, or higher ranks from other regiments, may apply. One may apply for a position in a regiment other than one's own without losing one's current rank or position if the application is not accepted.
It is thus possible for the Lt. Colonel of the 4th to apply for the Colonelcy of the King's Musketeers (so long as the minimum SL is met). The Colonel is responsible for authorizing all promotions. If the Colonel is an NPC, then all applicants will be announced so that influence can be brought to bear on the decision. If only one applicant steps forward, the applicant is automatically appointed and no influence need be used. If the applicant is from a different regiment then the standard acceptance roll is necessary as in joining a new regiment and can be influenced as normal.
If the vacancy in question is the Colonel's Position then a committee of Brigadier Generals are convened to appoint the Colonel (Influences of Level 4 are needed)
If the character is promoted through the battle results he need not pay for the rank. Also, there must be a vacancy for the player to be promoted (else a MiD is gained instead). If promoted in battle and one does not have the minimum SL for the new rank, a MiD is gained instead.
The following modifiers apply to the roll for filling a position:
If applying for Colonel:
- +3 for the character who caused the NPC to resign (if applicable)
- +1 for most senior officer in the same regiment applying
- +1 for a character in the same regiment
If applying for other positions:
- +1 for every influence level 4 used on the Brigadier General Committee
- +1 for every 100 crowns given to the NPC Colonel
- +1 for every influence level 3 used on the NPC Colonel
If no player character applies for a vacant position, it is filled by an NPC (MA rolled on a d6).
If your character earns a merit promotion and declines the promotion, he must resign his commission in the Military and become a civilian. Failure to accept a promotion is a sign that a character is clearly not ready for leadership and should move on so more capable men can prove they are capable.
4.2.3.1 Creating a Vacancy in a Regiment
NPC officers will always step aside when asked to do so by their player character Colonel. This happens automatically and no roll is needed. A player character Colonel can remove an NPC officer, then immediately fill the position with a player character, without announcing a vacancy.
If the Colonel is an NPC, then your character must personally ask the officer in question to step aside. An NPC officer will step aside on a roll of 7 on a d6 (necessary influence levels depend on the position of the NPC). The results of this request will be announced for all to see. Application for a position under an NPC Colonel may not be made until the vacancy in the position is publicly announced. Once a vacancy is reported, applications will be accepted.
The player character responsible for the NPC stepping aside will receive a +3 to his roll for the position.
4.2.4 Frontier Regiments
The Frontier Regiment is handled a bit differently. Ranks in the frontier regiment may not be purchased. However, characters may be promoted up the ranks. Since no die roll is needed to join the frontier regiment, your character may join as a pre-monthly action and go straight to the front, spending no time in Paris (thus avoiding unnecessary expenses). If he is already in a Regiment, then he may continue on the roster of his home regiment even while serving with the frontier regiment.
There are always openings available for qualified officers and men. Officers of the rank of Major and above may command battalions (even Colonels and General Officers).
The structure of the frontier regiment will follow the standard structure for regiments, with player character officers assigned a post appropriate to (or possibly lower, but never higher than) their home regiment rank. When an excess of player officers (more than the available positions in the frontier regiment) have volunteered for frontier duty, seniority, as determined by Rank, followed by regiment, followed by MA, followed by SL, will determine placement within the regimental structure. Therefore, characters will not necessarily serve in the Frontier Regiment at their established rank. It is common for higher ranked officers to serve in lower positions. When serving in a position below their established rank, any successful promotion roll will be converted into a MiD. It is possible to be mentioned twice in the same month while serving with a frontier regiment. Notice that your character can never be promoted higher than Brigadier General while serving in a frontier regiment.
If your character is also serving in a regiment other than the frontier regiment, he could be promoted to a rank which is already filled in his home regiment. If this happens, he can not return to Paris until a vacancy exists in his home regiment or he joins a regiment which does have an appropriate vacancy.
4.2.4.1 Royal North Highland Border Regiment
The Royal North Highland Border regiment (RNHB) is a unique unit - an elite Frontier Regiment. Characters who go to the Frontier to campaign may wish to campaign with the RNHB rather than a normal Frontier regiment. To be accepted into the RNHB, characters must meet certain requirements:
- Privates and Sub-Alterns must have an Endurance of 110 or more, and an Expertise of 9 in rapier.
- Officers must also have received one merit promotion or have been mentioned in dispatch and also must have an MA of 2 or more.
4.2.4.2 Returning to Paris from the Frontier Regiments
In the past, officers returning from the frontier have often found that there would not be a position available to them in their normal regiment because of merit promotions in the field. Officers in this situation must find a Regiment which has a suitable vacancy, or remain at the front until a position is opened. The only other option available to him is to accept a demotion or to resign his commission.
4.2.5 Regimental Rivalries
Some regiments have a corresponding enemy regiment due to a long-standing feud which has escalated over the years. If members of enemy regiments meet each other, then an insult can be assumed to have been given. Thus, there is always cause for a duel. When dueling a member of an enemy regiment, one is honor bound to fight with his own regimental weapon (or lose 1/2 SL in SPs).
The following list illustrates the rivalries:
Regimental Rivalry Table
Regiment Enemy Regiment Cardinal's Guards King's Musketeers Dragoon Guards Queen's Own Carabiniers Archduke Leopold Cuirassiers Crown Prince Cuirassiers Grand Duke Max's Dragoons Princess Louisa Lt Dragoons Picardy Musketeers 13th Fusiliers 4th Arquebusiers 69th Arquebusiers 53rd Fusiliers 27th Musketeers 4.2.6 Regimental Weapons
Each regiment has a favored weapon associated with it. The favored weapon is free to practice while at the regimental gym, all others weapons must be practiced at a separate gym at normal costs.
Regimental Weapons Table
Royal Marines Cutlass ALC, CPC, DG, GDMD, PLLD, QOC Sabre All others Rapier
Officers of rank Brigadier General or higher are members of the general staff, none of whom has a permanent field command. Characters may only reach general staff ranks through battle field promotions.
| Rank | Min SL | Pay | Status |
| Brigadier General 2nd Class | 6 | 35 | 12 |
| Brigadier General 1st Class | 6 | 35 | 12 |
| Lt. General 2nd Class | 8 | 40 | 13 |
| Lt. General 1st Class | 8 | 40 | 13 |
| General 2nd Class | 10 | 45 | 15 |
| General 1st Class | 10 | 45 | 15 |
| Field Marshal | 12 | 50 | 20 |
A Brigadier General 2nd Class may still command a Regiment or he may apply for appointments that require a Brigadier General's Rank. All 2nd Class promotions are temporary (Brevet). A second promotion, to 1st Class, is necessary to make the rank permanent. One year from the time of promotion to a 2nd class rank, rank priveledges will be re-evaluated. Second Class rank holders of appointments requiring that rank will be continued in the rank on a probationary status until promoted to 1st class or the appointment ends.
4.3.1 Appointment Implications to Military Careers
A Career military man usually doesn't start looking for a civil appointment until he has reached the rank of Brigadier General. The reason for this is that he may not simultaneously hold an active field command and a civil appointment. Characters at a rank less than Brigadier General must resign from the Miltary before accepting any civil appointment. This is to preclude their having to chose between going on campaign with their regiment or filling their ministerial duties. There are no appointments available to characters below the rank of Brigadier General which would allow resumption of a field command without starting all over in a regiment.
All Regimental Officers of the Rank of Captain and above, and General Officers who command Rgiments or have a military appointment may embezzle funds from the Crown once per month by adding fake troops to their payroll, padding expenses etc. The amount they may embezzle is indicated on the table below.
| Rank | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Amt | Notice | Amt | Notice | Amt | Notice | Amt | Notice | Amt | Notice |
| Captain | 10 cr | 12+ | 20 cr | 11+ | 30 cr | 10+ | 40 cr | 9+ | 50 cr | 8+ |
| Major | 15 cr | 12+ | 30 cr | 11+ | 45 cr | 10+ | 60 cr | 9+ | 75 cr | 8+ |
| Lt. Colonel | 20 cr | 12+ | 40 cr | 11+ | 60 cr | 10+ | 80 cr | 9+ | 100 cr | 7+ |
| Colonel | 30 cr | 12+ | 60 cr | 11+ | 90 cr | 10+ | 120 cr | 8+ | 150 cr | 7+ |
| Brigadier Gen. | 50 cr | 12+ | 100 cr | 10+ | 150 cr | 9+ | 200 cr | 8+ | 250 cr | 7+ |
| Lt. General | 75 cr | 12+ | 150 cr | 10+ | 225 cr | 9+ | 300 cr | 8+ | 375 cr | 7+ |
| General | 100 cr | 11+ | 200 cr | 10+ | 300 cr | 9+ | 400 cr | 8+ | 500 cr | 6+ |
| Field Marshal | 125 cr | 11+ | 250 cr | 10+ | 375 cr | 9+ | 500 cr | 7+ | 625 cr | 6+ |
When a player wishes to embezzle, he merely states in his orders what level of embezzlement he wishes to perform. The GM consults the table above, and determines how many crowns are added to the players purse (Amount). Of course there is always a chance that some paymaster or other finance officer notices the irregularity in the financial report submitted by the player. To determine whether the irregularity has been noticed, the GM consults the table above for the player's rank and embezzlement level, and compares 2d6 to the number under (Notice). If the roll is equal to or greater than the Notice number, the irregularity has been noticed.
When an irregularity has been noticed, the Proper Authority is notified that turn, and the case is turned over to him for investigation and possible prosecution. The Proper Authority varies depending on the position and location of the player embezzling.
1) All players who are currently serving in a Regiment (ie not serving outside a Regiment due to a military appointment) and who are currently not at the front may be investigated by the appropriate Inspector General. (See Inspectors General in the Influence rules)
2) All other members of the force structure (ie anyone who could be sent to the front as part of their duties) have their Superior Officer notified. Superior Officers are Regimental Commanders for all players serving at the front under a Regimental Commander, or the Commander of the Formation that the player is attached to. ( eg a Regimental Commander is investigated by his Brigade Commander at the front, while a Brigade Major is investigated by the Brigade Commander no matter where he is because he is not currently serving with his Regiment ) NPC Superior Officers will always bring Embezzlement charges against a player who is noticed, while player Superior Officers may choose to ignore the evidence per the Court Marshal section of the Trial rules.
3) All other players (those who are not members of the Force Structure ) are investigated by the Judge Advocate General, unless he is not eligible to charge them per the Court Marshal section of the Trial rules. In this case, or when the JAG himself is noticed, the investigation is carried out by the Minister of War. As in 2 above, NPCs will always bring embezzlement charges, while players may elect not to. See Courts Martial for information regarding charges and adjudication.
The Army of France has a rigid command structure which never changes. The Army of France is composed of two Field Armies, the First and Second Armies. The Field Army is the largest force which is ever sent on campaigns under a single command. Each Field Army is in turn composed of two Divisions, the First through the Fourth Divisions. Each Division is composed of two Brigades, the First through the Eighth Brigade. Therefore the First Army contains the First and Second Division, and the First through the Fourth Brigades. See the Brigades section below for information on the composition of Brigades.
It is important to note that the Army Structure is an administrative command structure. Most of the time there are no Regiments assigned to the Brigades, and therefore no combat troops assigned to these formations. Only when a formation is activated as part of a Field Force (see Field Forces below) are Regiments assigned to the Brigades.
4.5.1 Command Structure
At the top of the command structure of the Army of France is the Field Marshal. He appoints the commanders of the First and Second Armies from among those qualified individuals (see Appointments) who apply. He also is responsible for the formation of Field Forces (see below) after the Minister of State and the Minister of Foreign Affairs determine the number of Regiments which will be sent on campaign, and the Minister of War determines the number of Field Forces which will be created.
Each Army Commander will in turn appoint the Division Commanders of his two Divisions from among the qualified applicants, who will in turn appoint Brigadiers to command their two Brigades. See the Appointments section for information regarding who is eligible to for these positions, and what other positions they are required to appoint. The Appointments Calendar will show when each position is opened for applications, and filled. In all cases, if qualified Player Characters do not apply for a position, it is automatically filled by an NPC. Normal Influence rules apply when NPCs are charged with filling an appointment.
Campaigns are conducted every season, but vary in intensity based on the needs of state and the weather. Every campaign is conducted in a series of steps which start in the previous season, and continue month by month until the end of the campaign season in question. Thus as the Summer Campaign is being fought, the Fall Campaign is being planned by the upper echelons of the Governmental and Military establishments.
As Clauswitz observed, war is an extension of politics. So it is in Death Before Dishonor as well. The first decisions made regarding a campaign are made by the Minister of State, the Minister of Foreign Affairs and the Minister of War in the first month of the season preceding the campaign.
4.6.1 Hostility Level
Hostility is a rating from 1 to 10, where a 1 indicates peaceful relations with foreign countries and a 10 means all out war! The Minister of Foreign Affairs (MoFA) is responsible for the effects of diplomacy on the hostility rating, and his rewards are based on the current hostility level in which France finds herself. The Minister of Foreign affairs will receive SPs equal to 10 minus the Hostility Level. The Minister of Foreign Affairs will roll against his MA to determine the outcome of his efforts in December, March, June, and September. An NPC MoFA will have an MA of (d6+3).
MoFA's Hostility Adjustments
MoFA's
MAHostility adjustment (d6) 6 5 4 3 2 1 1 +6 +5 +4 +3 +3 +2 2 +5 +4 +3 +3 +2 +2 3 +4 +3 +3 +2 +2 +1 4 +3 +3 +2 +2 +1 +1 5 +3 +2 +2 +1 +1 0 6 +2 +2 +1 +1 0 -1 7 +2 +1 +1 0 -1 -2 8 +1 +1 0 -1 -2 -2 9 +1 0 -1 -2 -2 -3 10 0 -1 -2 -2 -3 -4 In addition to the MoFA's efforts there will be seasonal adjustments. In September the hostility will drop by 3 points, and in March it will rise 2-4 (1d3 +1).
The outcome of Battles will also affect the Hostility Level. The better the Army does, the lower hostility will become as France imposes her will on others. The worse the Army does, the more things will escalate as France's enemies try to take advantage of her. For the purposes of the table below, the average Battle Result of the Field Force(s) will be used.
BR Hostility Adjustment Table
Battle Result
(BR)Hostility
Adjustment1 -2 2 -1 3 0 4 +1 5 +1 6 +2 After the Hostility Level has been determined above, and the SPs determined for the MoFA, the MoS may modify the Hostility Level by +1 or -1. This modifier is made in the same month as the Hostility Level determination, and therefore will be decided before knowledge of the MoFA's effort is known. Thus a Player MoS must submit a modifier in his orders for December, March, June and September. In no case will the Hostility Level be raised above 10, or lowered below 1. An NPC MoS will modify the Hostility Level on a roll of 7 on a d6 (Influence needed). If competing attempts are made to Influence this roll, the highest modified roll wins. In the case of ties, no modifier is applied.
The Hostility level during the first month of a season will determine the number of Brigades sent on campaign during the following season. The number of Brigades on campaign that following season is determined from the Mobilization Levels Table:
Mobilization Levels Table
Hostility
Level# of Bdes
Sent# of Field
Forces1 1 1 2 1 1 3 2 1 4 2 1 5 3 1 6 4 1 7 4 2 8 5 2 9 5 2 10 6 2 Please note that the Mobilization Levels Table contains hostility levels which cannot be supported by the Regiments of Paris. When this occurs, the MoW will authorize NPC Frontier Regiments to fill out all of the Brigades called to war.
4.6.2 Field Forces
Definition: A Field Force is a formation taken from the force structure under a single commander, which is tasked with a single mission (Deployment Type). Field Forces are Formations from Brigade to Army in size, which comprise between them the whole of the Army of France in the field.
A Field Force is a formation created by the Field Marshal based on the Army Structure, and influenced by the deployment type (see below). Usually only one Field Force is in existence at a time, but under certain conditions up to 3 Field Forces may exist at a time. The number of Field Forces is determined by the Mobilization Levels Table, and can be modified by the MoW by +1 or -1. A Player of MoW must include this modifier in his orders for December, March, June and September and thus must decide before the Hostility Level is generated. The number of Field Forces will in no case exceed 3, and will never be reduced below 1. An NPC MoW will modify the number of Field Forces on a roll of 7 on a d6 (Influence needed). If competing attempts to Influence this roll are made, the highest modified roll wins. In case of ties, no modification is made.
Field Forces are created in the second month of a season (January, April, July and October), and only exist on paper until they are deployed in the first month of the next season's Campaign. They are designated by a number (ie Field Forces 1 to 3 if necessary) and a season (ie Field Force 1 {Spring}). Thus, while Field Force 1 {Spring} is in the Field, Field Force 1 {Summer} is being formed.
When a new Field Force is created where one previously did not exist, a d4 is rolled to determine the new Force's Deployment Type and the Re-deployment Table below is consulted using only the Current Deployment column. Thus a roll of 1 indicates that the new Field Force is to be deployed for Assault, a 2 indicates that it is deployed for Defense, a 3 indicates field operations, and a 4 indicates Siege operations. When the number of Field Forces is less for the coming Campaign than it is for the current Campaign, then the highest numbered Field Force is eliminated first. Thus Field Force one is always in the field.
Field Forces which already exist take their deployment for the next season from the Re-deployment table below based on their current deployment and their battle result from the first month of the current campaign season. Player Field Force Commanders may alter the result by one Battle Result column, but due to time constraints they must do so in the following way. Player Field Force Commanders must submit a list in the first month of the campaign listing the Deployment types from the most favored deployment type to the least. The GM will obtain a battle result for the first month, and consulting the table will determine which column shift if any will give them the deployment type highest on their list. NPC Field Force Commanders will take the Deployment Type generated by the table.
Re-deployment Table
Current
DeploymentBattle Result (BR) 1 2 3 4 5 6 Assault (A) A S S F F D Defense (D) A F F D D D Field Ops (F) A A S F D D Siege (S) A S S F F D Now that the number of Field Forces and their various deployment types have been decided, the Field Marshal will create the Field Forces. This is done in January, April, July and October for the Campaign in the next season. A player Field Marshal simply assigns formations from the force structure to each of the Field Forces being created for the Campaign using the Field Force Generation table below. The Field Marshal may freely select any Regiments he chooses to go on Campaign. An NPC Field Marshal (the GM) will try to create Force(s) which are comprised of portions of the Force Structure currently not activated when possible. He will also try to create Brigades which will not suffer from negative modifiers due to Force Composition (see Brigade Composition Table below). He will select Regiments using the Volunteers rule below.
Field Force Generation Table
Brigades Sent 1 Field Force 2 Field Forces 3 Field Forces 1 1 FF of 1 Bde n/a n/a 2 1 FF of 1 Div 2 FFs of 1 Bde each n/a 3 1 FF of 1 Army of
(1 Div & 1 sep Bde)1 FF of 1 Div and
1 FF of 1 Bde3 FFs of 1 Bde each 4 1 FF of 1 Army 2 FFs of 1 Div each 1 FF of 1 Div and
2 FFs of 1 Bde each5 n/a 1 FF of 1 Army &
1 FF of 1 Bde2 FFs of 1 Div each
& 1 FF of 1 Bde6 n/a 1 FF of 1 Army &
1 FF of 1 Div3 FF of 1 Div each or
1 FF of 1 Army &
2 FFs of 1 Bde eachn/a = Not Allowed
4.6.3 Brigades
Brigades are ad hoc Military Formations in Death Before Dishonor. They are task organized by the Field Marshal based on the Deployment Type of the Field Force to which they are attached. Brigades are the smallest units which may take the field under an independent command, and all larger units are built upon the bedrock of the Brigade. Brigades may consist of 3 or 4 Regiments of any type, although the Brigadier may suffer a penalty to his Battle Result if the proper ratio of Infantry to Cavalry is not maintained in his Brigade. (see Brigade Composition Table, below). If a Brigade does not contain the proper number of Infantry and Cavalry Regiments for the Deployment Type, the Brigade Commander rolls for his Battle Result as though his MA were one lower than it actually is.
Brigade Composition Table
Deployment # of Infantry
Regiments# of Cavalry
RegimentsField Operations 2 2 Siege Operations 3 1 Defense 2 1 Assault 3 1 Please note that for the purposes of the Brigade Composition Table, a Dragoon Regiment is considered either Infantry or Cavalry (whichever is most advantageous to the Brigade). The RNHB Regiment is considered a Dragoon Regiment for the purposes of Brigade Composition as well.
Brigades which are not assigned to a Field Force do not contain any Regiments at all. When a Field Force is formed by the Field Marshal, and a Brigade is assigned to it, Regiments will be assigned to the Brigade as well. The Brigade Commander (usually a Brigadier) will not have any say initially as to which Regiments are assigned to his Brigade. However, he may exercise the "Brigadiers Prerogative" whereby once each month he may rotate one Regiment of his choice back to Paris and replace it with another Regiment which is not currently deployed in the field (see Volunteers rule below).
In no case will he ever be able to alter the number of Regiments in his Brigade. An NPC Brigade Commander will do this on a roll of 7 on a d6 (Influence needed). Players attempting to influence a Brigade Commander in this fashion must state which Regiment will be relieved and which Regiment will replace it. Competing Influence attempts will be settled by the highest modified die roll, and a tie will mean that no exchange will take place. If no Regiments are available in Paris to relieve a Regiment it must remain assigned to the Brigade. The only exception to this is that two Player Brigade Commanders who are assigned to the same Field Force may swap Regiments if their orders explicitly say so.
4.6.4 Volunteers
Most of the year, hostilities will be sufficiently high that volunteer regiments will be needed to fill the manpower shortage. Colonels may volunteer their regiments to fill the need. Colonels who volunteer their regiments must take at least one battalion with them, and specifically give permission to those who remain behind. A regiment which leaves behind two Battalions will suffer a penalty to the Commander's MA of -1. Every month that a Regiment is not on active service in the Field, the Commander must decide whether to volunteer their Regiment for service.
Regiments led by NPC Commanders will never volunteer. Thus every month the GM will have a list of Regiments which are not currently deployed, broken into 4 parts. Volunteer Infantry Regiments, Volunteer Cavalry Regiments, Other Infantry Regiments and Other Cavalry Regiments.
When a Brigade Commander excersizes his "Brigadier's Prerogative", these lists will determine which Regiment will replace the Regiment he has selected to be relieved. Brigadier's Prerogatives are resolved in random order. If the requested relief Regiment has volunteered, it is dispatched to the front the next month. If the requested relief Regiment has not volunteered, or has already been assigned to another Brigade, a random volunteer Regiment of the same type is sent to the front instead. If no Volunteer Regiments of the appropriate type remain, a random non-volunteer Regiment of the appropriate type will be sent instead. If no Regiments of the appropriate type remain in Paris, then the Regiment which was scheduled to be relieved remains at the front instead.
The only deviation from this occurs in the last month of the Campaign season. Since the Field Marshal has already created the Field Forces and assigned Regiments for the Campaign which begins the following month, Players may excersize "Brigadier's Prerogatives" based on where Regiments and Brigades will be in the following month. Therefore Regiments currently at the front, but not assigned to a Field Force may volunteer for service, and Regiments assigned to a Field Force but not yet deployed to the front may be "relieved".
Brigade, Division and Army commanders may also volunteer their formations for campaign, but their requests will only be fulfilled if the Field Forces constructed by the Field Marshal consist of formations of the proper size. Thus a Brigade commander's request for assignment to the field would be ignored if only 1 Field force of 1 Division was required. He may still go to the field as part of his Division, but only the request for combat command of his Division Commander is taken into account. NPC Field Marshals will choose formation for Field Forces according to the following criteria:
- Highest modified (by influence) roll on a d6 of 7 or higher.
- Random Volunteer Formation not currently at the front.
- Random Volunteer Formation currently at the front.
- Random Non-Volunteer Formation not currently at the front.
- Random Non-Volunteer Formation currently at the front.
4.6.5 Campaign Example
In order to better understand how a campaign is conducted I have included an example which follows a Summer Campaign Season from start to finish.
Because a Campaign takes a long time to organize, the first step occurs in the the first month of the previous season. Since we are concerned with the Summer Campaign Season, the first step is taken in March.
March:
The Current Hostility Level is 3. One Field Force is at the front (Field Force 1 {spring}), and it is comprised of the 1st Army. The 1st Army is always comprised of the 1st and 2nd Divisions, and a look at the Mobilization Levels Table tells us that one of the Divisions has remained behind, as has one of the Brigades. In this case, the 1st Division is with the 1st Army in the field, with the 1st and 2nd Brigades under the 1st Division, and the 3rd Brigade is also serving under the 1st Army in the field as a seperate (not under a division but directly attached to the Army) Brigade. The Commander of the 2nd Division has remained in Paris, along with the Commander of the 4th Brigade.
The GM now determines the Minister of Foreign Affairs Hostility Adjustment on the table of the same name. MoFA has a MA of 4, and rolls a 2 indicating an increase of hostility of +1. Since it is March an additional roll is made by the GM which yields an additional 3 hostility for a total increase of 4.
Since Field Force 1{spring} had a Battle Result of 3 this month, no additional Hostility is generated by the BR Hostility adjustment table.
The MoS is an NPC, and two players with Arms Investments have each tried to influence him to increase the hostility level. Each uses an Influence 7, which adds 2 to the die roll which indicates the success or failure of the Influence attempt. The die roll is a 5 + 2 for the influence = 7. He increases the hostility level by 1. Therefore the hostility level for the Summer Campaign is 3 (current) + 4 (MoFA) +1 (MoS) = 8.
Consulting the Force Mobilization Table we see that 5 Brigades will be sent to war, and they will be divided into 2 Field Forces. The MoW is an NPC, and since no one bothered to Influence him, the number of Field Forces will remain 2.
April:
The Field Marshal is also an NPC, so the GM will decide how to structure the forces for the Summer Campaign. The first step is to determine the Deployment Types that the 2 Field Forces will have. Since Field Force 2{summer} is a new formation, a d4 is rolled with a result of 1. Therefore looking at the 1st row of the Re-deployment Table we see that FF2{summer}will conduct an assault. Field Force 1 is commanded by a PC who sent a list with April's orders indicating that his preferences for deployment were in order Field, Siege, Assault, Defense. His current deployment type is Defense, and his BR for March was 3. The Re-deployment table indicates Field Operations which is his 1st choice, so no column shift is necessary. Therefore FF1{summer} will be deployed for field operations.
Next, the Field Marshal must decide which formations from the force structure to activate for the Summer Campaign. Since the 1st Army is already in the field, he will not deploy it. Consulting the Field Force Generation Table, the FM sees that he will require 1 Army and 1 Brigade for his 2 Field Forces. He has sole discretion as to which formation is assigned to which Field Force, but since he is an NPC he will follow the guidelines set forth in the rules regarding Volunteers etc. Looking at the Brigade Composition Table, the FM realizes that if he sends the Army sized formation to FF1 {Summer} he will quickly run short of Cavalry Regiments, since the deployment type Field Operations penalizes Brigades which do not contain 2 Cavalry Regiments. Since 4 Brigades would be necessary for an full Army sized deployment, it would require 8 Regiments of Cavalry to optimize the Brigades. Since no players commanding Armies or Divisions have volunteered for service, he is free to assign 2nd Army to FF2 {Summer} for the assault, and 4th Brigade, which is currently in Paris, to FF1 {Summer} for field operations.
Note that if there are not enough Regiments in the game to fill both of these formations it is not a problem, since the MoW will authorize enough NPC Frontier Regiments to fill out the Formations. The FM assigns Regiments to the Brigades which are deployed to the front. His final disposition looks like this.
FF1 {Summer} Field Operations
- 4th Brigade
- 2 Cav & 2 Inf Rgts
FF2 {Summer} Assault
- 2nd Army
- 3rd Division
- 5th Brigade
- 1 Cav, PC Frontier and 2 other Inf Rgts
- 6th Brigade
- 1 Cav, RNHB and 2 other Inf Rgts
- 4th Division
- 7th Brigade
- 1 Cav and 3 Inf Rgts
- 8th Brigade
- 1 Cav and 3 Inf Rgts (one of which is NPC Frontier)
Notice how the wily choice to strectch his Cavalry Regiments has prevented the FM from deploying any Brigades which will suffer adverse consequences due to poor Brigade Composition.
May:
A mad scramble ensues as Players try to either get into the Campaign or out of it. Numerous attempts to Influence the 2 NPC Brigade Commanders to excersize "Brigadier's Prerogative" are made, and the GM suspects that numerous offers have been made to the Player Brigadiers as well. He first determines whose Influence attempts on the NPC Brigadiers have succeeded. Then he resolves each case in a random order according to the volunteer rule. The Stage is set. In June, the whole process will start over, while the Summer Campaign is ready for Campaign Resolution.
4.7.1 Adjutants
If an adjutant has an MA greater than his commanding officer's by at least 2, then the commanding officer's effective MA is 1 higher than his current actual MA. If the adjutant's MA is worse than his commander's by 2 or more, then the commanding officer's effective MA is 1 lower than his actual MA.
4.7.2 Spies
A spy may increase his MA by 1, but risks being caught when actively spying. A spy may choose not to spy; his MA will not receive the spy adjustment, and he will not risk discovery. When spying, a spy will be caught in the act on a 11+ on 2d6.
4.7.3 Battle Results
Battle results are calculated monthly, for each organizational unit, from the army down to the battalion, based on the commanding officer's adjusted MA. Commanding officer's MA may be adjusted by the battle results for the units which he is subordinate to, his adjutant's MA, and by +1 if he is a spy. The Battle Result Table is used to determine the battle result for each commander.
Battle Result Table
Commander's
Adjusted MADie Roll 1 2 3 4 5 6 1 6 6 5 4 4 3 2 6 5 5 4 3 3 3 6 5 4 3 3 2 4 5 5 4 3 3 2 5 5 4 4 3 2 2 6 5 4 3 3 2 1 7 4 4 3 2 2 1 8 4 3 3 2 1 1 9 3 3 2 2 1 1 10 3 3 2 1 1 1 The Commanding officer's MA is adjusted as follows:
- +1 MA if Adjutant's MA is two or more greater than his own
- +1 MA if actively spying (chance to get caught)
- +1 for each military structure above that has a 1 or 2 BR
- -1 for each military structure above that has a 5 or 6 BR
- -1 MA if Adjutant's MA is two or more lower than his own
Once the Battle Result (BR) is known for each unit, the Death, MiD, Promotion and Plunder targets are determined for each character by adding Deployment, Regimental and Personal modifiers to the raw targets, which are based on the BR of the character's unit. These are further modified for reckless bravery or poltroonery and the death target for wounds. Lastly, 2d6 is rolled against the character's targets to determine whether he is killed or captured, performed heroically, or was promoted, and the amount of plunder (loot) he managed to collect.
Raw D/M/P/L Targets Table
BR (D)eath (M)iD Initial
(P)romotionPromotion
Modifier(L)oot 1 11+ 10+ 8+ -2 6 2 10+ 10+ 9+ -1 5 3 10+ 11+ 10+ 0 3 4 9+ 11+ 11+ 0 2 5 7+ 12+ 12+ +1 1 6 6+ 12+ 13+ +2 0 4.7.4 Individual Objective
In addition to reckless bravery, players may choose an individual objective for their character while on campaign:
- Standard (default) objective
- Promotion objective (You try to show off to your superiors by being dutiful rather than brave)
- Mention objective (You try to show off by being in the front, ignoring your duties)
- Plunder objective (You search for plunder rather than glory or praise)
Individual Objective Modifiers Table
Objective MiD Promotion Loot Standard 0 0 0 Promotion +1 -1 -1 Mention -1 +1 -1 Plunder +1 +1 +1 Deployment Modifiers Table
Deployment Death MiD Promotion Loot Assault -1 -2 -1 +3 Defense -- -1 -2 -1 Field Ops -- +1 -- +3 Siege +1 -- +1 -- Regimental Modifiers Table
Regiment Death MiD Promotion Loot Royal Foot Guard +2 +1 -- +1 Cardinal's Guard +2 -1 -- +1 King's Musketeers +1 -1 -1 +1 Dragoon Guards +2 -- -1 +1 Queen's Own Carabiniers +2 -- -- +1 Archduke Leopold Cuirassiers +2 +1 -- -- Crown Prince Cuirassiers +1 -- -1 +1 Royal Marines +1 -1 -- -- Grand Duke Max's Dragoons +1 -- -1 -- Picardy Musketeers +1 -- -- +1 13th Fusiliers -- -1 -1 -- Princess Louisa Lt. Dragoons -- -1 -- +1 53rd Fusiliers -- -- -1 +1 27th Musketeers -- -1 -- -- 4th Arquebusiers -- -- -- +1 69th Arquebusiers -1 -- +1 +2 The Gascon -1 +1 -- +2 Royal North Highland Border -1 -2 -1 +2 Frontier -1 -- +1 +1 Rank Modifiers Table
Rank/Position Death MiD Promotion Loot Private -- -- -- -- Subaltern +1 -- -- +1 Captain +1 -- -- +1 Major +2 -- -- +2 Lt. Colonel +2 -- -- +2 Colonel +2 -- -- +3 Brigade Commander +4 -- -- +4 Division Commander +5 -- +1 +5 Army Commander +6 -- +2 +6 If your character is an adjutant for a commander who has better modifiers than your character's own, he will use the commander's modifiers. i.e. if your character is the army adjutant, he will use the Army Commander's modifieres.
4.7.4.1 Death, Casualties, and Capture
A character may die while on campaign. Each month while on campaign, your character must roll less than the death target on 2d6 to survive the battle. If the roll is higher than the adjusted Death target, the character is dead. A roll one less than the death target is a narrow escape, and one of the character's horses is killed if he has one. If he rolls exactly his death target, a casualty roll on a d6 is made and the Casualty Table is consulted. If the result is less than 4, the character is captured. If greater than 1, the character is wounded and loses the listed percentage of his maximum endurance. Wounds also further reduce the character's death target. A character's final death target can never be higher than 12.
Casualty Table
Casualty
Roll (id6)Resultant Catastrophe 1 Captured 2 Captured, lose 25% max endurance 3 Captured, lose 50% max endurance 4 Injured, lose 25% max endurance 5 Injured, lose 50% max endurance 6 Seriously injured, lose 75% max endurance
and roll on the Dueling Wounds Table4.7.4.2 Rescue
A captured character may attempt to escape by one of the following methods(4 weeks required).
- Ransom: Pay 50 × SL crowns
- Trickery: Roll 1d6 and escape on a 6 (modified by +1 for bribing the guards 100 Crowns (for a maximum of +1), +1 for submitting an interesting escape plan). Failure results in -1 on future attempts.
- Tunnel: Spend 1 month digging, with following results:
Tunneling Results Table
Die Results 1 Collapses crushing character to death 2 Comes up in Governor's office (-1 off future escape attempts) 3-4 Drats! Comes up in another cell 5-6 Successful
- Seduction: May use his Mistress to seduce the Chief Warden (SL=6). Use the normal courting rules except that Wealth or Beauty add +1 each. If the courting is successful the character escapes; but, also roll 1d6 to see if the mistress remains with the character:
Results of Seduction as an Escape Ploy
Die Results 1-2 Mistress remains faithful 3-4 Mistress leaves the character 5-6 Mistress leaves Paris
- Rescue: Characters from Paris attempt to free their colleague. All characters participating must spend 1 week. Roll 1d6, modified as follows: +1 good plan, +1 for every 2 characters, -1 no rescue plan, and -2 for each prisoner, beyond the first, whom the rescue party tries to free.
Rescue Results Table
Modified
Die RollResults 0 or less Rescuers killed by guards 1-2 Rescuers captured 3-4 Rescuers intercepted, each pay 200 crown bribe or be imprisoned 5 Intercepted after rescue, each character roll again (-1 if MA=1 or 2, +1 if MA >= 6) 6 or more Success, all characters gain +1d3 SP for 3 months 4.7.5 Mentions in Dispatches
Each month, while on campaign, your character must roll greater than his MiD target on 2d6 to receive a MiD. Each Mid received will be worth 1 SP each month for the remainder of your character's career in Paris. Additionally, there is a 1 in 6 chance that instead of a MiD he will be rewarded with a Medal. The Medal he receives will be determined by rolling 2d6 and the higher number rolled on the two dice determines the medal he receives. Thus, two 1's must be rolled to be awarded the best medal.
Medal holders have been recognized by France as having performed heroic services to Crown and Country. As such, they are entitled to add the honorific initials (found in the "Hon" column) after thir name. The use of these initials without having earned the medal is tantamount to a commoner impersonating a nobleman. It is customary for gentlemen who holds several such awards to add only the most prestigious of them, rather than taxing his audience with a comprehensive recitation of each (although some ostentatious individuals have been known to do so).
Decorations Table
Highest
Die (2d6)Medal Hon Pension SP 1 Legion D'Honneur LH 10 5 2 Star of France SF 10 3 3 Medaille Militaire MM 5 2 4 Croix de Guerre XG 5 1 5 Knight's Cross KX 4 -- 6 War Cross WX 3 -- 4.7.6 Promotion
Promotions are given at the end of each Campaign Season. The first month served at the front determines the initial promotion target. The promotion target may be modified monthly by subsequent battle results. Each month, after the initial promotion target is determined, the promotion target may be adjusted up or down by 1 or 2 depending on the results of the continuing campaign.
Example: The first month of service resulted in a battle result of 4. This yields a promotion target of 11 ignoring any other modifiers. The second month of service had a battle result of 2, thus getting a promotion modifier of -1 resulting in a new target of 10. The last month of service has a BR of 1 which modifies the promotion target by a further -2, resulting in a final target of 8).4.7.7 Loot
Plunder is distributed each month. At the end of each month, every character's loot target is determined. The loot target is calculated by taking the base loot target from the Raw D/M/P/L Targets Table. This number is modified by the character's rank, regiment, deployment type, Individual Objective, and any reckless bravery or poltroonery, as appropriate from the tables above. The result is called the Final Loot Target (FLT) and this number is used to calculate the loot received this month. The base amount of loot is equal to (5 × [FLT] × 2d6) in crowns. This amount may be further modified by a random event as rolled on the Loot Random Events Table.
To calculate this amount, roll 2d6 and add one to the result if the Plunder option was selected by the player as his individual objective per the Individual Objective Modifiers Table. Take the result and consult the Loot Random Events Table below, and apply the result to the base amount of loot calculated.
Loot Random Events Table
2d6 Event and Result 2 Close call, lose all plunder 3 Close call, plunder 20% of base 4 Close call, plunder 60% of base 5 Bad Luck, plunder 80% of base 6 Nothing special, plunder 100% of base 7 Nothing special, plunder 100% of base 8 Nothing special, plunder 100% of base 9 Good luck, plunder 120% of base 10 Fortuna smiles, plunder 160% of base 11 Find a cache, plunder 200% of base 12 Find a cache, plunder 300% of base 13 Too much loot! Provost catches you straggling, lose all plunder 4.7.8 Poltroonery
A player may include orders that allow his character to run away from dangerous situations while on campaign. For example, the player may order his character to commit Poltroonery to ensure that his character's death die is set to a minimum value regardless of the value of the computed death target.
If the Battle Result calls for a death target of 8, the character may change it to a higher value by running from danger. Whatever modifier is added to the death target is also added to the mention and promotion targets and subtracted from the plunder target. Further, a d6 is rolled, with a 1 or 2 meaning his cowardice was unnoticed, 3 through 5: his poltroonery was noticed and he loses 2 times the poltroonery modifier in SPs for every subsequent month until he has redeemed himself by being mentioned in dispatches. A 6 indicates the act was seen by his commander and the character is disgraced. For example, you may set your character's death target to 10, and if the battle results call for a death die of 8, then he will poltroon, and a 2 will be added to all other target values as well.
4.7.9 Reckless Bravery
Similarly, a character may play the hero and subtract any number from his Death target. Whatever number is subtracted from the death target is also subtracted from mention and promotion targets, making them more likely to be gained. That number will be added to the plunder target, as the character, in charging into danger, will be more likely to be on the spot when loot is discovered.
If you don't want your character to poltroon but would like him to be recklessly brave, you can submit an order like the following: "Set Death Die to 10 but never poltroon." Then, if the target value is higher than 10 your character will be recklessly brave, but if the value is less than 10, he'll be able to live with the consequences. If you set his death target to 10, then he may poltroon or be recklessly brave, depending on the target values derived from the battle results. Since the final death target can never be higher than 12, you should always set your death target to 12 or less.
4.7.10 Wounds on campaign
Wounded characters at the front have their death target modified, based on their current endurance at the start of the month as a percentage of their maximum endurance (all fractions rounded up):
Wound Effects Table
Current Endurance as
Percent of Max EnduranceDeath Target
Modifier76% - 100% 0 50% - 75% -1 25% - 49% -2 1% - 24% -4