MASS COMBAT
Sooner or later even the most peaceful kingdom may find itself
faced with the prospect of war. The
below rules give a quick overview of the mass combat system:
Mass combat takes place over the course of three battle phases:
the Tactics Phase, the Ranged Phase, and the Melee Phase:
1. Tactics Phase: The GM decides what battlefield modifiers
apply to the battle. The commanders each
select a tactic their respective armies will use during the battle.
2. Ranged Phase: Any army with the ability to make ranged
attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one
attack) as the two armies use ranged attacks while they advance to melee range,
and then use melee attacks thereafter. Armies without ranged capability can't
attack during this phase, but may still rush forward.
3. Melee Phase: The armies finally clash with melee
attacks. Each commander selects a strategy using the Strategy Track, then each
army makes an attack against another army. Repeat the Melee phase until one
army is defeated or routs, or some other event ends the battle.
In mass combat, the hundreds of individual attacks that take place
in one battle phase overlap each other enough that who actually attacks first
is irrelevant. Because these attacks are
resolved simultaneously it is possible that both armies may damage or even
destroy each other in the same phase.
When armies attack, each army attempts an Offense check (1d20 +
the attacking army's OM) and compares the result to the target army's DV.
If the Offense check is equal to or less than the target army's
DV, the army deals no damage that phase.
If the Offense check is greater than defender's DV, the defending
army takes damage equal to the result of the attacker's Offense check minus the
defender's DV. For example, if the attacker's Offense check is 11 and the
defender's DV is 7, the defending army takes 4 points of damage.
If the Offense check is a natural 20, but that check is lower than
the enemy army's DV, the attacking army still deals 1 point of damage. If the
Offense check is a natural 1, that army can't attempt an Offense Check in the
next phase, due to some setback: a misheard order, getting stuck in mud, and so
on.
Army Statistics
Name: This is the name of the
army. This could be a mercenary
company's name such as "Miro’s Midgets," a formal regiment
number such as "7th Royal Cavalry," or an informal name such
as "Militia from Varnhold."
Size: The army's size determines not
only how many individual units exist in the army, but also the army's bonus HP
and its ACR:
Army Size
|
Number of
Units
|
Bonus HP
|
ACR
|
Fine
|
1
|
+ 0
|
CR of individual creature –8
|
Diminutive
|
10
|
+ 1
|
CR of individual creature –6
|
Tiny
|
25
|
+ 2
|
CR of individual creature –4
|
Small
|
50
|
+ 3
|
CR of individual creature –2
|
Medium
|
100
|
+ 5
|
CR of individual creature
|
Large
|
200
|
+ 7
|
CR of individual creature +2
|
Huge
|
500
|
+ 10
|
CR of individual creature +4
|
Gargantuan
|
1,000
|
+ 15
|
CR of individual creature +6
|
Colossal
|
2,000
|
+ 20
|
CR of individual creature +8
|
Creatures of Tiny Size or smaller are
treated as being one size category smaller when determining bonus HP. Creatures of Large size or larger are treated
as having an army of one size category larger for the bonus HP. If using mounted armies, only use the mount's
size if the mounts are a higher CR than the riders.
Type: This lists the nature of the
army's individual units, such as ‘orc warriors 3’ or ‘trolls’. These rules assume all units in an army are
essentially the same; if an army of 100 ‘orc warriors 3’ actually has a few
half-orc warriors or some orc
barbarians, their presence has no effect on the army's statistics. If an army has a large number of units that
are different than the typical unit in that army and these differences are
enough to change the army's stat block, it is best to treat the group as two
separate armies with different stat blocks.
hp: An army's hit points equal its
ACR × the average hp value of 1 HD of the army's units (3.5 for d6 HD, 4.5 for
d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD) plus any bonus hp for the army’s
size. For example, an orc warrior has
d10 HD, so an ACR 1 medium army of orc warriors has 5.5 × 1 plus 5 = 10.5 hp,
rounded down to 10 hp. Note that
abilities that reduce hp damage or healing by half (or any other fraction) have
a minimum of 1 rather than 0.
Army Challenge Rating (ACR): This is based on the CR of an individual unit from
the army and the army's size. To
determine ACR apply the modifier for the army's size to the CR of an individual
unit in the army. For example, an
individual ‘orc warrior 3’ is CR 1, therefore an army of ‘100 orc warriors 3’
is ACR 1; an army of ‘500 orc warriors 3’ is ACR 5. If an army is cavalry-based, use the mount's
CR or the rider's CR, whichever is higher.
Defence Value (DV): This is a static number the army uses to resist
attacks, much like an individual creature's AC. The army's DV is equal to ACR + 10 + any
bonuses from fortifications or a settlement's Defense score.
Offence Modifier (OM): This is a modifier added to a d20 roll to determine
the army's chance of success in combat, much like an individual creature's attack
bonus. The army's OM is equal to its ACR. If the army has the ability to make ranged
attacks, that's mentioned here. Melee attacks and ranged attacks use the same
OM, unless an ability says otherwise.
Tactics: These are any army tactics the army has at its
disposal.
Resources: These are any army resources the army has at its
disposal.
Special: This section lists any special abilities the army
has.
Speed: This number indicates how many 12-mile hexes the army traverses in a
day's march. Marching through difficult
terrain halves the army's speed.
Morale: This number represents how confident the army is. Morale is used to determine changing battle
tactics, whether or not an army routs as a result of a devastating attack, and
similar effects. Morale is a modifier
from –4 (worst) to +4 (best). A new
army's starting morale is +0. Morale can
be further modified by the army's commander and other factors. If an army's Morale is ever reduced to –5 or
lower, the army disbands or deserts and you no longer control it.
Consumption: This is how many BP an army consumes each week,
representing the cost to feed, hydrate, arm, train, care for, and pay the
units. An army's base Consumption is
equal to its ACR divided by 2 (minimum 1). You may instead convert an army into a reserve
army, placing it in a settlement. This
reduces the Consumption cost for the army to once per month (or kingdom turn)
instead of once per week
Commander: This entry lists the army's commander and the
commander's Charisma modifier, ranks in Profession (soldier), and half their Leadership
score. The commander must be able to
communicate with the army (possibly using message spells and similar
magical forms of communication) in order to give orders or provide a bonus on
the army's rolls.
Examples:
Wvernshore Militia (in reserve) ACR 1
N Large
army of humans (warrior 1) XP 400
HP
12; DV
11; OM
+1
Tactics
bonus tactic (from General Miro)
Resources can
equip ranged weapons at the cost of 2 BP and increases consumption by 1
Special
Abilities none
Speed
2; Morale
0; Consumption
1 a month
Leader
General Miro (Cha +3)
Halfling Scouts (in
reserve) ACR 1
N
Medium army of halflings (rogue 2) XP 400
HP
9; DV
11; OM
+1
Tactics
withdraw
Special
Abilities lesser bleed (deals an extra 1d3
damage if it hits in melee)
sneak attack (+1 OM when using Ambush, Expert
Flankers or False Retreat tactics)
Speed
1; Morale
0; Consumption
1 a month
Leader
Kimble the Provocative (Cha +1)
Kobold Squad (deployed) ACR 1/2
LE
Medium army of kobolds (warrior 2) XP 200
HP
10; DV
10; OM
+0
Tactics
dirty fighters (increase OM by 6 for one melee phase only)
Special Abilities darkvision (takes no OM or DV penalties in dim light or
darkness)
light sensitivity (decreases OM and DV by 1
in bright light)
Speed
2; Morale
1; Consumption
1 a week
Leader
Chief Sootscale (Cha +1)
Lizardfolk Army (in reserve) ACR 1
NE
Medium army of lizardfolk XP 400
HP 9; DV
11; OM
+1, ranged
Tactics
none
Special Abilities amphibious (can move in bodies of water and ignore
Defense from water barriers)
aquatic (increases OM and DV by 1 against
armies in the water or on ships)
cannibalize (reduce Consumption by 1 for a
week if the army feeds on fallen corpses)
Speed
2; Morale
1; Consumption
1 a month
Leader
King Vesket (Cha +1)
The
Pathfinder System Resource website lists all of the available tactics, special abilities
and resources that might be employed in mass combat.
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