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). 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 generally best to treat the group as two separate armies with different stat blocks. Type: This lists the nature of the army’s individual units, such as “ orcs (warrior 1)” or “ trolls.” These rules assume all units in an army are essentially the same if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has no effect on the army’s statistics. Size: The army’s size determines not only how many individual units exist in the army, but also the army’s ACR. It is usually the same alignment as a typical unit in that army. XP: This is the XP awarded to the PCs if their army defeats this army, and is the same as an XP award for an encounter with a CR equal to the army’s ACR (see below).Īlignment: An army’s alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. This could be a mercenary company’s name, such as “ Thokk’s Bloodragers,” a formal regiment number such as “ 7th Royal Cavalry,” or an informal name such as “ militia from Redstone.” Each category of information is explained below. The description of each army is presented in a standard format. Special abilities for unusual armies, such as spellcasting or poison.Resources to upgrade and improve armies.How to use special commanders or kingdom leaders to modify army statistics.What happens at the end of a battle, once an army wins, loses, or flees.Different tactics that armies can learn.Battlefield modifiers for terrain and similar factors.Step-by-step instructions on how to run the battle phases of a combat between armies. ![]() Explanations of the army stat block and terminology used (see below).The key parts of the mass combat rules that you’ll reference often are: Instead, they are intended to incorporate warfare into a campaign while still staying primarily focused on traditional, small-scale adventuring and roleplaying. These rules are not intended to accurately represent complex wars, provide a highly tactical simulation, or accurately model a tactical warfare miniatures game. These rules provide an abstract, narrative mass combat system that will let you rapidly play out a complex battle scenario without getting bogged down in excessive detail, while still retaining fidelity to strategy, tactics, and the realities of the battlefield. This includes rules for equipping and maintaining conventional armies, utilizing PCs as part of mass combat, converting groups of monsters into military forces, and going beyond the battlefield to deal with the aftermath of combat. This section contains rules for you as a kingdom leader to create armies, assign their commanders, and prepare them for battle on land, at sea, or in the skies. ![]() When diplomacy fails, the clash of steel is close behind. While some kingdoms at odds with your own might be willing to compromise, others are not amenable to negotiation, or respond to overtures of appeasement with ever-increasing aggression. Sooner or later, even the most peaceable kingdom will find itself faced with the prospect of war. Instead of BP, multiply the BP cost by 500 gp. Instead of a kingdom turn or kingdom phase, use 1 month. For example, if the party’s APL is 12, the Will save DC is 21. Instead of a kingdom’s Control DC, use the primary ability DC of a monster with a CR equal to the party’s APL (see Table: Monster Statistics By CR). ![]() If you aren’t running a kingdom, substitute a Will save for a Loyalty check. The mass combat rules often refer to aspects of the kingdom building rules, such as Loyalty checks and a kingdom’s Control DC. Additional mass combat rules, including new boons, tactics, and battle conditions can be found here.
0 Comments
Leave a Reply. |