Sooner or later, every adventurer will be confronted by the rigors of mass battle, especially when they are in command of a fief. When armies clash, adventurers often take central stage. The outcome of a mass battle can be determined abstractly, as per this post. Alternatively, the engagement can be played out as an epic miniature battle.
These Miniature Battle Rules use a simplified system, in order to
streamline play.
Glossary
AB: Attack Bonus
AC: Armor Class
HD: Hits
Hero: An individual miniature representing a single, heroic, individual
ML: Morale bonus
MV: Movement
Stand: one miniature, representing 10 individuals of that type
Unit: multiple stands of the same type, grouped together and performing
actions collectively
Stat Blocks
Stand and
Unit stat blocks are written in the following format:
AB (attack bonus); AC (armor); HD (hits); MV (move); ML (morale bonus); Special
rules
Goblin
AB +4; AC 15; HD 2; MV 30; ML -1; Nimble Escape: Disengage
as bonus action
Guard
AB +3; AC 16; HD 2; MV 30; ML +0
Turn Sequence
At the
start of each turn, side initiative is determined. Each side rolls a d20,
adding the Charisma modifier of the side’s general. The side that rolled the
highest can decide the turn order.
On their
turn, a side activates all units one by one. Once activated, a unit can
move up to their movement and perform one maneuver. A maneuver is similar to an
action in standard D&D combat: melee, ranged attack or spellcasting. Once
all units of both sides have been activated, a new turn begins.
Movement and Distance
Movement is
measured in points. Every inch of distance requires 5 movement points.
Conversely, for every point of movement a unit can cross 0,2 inches or 0,5
centimeters. Movement can be broken up to take place before and after a unit’s
maneuver.
Disengaging
from an enemy
within melee range requires an action, unless specified otherwise in the unit’s
description. Neglecting to disengage while moving away immediately allows the
enemy unit a melee maneuver.
Attacks and Hits
Most of the
time, melee attacks are performed by the front stands of a unit. Exceptions are
made for units with reach, whereby the second rank of stands is also allowed to
make attacks. Ranged attacks can be made as long as the enemy unit that is the
target of the attack is within range.
Attacks are
made by rolling a d20 for every eligible stand in the unit and adding the
unit’s AB per rolled die. For every roll that beats the enemy unit’s AC, a Hit
is scored. The total number of Hits is divided by the enemy’s HD, the result is
the number of enemy stands slain.
Melee
maneuvers are made with Advantage whenever the enemy unit is wedged in between
two attacking units.
Clashes
Whenever Heroes
on opposite sides meet, there will be clashes. In this case, a
regular D&D combat is initiated between the Heroes that are involved and 10
regular units of an adjacent stand as preferred by the side in question. After
the clash is resolved, the Mass Battle will resume.
Morale
Once
certain conditions are met, a Morale save must be made by the unit. Base DC 10.
Failing the save means the unit becomes Frightened. The second time the
unit fails the save, the unit becomes Routed and flees the scene. These
conditions are:
After
losing 25% of the number of stands
After losing 50% of the number of stands
After losing 75% of the number of stands (save made with Disadvantage)
When a unit’s Hero is defeated in a Clash
When confronted with enemies that have a characteristic causing the Frightened
condition
Heroes are exempted from making Morale
saves.
Rallying
Units is possible
by Heroes. As a bonus action, Heroes within 10 can make a Charisma
(Intimidation) or Charisma (Persuasion) check against DC 10+the number of turns
the unit has been frightened and routed. When the check succeeds, the unit may
immediately make a new Morale save.
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