Of Kings and Men
Mass Combat, or Campaign Battles, may occur at some points during a campaign when two large forces meet. This may involve the players as commanders, as mercenaries or unit commanders.
Battles occur on a special grid map or variable size (depending on the battlefield and unit amount), designed to highlight tactical advantages rather than making a decent-looking map. One square in the grid represents a variable distance, as battles can be very small or take up a very large amount of space.
Tactical and Strategic Advantages are listed there, to not clutter up this page.
One token represents a single unit, or “flag” of soldiers. Each unit may have between 0 and 200 soldiers, and their command groups. Each unit has a type, five stats and may have special abilities.
These are the types of units available:
Light Infantry – Light infantry gain the Pathfinder special rule. Light infantry may move 2 squares per turn.
Heavy Infantry – Heavy Infantry gain +2 to their armour class. Heavy Infantry may move 1 square per turn.
Ranged Infantry – Ranged infantry gain -2 to their armour class against cavalry. Ranged infantry using javelins or thrown weapons may attack units two squares away. Ranged infantry using crossbows and bows may attack units 4 squares away.
Light Cavalry – Light Cavalry gain the Pathfinder special rule. Light Cavalry may move 3 squares per turn.
Heavy Cavalry – Heavy Cavalry gain +2 to their attack bonus when charging. Heavy cavalry may move 2 squares per turn.
Monstrous Unit – Monstrous units gain +2 to their attack bonus when charging. Monstrous units may move 2 squares per turn. Monstrous units never take penalties to their morale.
Hero or Commander – Commanders and Heroes gain Commander Auras that affect each square around them. Heroes or Commanders always have Morale 6. Mounted commanders may move 2 squares, while infantry commanders may move 1 square.
Siege Unit – Siege units gain +2 to their attack bonus when attacking units in cover or heavy fortifications. Siege Units may move 1 square per turn.
Special Unit – Special units have no specific rules and each have their own bonuses and movement.
The stats are as follows:
Attack Bonus – How good the soldiers are at attacking. It is the average attack bonus of all soldiers in the unit.
Damage – Average damage of the unit’s weapons. This stat is increased for every 50 soldiers you have in a unit, see note 3. If the number of soldiers falls during the battle, the damage also falls.
Armour Class – How well-armoured the unit is, or how capable it is at defending itself. It is the average armour class of all soldiers in the unit.
Hit Points – This is equivalent to the number of soldiers in the unit. Hero units (such as the player characters) have a different calculation of hit points, see note 1.
Morale – Unit morale is always 3, unless given bonuses or penalties.
An example of a unit’s stats would look like this:
Peasant Levy – Light Infantry
Attack Bonus: +1
Armour Class: 12
Unit Special Abilities are listed there, to also not clutter up this page.
3.Fighting in a Battle
Before battle begins, each side rolls a d6 to see who deploys their forces first. Units may be deployed within the first two squares of their edge of the grid, unless they possess specific abilities.
A force that is taking part in a siege, pitched battle or defensive engagement and is employing engineers may declare that it uses them to build traps or fortifications. One trap or fortification may be placed for every engineer the side employs up to a maximum of 1 per 2 units the side employs. Each trap and fortification costs gold.
Traps are revealed when a unit enters the same square or a unit with the special ability Trap Finder to enter an adjacent square.
When forces are deployed, roll a d6 to determine who goes first. The one with the highest number wins and begins the battle.
The commander must then “activate” a unit by selecting the unit they wish to go with first. Once a unit is activated, it must use all of it’s actions. Once all actions are used, the activation of the unit ends and another unit is selected. A unit that has ended it’s activations may be affected by spells and auras, but may not be activated again and may not carry out orders.
Each unit has 1 attack action, 1 movement action and 1 quick action. A unit may always forfeit their attack action to gain +2 to their armour class. All other actions can be forfeited for no benefit.
Attack actions are only used to attack a unit. A unit, unless is has a specific ability, must be given an order to charge, which replaces the attack action with a charge action. Charging allows the unit to move twice it’s speed and perform a single attack. One exception is arbalests, who must forfeit their attack action to reload their weapon.
Units withdrawing from melee combat automatically suffer casualties equal to half the damage of all units they withdrew from.
When a unit attacks, it rolls a 1d20 and adds it’s attack bonus. If it exceeds the armour class of the unit that is being attacked, the attack hits. Damage is rolled and the opposing unit receives that number of casualties.
Attack actions may be used to cast spells. A spell may only affect one square at a time, unless it has a particularly large area of effect. Damage works as normal, other effects are determined by the DM.
When a Hero or a Commander is attacked by a unit, their AC is halved. When a unit is outnumbered, the outnumbering unit gains an attack bonus equal to +1 for every 50 soldiers that it is outnumbering the enemy by.
Movement actions are used to move the unit the exact number of squares it can move, or used for other purposes – such as reloading heavy crossbows, drinking potions, etc. Units may never move outside of the area of the Battle. Units that are engaged in melee combat may not expend movement actions.
Quick actions are used to perform relatively quick actions, such as reloading bows.
A unit may expend all actions to perform a particularly difficult task, such as filling a trench.
Once a unit loses 50% of it’s hit points or is effected by fear, it must make a morale check. A morale check requires the unit to roll a 1d6. If it rolls less than it’s morale value, it remains in play. If not, it scatters and counts as destroyed.
When the highest Commander of a force is slain or a force suffers 75% casualties, it must make a morale check or scatter, defeated.
Once battle is over, casualties are calculated. 50% each unit’s lost hit points are counted as wounded and 50% as being dead, unless affected by other unit’s special abilities. Similar units that have less than 20% hit points remaining may be merged together.
Any other significance is campaign territory, and not the territory of these rules.
- Note 1: Hero HP is calculated as the first two numbers of hundred of their Hp. Thus, 100 becomes 10, 40 becomes 4 and so on. See Note 2.
- Note 2: Hero Attack is their highest BAB value and increases by 1 for Weapon Focus, Weapon Specialization and Weapon Finesse. Hero Armour Class is normal armour class. Hero Morale is always 6. Damage is equal to normal damage, but damage bonuses from feats and stats are halved. Heroes may have a commander rating and have orders and a commander aura.
- Note 3: For example, 40 get 1d6. 50 gets 2d6. 100 gets 3d6. Etc.