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Mass Combat Rules.

Posted by HeathFor group 0
Heath
GM, 3520 posts
Fri 15 Jul 2011
at 22:15
  • msg #1

Mass Combat Rules

(Please read the last post first.)

RULES: FROM COMBAT AND TACTICS BOOK

Mass Combat Procedures

Start by dividing the opposing forces into groups of a convenient size; groups of 5, 10, or 20 usually work the best. If there is an odd number of troops, make one group shorthanded. For example, a group of 35 creatures could be divided into three groups of 10 and one group of five or seven groups of five. It is best to keep groups of similar creatures together.

Assign each group an Armor Class based on the most prevalent AC in the group. For example, if a group of 20 halflings included three leaders in chain mail and 17 archers in leather armor, the group has an Armor Class of 8. If there is a tie for the most prevalent armor type, use the worst one. Assign each group a THAC0 based on the most prevalent THAC0 in the group, as above.

Once you have assigned an Armor Class and THAC0 to each group, you are ready to begin. You may choose to roll for surprise, allowing one group to attack unopposed, but after this combat is considered simultaneous. Assign one side of the combat to be the attackers, and one side to defend. Line up attacking groups against defending groups on a one-to-one basis. Each defending group must be attacked once before any defending group can be attacked twice. For example, a force of 60 orcs divided into six groups of 10 are attacking 40 dwarves divided into four groups of 10. Two groups of dwarves are attacked once, and two groups are attacked twice. The orcs can't attack one group six times. Note that in some cases only part of an attacking force can get into a battle. A force of 20 dwarves guarding a cave mouth might hold out against hundreds of orcs because only 20 of them can attack at a time.

The attacking group makes a normal attack roll. If the roll succeeds, they will inflict one Hit Die on the defenders for each creature in the attacking group, ignoring critical hits; however, do not remove any casualties yet.

Now, reverse the process, having the defenders return the attack, using the same procedure. When both sides have made all of their attack rolls, mark off enough casualties in wounded groups to account for all the Hit Dice inflicted, leaving only one wounded defender. For example, if a group of 10 orcs successfully attacks 10 3rd-level dwarves, three dwarves are killed and one loses a single Hit Die.

Repeat this procedure until one side is killed or breaks morale. Apply subsequent hits to wounded creatures first.

To save time toward the end of a combat, you can reorganize survivors into new groups.

Creatures "killed" in a mass combat are allowed a saving throw vs. death if they receive some form of healing immediately after the battle. These figures are assumed to be hovering at death's door (see Chapter One) and can be saved. If there are a lot of casualties, roll the saving throws in groups of 5, 10, or 20.

An Example of Mass Combat

The dwarven leader and bodyguards from the example at the beginning of this section are talking to a group of six PCs when 40 goblins attack. The 15 bodyguards are 4th-level fighters with battle axe specialization (adjusted THAC0 16), wearing chain mail +1 and carrying shields (AC 3). The goblins have a THAC0 of 20 and an Armor Class of 6. They are armed with short swords and short bows.

The DM decides to divide the combatants into groups of five, so there are eight groups of goblins and three groups of dwarves. The DM also decides that all the bodyguards will join the mass combat, leaving the PCs and two groups of goblins to fight a normal Player's Option combat system battle. The goblins gain surprise, and loose arrows. The ten goblins fighting the PCs attack individually. The remaining six groups attack the bodyguards, two groups of goblins against each group of dwarves.

The goblins fire two volleys of arrows from 10 yards away. They are at short range and receive a +1 to their attack rolls because of surprise. Each group of dwarves receives four volleys of arrows (two groups of goblins each firing two volleys). Against the first group, the attack rolls are: 3, 17, 18, and 18; three hits. The first group of dwarves suffers 15 dice of damage; three dwarves are killed and one suffers three dice of damage. The attack rolls against the second group are 6, 17, 13, and 20; two hits. The second group suffers 10 dice of damage, killing two dwarves and inflicting two dice of damage on a third. The attack rolls against the third group are 3, 19, 4, and 14; one hit. One dwarf is killed and a second dwarf suffers one die of damage. There are no return attacks from the PCs and dwarves, because they were surprised.

The next round, the PCs and the dwarven leader fight a normal battle against their 10 foes. They make short work of the goblins, killing seven of them.

In the mass combat, the dwarves are now in the thick of the fight, charging at the goblins. The dwarves have a +2 bonus for the charge and an additional +1 because they are dwarves attacking goblins. The goblins are still firing their bows, and loose a volley of arrows as the dwarves charge. They receive a +1 bonus to their attack rolls because their opponents are charging.

The dwarves complete their charge. Each group of dwarves attacks one group of goblins, while the remaining three groups are not attacked. Their attack rolls are 16, 14, and 13; three hits. The first group contains two dwarves who inflict two dice of damage and kill two goblins. The second group contains three dwarves, and they kill three goblins. The final group contains four dwarves, who kill four goblins.

Each group of dwarves is attacked twice. The rolls against the first group are 3 and 18; one hit. The first group suffers 5 dice of damage; the wounded dwarf (who had already suffered three dice of damage) is killed and another dwarf is killed as well, wiping the group out. The rolls against the second group are 5 and 11; both misses. The rolls against the third group are 20 and 14; one hit. The wounded dwarf is killed and a second dwarf suffers two dice of damage.

The goblins wisely decide to withhold their second volley of arrows, and the dwarves get no attacks of opportunity.

Because there are only six dwarves left, the DM decides a morale check is in order, and the dwarves pass it. The DM also decides to re-combine the survivors into a single group of six. The goblin casualties result in 21 goblins remaining, which the DM divides into three groups of five and one group of six. The DM also decides that the group of six goblins leaves the mass combat to attack the PCs and dwarven leader, leaving three groups of goblins in the mass combat. (There are now nine goblins in the normal combat.)

During the next round, the PCs continue to do well, slaying seven more goblins. The two survivors fail a morale check and flee the field.

In the mass combat, the dwarves get two attacks this round, since they are specialists. The dwarves first attack roll is a 17, and six HD worth of goblins would be killed. This is enough to wipe out an entire group of goblins, but the sixth Hit Die will be wasted. The second attack is made against a second group of five goblins, and the roll is a 10; still good enough to hit the goblins' Armor Class of 6. Five more goblins will die, and the last Hit Die goes to waste.

The three groups of goblins attack, rolling 20, 12, and 4; one hit. The attack kills two wounded dwarves (who each were two HD down) and wounds another for one die of damage.

There are now five goblins facing the six PCs, the dwarven leader, and the four surviving guards. Finding themselves outnumbered, the goblins check morale and pass, not wanting to flee from their hated dwarven enemies.

The DM decides that the remainder of the battle can be handled using the normal rules, and the mass combat ends. The PCs and dwarves win handily. The 11 fallen dwarves receive magical healing and first aid as soon as the battle ends. Each rolls a saving throw vs. death to see if they can be revived. The rolls are incredibly bad, and only four dwarves survive. The PCs also revive one goblin for interrogation.

Proficiencies

The following proficiencies are applicable to warfare and the operation of war equipment. They are acquired the same way standard PHB proficiencies are.

Artillerist (1 Slot) Charisma/Leadership
Group: Warrior

A character with this proficiency can direct the siting and operation of a bombardment engine. The maximum number of engines the character can control is equal to 1/3 of the character's Charisma/Leadership score, provided that the engines are no farther apart than the character can sprint in a single round.

Vehicle Handling (1 Slot) Dexterity/Dodge
Group: Warrior

This proficiency allows the character to control a wagon or chariot under difficult circumstances. The character can roll against this proficiency when a driving check is normally required.
This message was last edited by the GM at 22:27, Wed 05 Oct 2011.
Heath
GM, 3521 posts
Fri 15 Jul 2011
at 22:23
  • msg #2

Re: Mass Combat Rules

War Machines

Any piece of potentially useful battlefield equipment, offensive or defensive, can be considered a war machine if it is too large for a single character to use. A tree trunk used as a battering ram, a catapult loaded with greek fire, and a howdah strapped to an elephant's back all can be considered war machines.

Bombardment Engines

Any large device intended to hurl missiles qualifies as a bombardment engine. The most common types and their basic statistics are listed on the table below.

Bombardment engines are difficult to aim at individuals. Generally, a bombardment engine can target only units of creatures, buildings, other war machines, vehicles, ships, and single creatures of Gargantuan size; see the individual bombardment engine descriptions for exceptions.

It takes time and effort to set up a bombardment engine and prepare it to fire for the first time. The minimum preparation time is 10 minutes or the time required to change facing, whichever is greater. The number increases by 50% if a trained artillerist is not on hand to direct the operation.

When used with the Player's Option combat system, a bombardment engine has a field of fire of 45 degrees left or right of its current facing. This is generous for most weapons included here, but it is assumed that a bombardment engine's slow rate of fire accounts for a considerable amount of manhandling between shots.

Range: Ranges are divided into minimum, short, medium, and long categories. A weapon cannot be aimed at targets closer than its minimum range.

THAC0: The chance to hit a target with a bombardment engine is a function of the engine, not the crew.

Damage: The number before the slash is the amount of damage inflicted on Man-sized or smaller creatures; the number after the slash is the damage inflicted on larger creatures. If there is only one value given, the damage is the same for all sizes of creatures. Some creatures are entitled to a saving throw to reduce or avoid damage. Damage to structures is covered in the Escalades and Siege and Fortifications sections.

Note that creatures immune to normal missiles are not immune to missiles from bombardment engines. Creatures immune to blunt weapons are immune to catapult and trebuchet missiles and to round shot fired from ballistae. Creatures immune to piercing weapons are immune to bolts from ballistae. Creatures immune to nonmagical weapons are immune to attacks from ballistae, catapults, and trebuchets (unless the missiles employed are enchanted). Cannon and bombard projectiles are blunt weapons, but they are propelled with enough force to harm creatures that are otherwise immune to blunt weapons. Cannons and bombards also can harm creatures that are immune to nonmagical weapons. Light cannons are treated as +1 weapons for determining which creatures they can harm.

Medium cannons and great bombards are treated as +2 weapons, and heavy cannons are treated as +3 weapons.

Knockdown: The size of the die the weapon rolls for knockdowns.

ROF: (Rate Of Fire) This is how often the weapon can be fired if fully crewed; 1/8 means the weapon can fire once every eight rounds.

Change Facing: This is the number of rounds required to change the weapon's facing 45 degrees. Any weapon listed as "0" can change facing during the End-of-Round step of a round in which the weapon was fired.

Crew: The number of Man-sized creatures required to operate the weapon. If fewer crew are available, the weapon's rate of fire decreases by one for every missing crew member, and the weapon cannot be operated at all if the available crew is less than half the required number. Extra crew can be allocated to the weapon to maintain its rate of fire in the face of casualties among the crew. At the DM's option, two Small or four Tiny creatures can replace one Man-sized creature; one Large creature can replace two Man-sized creatures, one Huge creature can replace three Man-sized creatures, and so on. If at least one trained artillerist is not on hand to supervise the crew, the rate of fire decreases by one. Creatures must have manipulative appendages and a racial intelligence of at least low to serve on a crew.

Target Size: The smallest creature the engine can target individually; see the engine's description for details.

Weight: The engine's approximate weight in pounds.
Spaces: The number of map spaces the engine occupies on the map.
*Indicates that the usual –5 modifier for long range shots does not apply.

Bombardment Engines



Ballista

This engine looks something like a giant crossbow mounted on a swivel. It usually fires spear-like bolts, but some versions fire round shot of stone or metal; both types use the same basic statistics. Ballista projectiles have a relatively flat trajectory, and they are fairly accurate.
A light ballista can be aimed at any target in sight, provided the weapon is fully crewed. A light ballista with a partial crew can fire at single creatures of Large or greater size. A medium or heavy ballista can fire at a single Huge creature, or at a Gargantuan creature if partially crewed. Any ballista's field of fire is limited to 45 degrees left or right of the weapon's facing at the beginning of the round. A ballista's facing can be changed up to 45 degrees during the last phase of any round when it fires.

Bombard

The term "bombard" encompasses a broad category of nonstandardized, primitive gunpowder weapons that fire large stone or iron balls in a high arch. A typical bombard has a short, thick barrel cast from bronze and set in a rigid wooden base. More advanced siege mortars from the cannon era also use the bombard statistics.
A single shot from a normal bombard requires 10 charges of smoke powder or gunpowder; a great bombard requires 20 charges, and both types of bombards are subject to misfiring (see Chapter Seven for details). The heat and debris left in the barrel after firing accounts for the weapon's relatively slow rate of fire, as the weapon must be cooled and cleaned before it can fire again.
A bombard's facing is fixed at the beginning of a battle; a full crew working nonstop for 30 minutes can change a bombard's facing 45 degrees. For a partial crew, add 10 minutes to the time requirement for each missing crew member; a crew at half strength cannot move a bombard.
The bombard's thunderous roar can confuse or panic creatures unaccustomed to loud noises or normally fearful of thunder. This includes most creatures with a basic morale score of 10 or less and any creature generally unfamiliar with explosives or magic. Such creatures must check morale if they are within 40 yards of a bombard when it fires. Creatures usually lose their fear of a bombard's noise if they win an encounter against an enemy armed with one or if they spend a month or so getting accustomed to the sound.

Cannon

These weapons are more refined versions of bombards. They have long, slim barrels made from high-quality bronze and they fire wrought-iron shot in a low, flat trajectory. They are fairly accurate.
Cannons are subject to misfires just as bombards are. A shot from a light cannon requires 10 charges of smoke powder or gunpowder. A medium cannon requires 15 charges, and a heavy cannon requires 20 charges.
A light or medium cannon can change facing 45 degrees during the End-of-Round step of any round when it fires. A full crew working nonstop can change a heavy cannon's facing in 15 minutes.
The sound of cannon fire can panic some creatures just as a bombard's can.

Catapult

This engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing arm and is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air. Tension provides the catapult's power. In primitive catapults, the lever was made from some flexible material (usually green wood) and provided its own power when it was bent back and released. More sophisticated catapults were equipped with a rigid arm powered by a mass of twisted skeins (usually horsehair). Ancient catapults often resembled ballistae aimed upward to fire indirectly; all types of catapults use the same basic statistics.
Catapults usually fire large stones, but they can be loaded with almost anything: small stones, chains, dead animals, or anything else small enough to fit in the sling or cup and not so heavy that it overloads the lever. Large objects inflict the damage listed on the table. Masses of small objects can inflict an extra die of damage against most creatures but are useless against structures and any creature with a natural Armor Class of 0 or better (including characters with an Armor Class of 0 before shield or Dexterity modifiers).
A light catapult with a full crew can target Huge creatures.
A light or medium catapult can change facing 45 degrees during the End-of-Round step of any round when it fires. Heavy catapults generally are left in place once they are sited for a battle. A full crew can change a heavy catapult's facing after 20 minutes of work.

Trebuchet

These massive engines are similar to catapults, but they derive their power from gravity. A trebuchet's throwing arm is a rigid beam with a heavy weight at one end and a sling or cup for projectiles at the other. When the beam is released, the force of the falling weight hurls the projectile in a high arch. Like catapults, trebuchets fire large stones or masses of smaller objects.
Trebuchets generally are left in place once they are sited for a battle. A full crew can change a trebuchet's facing after 30 minutes of work.

Bombardment Engine Procedures

A bombardment engine fires in the very slow phase of the round when its loading is completed. If loaded and aimed during a previous round, a bombardment engine can fire in the very fast phase.

Indirect Fire Engines

Bombards, catapults, and trebuchets fire their projectiles in a high arch; they are inaccurate and cannot really be aimed at anything; the crew simply points the engine in the target's general direction and hopes the missile will land somewhere nearby.
All targets are considered Armor Class 0, but there is no range modifier. The attack roll is modified as follows:

• +3 for stationary targets;
• –3 for targets moving at a rate greater than 3 but less than 12;
• –6 for targets moving at a rate of 12 or greater;
• +4 for the second and subsequent shots at a stationary target;
• +2 for targets whose largest dimension is greater than 30';
• +4 for targets whose largest dimension is greater than 90';
• +6 for targets whose largest dimension is greater than 270'.

Cover generally is not a factor when resolving indirect fire, but concealment can be. Indirect fire generally can arch over obstacles between it and the target, provided that the obstacle is no higher than 150% of the distance between the obstacle and the engine, or the obstacle and the target, whichever is less. For example, a wall 90' feet high would not block indirect fire unless it was within 60' of either the engine or the target. Note that in many cases it is easier for an engine to fire at a feature or structure where opponents are hiding than it is to fire at the opponents themselves.

If a creature is too small to be targeted individually, an indirect fire engine still can fire at the 15' square area containing the creature. The base modifier is 0 (because the target is not larger than 30' long). Modifiers for the small target's movement apply (it's hard to hit the right area when the creatures within it are moving). The attacker must select an intended impact square for the missile; any of the nine squares in the area can be selected.

Hits: An engine's missile tends to bounce or shatter on impact and affects an area, as shown on the accompanying diagrams. Creatures within the area of effect suffer damage listed for the weapon. Creatures with 5+1 or more Hit Dice can roll a successful saving throw vs. petrification to avoid the damage; modifiers for Dexterity and magical protections apply. A creature that has suffered a direct hit (by being in the impact square or by being large enough to qualify as a target and getting hit) is allowed no saving throw even if normally eligible for one. Creatures with hard cover between them and the impact square get a saving throw even if not normally entitled to one. Creatures under cover get bonuses to their saving throws; see Chapter One.

If the engine is firing at an area containing creatures too small to target individually, the shot never lands exactly where intended. Follow the procedure outlined below for misses, but roll 1d4 for distance.

Misses: To determine where the shot actually falls, roll 1d8 on the indirect fire scatter diagram to determine the direction of the miss; then roll 2d6 to determine the distance in squares from the intended impact square and the actual impact square. It is possible for the shot to fall inside the engine's minimum range or outside its maximum range. Creatures in the area where the shot falls suffer the effects of a hit.

Hits and Misses Against Large Creatures: If the missile scores a direct hit on a creature large enough to qualify as a target, there is no effect on creatures in the adjacent squares. The creature's body prevents the missile from bouncing or shattering. If a direct attack on a large creature misses, the attacker rolls for scatter. The intended impact square is always the square the creature occupies. If the creature occupies more than one square, the intended impact square is always the square closest to the engine.

Critical Hits and Knockdowns: Only direct hits can be critical hits or cause knockdowns. If the rules from Chapter Six are in play, indirect fire engines inflict Large bludgeoning criticals.

Flaming Projectiles: Catapults and trebuchets can be loaded with missiles soaked in pitch or a similar flammable substance. The missile's range is reduced by 1/3. When it strikes, the missile scatters flaming debris over its normal area of effect. The debris burns for two rounds, inflicting 2d6 points of damage the first round and 1d6 points of damage the second round. The effect on wooden structures is the same as flaming oil. A catapult also can hurl canisters of Greek fire. A Greek fire cannister also reduces the catapult's range by 1/3. The cannister breaks on impact and scatters Greek fire over the catapult's normal area of effect.

BOMBARDMENT MACHINES AREA OF EFFECT


This message was last edited by the GM at 22:33, Wed 05 Oct 2011.
Heath
GM, 3756 posts
Wed 5 Oct 2011
at 22:28
  • msg #4

Re: Mass Combat Rules

Krugoth allows each of you to choose one bombardment machine for the battle.  (Your people can man the machine.  Each is equipped with 10 shots.)
Borimer
player, 1710 posts
Ac -2/-1/ 3 Mvt 18"
Thac0 14 Hit Points 70
Wed 5 Oct 2011
at 23:38
  • msg #5

Re: Mass Combat Rules

borimer will have two of his warriors obtain a medium ballista
Adaran Swiftshadow
player, 2821 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Thu 6 Oct 2011
at 03:55
  • msg #6

Re: Mass Combat Rules

Adaran's unit will take a light ballista - but suggest that one of the Warriors man it so that his group of Rogues can concentrate on mobility and guerrilla tactics.
Heath
GM, 3758 posts
Thu 6 Oct 2011
at 19:54
  • msg #7

Re: Mass Combat Rules

You guys will have to divide the warriors and such according to your own desires.  I didn't necessarily mean for Adaran to take all the rogues and no fighters, etc.  I just wanted a good enough mix.
Adaran Swiftshadow
player, 2824 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Thu 6 Oct 2011
at 20:19
  • msg #8

Re: Mass Combat Rules

I know, but Adaran wants to lead all the Rogues because having a Rogue manning artillery or fighting alongside Warriors is a waste of a Rogue's abilities.
Heath
GM, 3761 posts
Thu 6 Oct 2011
at 20:42
  • msg #9

Re: Mass Combat Rules

Point taken.  What I'm saying is that someone who's run a fighter for years might want the opportunity to control some rogues for a battle, and vice versa.
Adaran Swiftshadow
player, 2829 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Thu 6 Oct 2011
at 22:47
  • msg #10

Re: Mass Combat Rules

How is damage for bombardment engines figured? Is it rolled and distributed among a group of troops, or is it converted to a fixed number of Hit Dice and applied automatically to the group like melee is?
Heath
GM, 3768 posts
Thu 6 Oct 2011
at 23:00
  • msg #11

Re: Mass Combat Rules

I think it'll be converted to HD.  The key is a simplification because once we get markers on the board, it'll get crazy.
Adaran Swiftshadow
player, 2834 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Thu 6 Oct 2011
at 23:22
  • msg #12

Re: Mass Combat Rules

So what would be the HD damage for each of the bombardment weapons?
Heath
GM, 3772 posts
Fri 7 Oct 2011
at 00:17
  • msg #13

Re: Mass Combat Rules

I think we would use the knockdown number.
Adaran Swiftshadow
player, 2837 posts
THAC0: 17 Melee/12 Ranged
AC: 4 (Dex, Leather)
Fri 7 Oct 2011
at 00:23
  • msg #14

Re: Mass Combat Rules

Meaning a d8 does 8 HD damage, a d10 does 10 HD damage, etc?

Also, what is the AC a bombardment engine has to hit when firing at a target? Surely it can't be the AC of the target unit's armor, that would be absurd. Even full plate would be useless against a cannon.
This message was last edited by the player at 01:44, Fri 07 Oct 2011.
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