Mass Combat for Five Coils
Having fiddled extensively with the base Mass Combat rules while creating units for the game, I have run into issues I believe need to be addressed. With that in mind, these are the tentative houserules I will be using, with adjustments according to player input and assessment of results in game.
Fortunately for you, I will be doing the majority of calculations for this (and providing unit stats when need be), so my posting this here is mostly for knowledge's sake. The "Unit leader" and "Solo unit" sections will apply most to a PC.
Base rules
All attack rolls and DV values are based on the unit leader's Int + appropriate ability capped by War, with bonuses conveyed by the unit's Close/Ranged Combat Rating (also capped), Might or Drill.
Damage, Soak and Health Levels are based on averages. Damage/Soak are increased by Magnitude. The reason for this is that I found it very flawed to have Damage/Soak with a base of the leader's values, since the leader could have equipment with large discrepancy in stats (this came up when I was creating an Earth Immaculate leader - with grand goremaul and Strength 4, giving a 20L base damage - leading troops with a Close Combat Damage of 3 or less.)
If the unit leader is participating in the attack, his/her stats should be included in all averages. This was not done with White Wolf stats so there could be discrepancies here should one be converting a pre-made unit to use with these mods.
Endurance will only see significant use during lengthy, large-scale battles. Shorter battles between units of Magnitude 2 or less will rarely last long enough for these to apply.
Formations and various maneuvers as described in the corebook may be used both by PCs and NPCs. It is not required you use them explicitly, though I may assume you do in appropriate cases (i.e. if your unit is back attacked, I'll assume you are using the Turn maneuver to face the enemy, and if your unit is surrounding an enemy - the Mass Combat equivalent of a clinch - I will assume you are using the Enveloping maneuver). I will assume all units to be using Relaxed formation unless otherwise informed, or if Drill is <1, in which case the default is Unordered.
Morale will not apply for units formed entirely of PCs, but will apply for NPC units they may command.
When dividing, round up for Exalts and divine beings, round down for mortals whether heroic or otherwise. If a unit is mixed, use the rule that applies to the majority of beings in the unit.
Unit stats
Magnitude - see box on corebook p. 159, we're using same values.
Might - see box on corebook p. 161, again, we're using same values.
Drill - see box on corebook p. 160. For units comprised solely of PCs, use the average of the PCs' War, minimum 1.
Endurance - For NPC units, use (Drill + Stamina). For units comprised solely of PCs, use the average of the PCs' (Stamina + Resistance).
Close Combat Rating - Calculate average Dex + Martial Arts or Melee of all applicable attackers, then halve. Do not include weapon Accuracy unless the entire unit uses the same weapon (and Style, if MA).
Ranged Combat Rating - Calculate average Dex + Archery or Thrown accuracy of all applicable attackers, then halve. Martial Arts may also apply here should the unit's Martial Arts style use a ranged weapon. Do not include weapon Accuracy unless the entire unit uses the same weapon (and Style, if MA).
Close Combat Damage* - Calculate average Martial Arts or Melee damage of all applicable attackers, then add Magnitude.
Ranged Combat Damage* - Calculate average Archery or Thrown damage of all applicable attackers, then add Magnitude. Again, Martial Arts may also apply here should the unit's Martial Arts style use a ranged weapon.
Armor* - Calculate average lethal soak of all in the unit (+ leader if participating directly), then add Magnitude.
Health Levels** - Calculate average health levels of all in the unit. This is the number of HLs that must be inflicted on the unit to reduce it by one Magnitude.
Morale - Calculate average Valor of all in the unit. Compare with Valor of the commander. Choose the lower.
* If using White Wolf stats, you will have to subtract 1 from the given value if the unit is primarily mortal, then multiply the value by 3 before adding Magnitude.
** If using White Wolf stats this would normally be equal to the number of HLs of the leader. Therefore one may need to extrapolate the average HLs of the unit based on stats of the individuals making up the unit.
Unit leader
When initiating combat the unit leader rolls Join War, which is (Wits + War - unit Magnitude).
Attack rolls are based on leader's attack, but the speed is 5 long ticks. Accuracy roll is Cha or Int + (lower of War or attack ability). Add to this roll a number of successes equal to Close/Ranged Combat Rating (whichever is applicable), capped by the leader's War. After this cap is applied, adjust the bonus successes with Formation, if applicable. Finally add the unit's Might in successes, and apply Magnitude Difference (Attacker - Defender, limit -3/+3).
DVs should be calculated similarly. For Parrying, halve Cha or Int + (lower of War and parry ability) + Close Combat Rating (capped by War) + Might. If Dodging, halve Int + (lower of War and Dodge) + Might + Drill. Bonuses for shields or cover add to this only if they apply to the ENTIRE unit.
The raw damage of the attack equals the extra successes from attack roll + Close/Ranged Combat Damage, as calculated above. The minimum damage rolled is equal to Magnitude.
The raw soak of the attack equals Armor rating, again as calculated above.
Health Levels inflicted are on the separate unit track. Should unit HLs be reduced to 0, the unit reduces Magnitude by 1, and the HLs are refreshed to their previous maximum. Once unit is at Magnitude 0, all troops have been slain or routed, and the commander thereafter functions as a solo unit.
Charms: Leader may use any War or Attribute charms that would apply in Mass Combat, including Excellencies. ANY other Charm only affects unit stats if the entire unit has the same Charm (ex. an entire Immaculate unit using the same Form charm).
Leader Protected by Unit: This may be necessary if the leader is a sorcerer or is taking a non-War action that requires full attention. In this case, attacks cannot be made and DVs are not affected by the leader's stats. Instead DV is (Close Combat Rating + Might)/2. Armor and HLs remain the same.
Solo unit
A leader, special character and/or PC may wish to attack as a solo unit (Magnitude 0). In single combat, War is no longer used -- instead, the solo unit may use their usual Abilities, Charms, etc. However, all Speed values will be considered as long ticks (this prevents a sorcerer from casting over and over, or an Invincible Sword Princess from spamming EA attacks, while an enemy unit does a slow maneuver.)
The rest depends on whether the solo unit engages another solo unit, or against a group.
Solo vs. Solo: Resolve as normal combat. In Mass Combat this would typically signify a duel between Mass Combat leaders, between a leader and an enemy champion, etc.
Solo vs. Group: Solo unit uses normal combat stats/rules, while the group uses Mass Combat stats/rules. Minimum damage is still equal to Magnitude, or 1 for Magnitude 0. This means a solo unit will have to be able to significantly overcome the group's DV and Soak in order to do more than minimal damage (quite possible with a powerful Celestial solo combatant against a Mass Combat unit of mortals, for example). This can also be quite dangerous for the solo unit should the Magnitude of the group be high, so one should be confident in one's Charms, DVs, Soak and Health Levels before trying this.
The single exception to the Magnitude min damage rule above is if the solo combatant is using a Charm, Spell, or weapon with an Area of Effect that would encompass the entire, or at least a significant part of the group (ST's discretion). In this special case, the normal Essence min damage can be used.
This message was last edited by the GM at 04:48, Wed 14 Oct 2009.