Mass Combat Rules Alpha

Given a week and a bad idea, this is what I came up with and will be testing out later tonight. There may still be some things that will get handled on the fly as they come up, but I feel comfortable handing this off to my players who are asking “what the heck are we doing?”

The scenario involves 11 Lvl 20 (or demi-human max) PCs leading “Elite” units (second column Saves & Thaco). 40k “good guys” vs. an army of just shy of 100k undead. Undead army is led by 30th level Lich, and his forces are broken into 16 brigades of vampire-led skeletons & zombies, plus a few regiments of wights, ghouls and thouls, plus a battalion of bone golems acting as his elite guard.

Note that these rules don’t constitute the “system”, are scenario specific, and leave out a lot of details that are included on the “character” and “unit” sheets which I won’t be posting.

Turn Order:

  1. Roll Initiative: Side with higher initiative goes first.
  2. Declare Casting
  3. Winning side’s Archers
    1. Archer may not move and fire
    2. Halfling skirmishers may move and fire, fire then move, or move, fire, then move again
  4. Winning side Movement
  5. Charge Combats are resolved
  6. Losing side Archers
  7. Losing side movement
  8. Non-Charge Melees are resolved individually, with individual initiative rolls per encounter.
    1. Damage is calculated simultaneously if initiative is tied.
  9. Winning side’s spells are resolved
  10. Losing side’s spells are resolved

(AOE damage spells in melee affect 50/50, unless casters have LOS on flank or rear of a Division/Brigade)

Movement is written on bottom of pieces; it’s based on unit’s equipment.

  • Regular movement costs 1 per hex
  • Rotating/pivoting a large unit costs 1 per 15 minutes (any point of axis)
    • “Facing” only matters for Brigades/Divisions (2-3 hex units)
    • A unit may do an “about face” for 1 movement point
    • Units may rotate/pivot or about face on the same turn they charge, but must use the charge movement to move in a straight line.
  • Leaders may double move, though this may mean they leave their units. Units without their leaders do not get the CHA bonus to hit.
  • Charge: units may move double their normal movement – this constitutes a charge
    • The additional movement from the charge MUST be in a straight line.
    • Unit with long weapons win first initiative over short, regardless of who charges
      • Unless defending unit is flanked or engaged in melee with another unit
    • If a unit charges and does not engage in melee, it misses its next movement
      • Missile/magic troops that miss their movement in this manner MAY fire on their next turn.
    • Leaving Melee – a unit may voluntarily leave melee in either of the following methods, or must in the 2nd method if a leader flees/is killed
      • On unit’s melee init; may not attack; costs 2 movement; retreating player chooses facing; does not provoke an attack

OR

  • On unit’s melee init; may not attack; costs 1 movement; unit faces direction it moved; provokes an attack.

 

Normal units do 10% of their strength in damage/kills. +10% per bonus for special.

Cavalry units do 50% of their strength on their initial charge, plus an additional attack. (This is noted on the cavalry character sheets, for a total of 4 attacks)

Magic units

  • Targeted/multi-target spells – 1 damage = 1 kill x10% unit str
  • AOE spells – 1 damage = 1 kill x 10% unit str

Magic User (individual)

  • Targeted spell – 1 kill
  • Multi-target spell – 1 kill per die
  • AOE spells – 1 damage = 1 kill

Turning – 2d6 x 10% of a cleric’s unit strength, adjusted by undead type.

Split Melee – if a unit is in melee with 2 units, it may make 2 attacks, halving any damage dealt.

Leaders – Leaders may fight with their troops. This provokes 3 individual monster attacks per round. Doing so, they will have a 1-6 chance per round of confronting an enemy unit leader. Both leaders may seek one another out, rolling on their initiative.

  • +1 leader is mounted with a foot unit.
  • -1 leader is hiding

Leaders may also leave their units and fight alone. Attacking alone provokes 1d4+4 monster attacks on an individual per round. Unmounted leader may not leave combat when attacked by a unit, unless a friendly unit engages the enemy unit in melee, allowing them to “escape”.

Lich Rule – Human/demihuman units may not voluntarily move within 6 hexes of the Lich. Units MUST attempt to maintain this distance, moving away from the Lich during their movement phase, even if it means breaking melee (see leaving melee). Heroes must fight the Lich alone; soldiers’ weapons cannot harm him.

(Scenario) Siege Engines – it takes a unit 1 round to destroy one point of siege engine. Certain damage spells such as fireballs may also destroy them.

  • XX – Division
  • X – Brigade
  • III – Regiment
  • II – Battalion

Errata (Halfling sling range 40/80/160); all Human and Elf PCs may have Standard War Mounts (15 HP AC15 (1d6/1d6; AB: 3)); Cleric units adjacent to units in melee may reduce that unit’s losses by 50%. They may use this ability up to 3 times, including on themselves.

 

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