Powers & Perils Mass Combat
Burton & Linda Choinski
linna at NETCOM.COM
Thu Apr 23 02:56:46 CEST 1998
Mass Combat for the Perilous Lands
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NOTE: The following system is adapted from the Mass Combat rules in
"Roleplayer" Magazine #30 and was originally for the GURPS rules system.
I have adapted and trimmed the rules to fit with the technologies
of the Lands Perilous. The rules that this set is derived from should
be considered to be (C) by Steve Jackson games, with kudos to Brett
Slocum for a well designed core set.
I am working these rules out because players in one of my gqmes have
killed the Larbani ambassador to Novholm, and the Larbani are on the
warpath. Rules on the costs of raising and keeping an army will be in a
second article later on, if I have the time.
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(0) MASS COMBAT TURN SEQUENCE
The system has eight steps for each battle (or for each day of an
extended battle):
1. Determine each military force's makeup by unit. Determine each
unit's Troop Strength. Total the unit's TS for the force's TS.
2. If special abilities (magic, powers) are being used, determine
each military force's Extraordinary Strength. Allocate ES points
to the special effects in both offense and defense. Resolve
special effects.
3. Roll for Catastrophe for each force.
4. Determine each PC's Battle skill and Risk factor, then roll for
Survival and Glory.
5. Modify commander's Strategy skills by:
a. Catastrophe, if any.
b. Relative Troop Strength.
c. Defensive position.
d. Special unit superiority
e. Glory (or death) of unit leaders.
f. Special circumstances.
g. GM's appraisal of the two commanders' battle plans.
h. Use of magic, assassins and diviners.
6. Quick contest of effective Strategy Skills.
7. Each PC on the losing side makes a second Survival roll.
8. Determine casualties for each army (and, if it matters, for
each unit).
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(1) The Armies
The first step in fighting a battle is determining the composition of
the opposing armies.
Some data may be provided in the _Culture_Book_ as to army composition,
but the GM (or players raising a mercenary army) will have to make
determinations on quality and level of ability. I will use my upcoming
Larbani battles as an example in these rules.
EXAMP: The Larbani of the "NI" tribes of the Firazi are noted as
having 14,000 people out of a tribal total of 40,000. The
"NI" group has 6,000 warriors total, so the Larbani "cut" is
2,100 warriors. The Larbani Shamans devote 10% of their
force to wipe out the town, 210 warriors.
The Baron of Novholm has 400 footmen, 100 cavalry and 2,000
militia. This example revolves around the destruction of the
Djani town of Larkenk [Novholm-45] with a population of 1,320.
Dividing the military forces around his area, I determine that
45 footmen and 230 militia protect this town. If worst comes
to worst, of the 1,320 residents about 330 can put up some
token resistance but are otherwise worthless in a military
sense.
(2) Troop Strength (TS)
The next step is determining the strength of the soldiers within the
army. The Troop Strength value of an individual in a unit depends on
his type and quality. Multiply this value by the number of men in the
unit's total TS.
TROOP TYPE
Each unit is composed of a single troop type. All persons in a unit are
similarly equipped. Troop types are differentiated by armor, weapons
and mobility.
Usually armor and weapons are lumped together into classifications of
"Heavy", "Mediuam" and "Light". heavy troops have rigid armor and heavy
or "shock" weapons; medium troops usually wear flexible armor (e.g.
chainmail) and have somewhat less damaging weapons. Light units have
little or no armor (leather or less) and have less damaging weapons.
A final division is whether the soldiers have formal training in weapons
or other military matters. Soldiers wihout training such as peasant
levies are called irregulars.
Issues of troop mobility come down to whether or not the coldiers use
animals for transportation and in combat. Those who walk are called
footmen and thoe with some riding animal are called cavalry.
If a unit uses ranged weapons, a bonus to the Troop Strengh is added.
Those troops with specialty weapons such as seige engines, and members
of non-human races are put into separate units.
If a unit is a mixed type (Heavy weapons, but light armor) take the
average TS.
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EQUIPMENT
Light: +3
Medium: +4
Heavy: +5
Fine or Superior Weapons: +1
Irregulars: TS x0.65 (round down)
MOBILITY
Light Horses: +1
Medium Horses: +2
Heavy Horses: +3
No Stirrups: -1
RANGED WEAPONS
Sling, javelin: +1
Bow: +2
Longbow, composite bow: +3
or crossbows
SPECIAL WEAPONS
Light Chariots: +15 (add TS of light missile weilder)
Medium Chariots: +25 (add TS of medium missile weilder)
Heavy Chariots: +35 (add TS of heavy missile weilder)
Elephants: +100
Small Ballistae: +15
Large Ballistae: +25
Small Seige Engines: +25
Large Seige Engines: +50
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EXAMP: The Firazi use heavy axes, but little armor so their base
TS is 4 (Heavy weapon, light armor). They also use longbows
and spears, so this force will be broken into two units;
one using longbows (+3, for a TS of 7) and one using spears
(+1, for a TS of 5). The force is 1/3 archer and 2/3 spearmen,
so the force strength is 70x7 + 140x5, or 1,190.
The Djani miliary also tends toward Heavy weapons, but medium
armor, for a base TS of 4.5. The militia is of sililar weaponry
but uses light armor for a base TS of 4. All of the foot soldiers
are trained archers with the longbow (+3), and since people here
are "the best archers in the world" I give them an additional +1.
The Militia are 1/3 archer, 1/3 spearman and 1/3 footman. The
town rabble is all light weapon and armor and all footman.
The soldier footman unit of 45 thus
has a strength of 45 x 8.5 or 383. The longbow militia has
a TS of 8, multiplied by 0.65 for a final TS of 5.2, rounded to
5. Their force strength is 76 x 5, or 380. The spearmen have a
TS of 5, multiplied by .65 and rounded down to 3 and thus have
a force strength of 77 x 3 or 231. The militia footmen have a
reduced TS of 2 and a force strength of 2 x 77, or 154. Finally,
the town rabble of 330 has a base TS of 3, modified to 1 and a
total force strength of 1 x 330, or 330. Total Djani force
strength is 1,478
TROOP QUALITY AND MORALE
Troop quality is determined by the average experience of the men in the
unit. This directly determines the unit's base Morale (see table).
If the campaign siuation does not dictate the quality of a body of
troops by rolling 3d6 on the table below. Use the same chart when
determining the quality of a newly-raised unit or when recruiting
replacements -- in this case, it gives the AVERAGE quality of the
replacements you wer able to hire.
Morale is used to determine the reactions of units due to losses and
overwelming odds. More experienced soldiers are more likely to hold
their position in a bad situiation than raw recruits.
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TROOP QUALITY TABLE (roll 3d6)
Die Roll Troop Quality Battles Morale Troop Strength Cost
3* Elite (E) 15+ +7 TS x2 +50%
4-6* Veteran (V) 10-14 +6 TS x1.5 +25%
7-9 Seasoned (S) 6-9 +5 TS x1.2 +10%
10-12 Average (A) 4-5 +4 TS base
13-15 Green (G) 1-3 +2 TS x0.8 base
16-18 Raw (R) 0 +0 TS x0.5 -20%
*Roll again if you were trying to raise a new unit, or to recruit more
than 10 men.
Irregular troops have a -3 morale modifier.
TYPICAL SKILL TABLE
Troop Quality CEL Weapon EL
Elite 10 7
Veteran 8 5
Seasoned 6 3
Average 4 2
Green 2 1
Raw 0 0
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EXAMP: Both Larbani units are Seasoned
L1 [S, Archer] 70 men, FS=588, M+5
L2 [S, Spear] 140 men, FS=840, M+5
The Djani footmen and militia are average, the rabble is raw.
D1 [A, Archer] 45 men, FS=383, M+4
D2 [A, Archer, Irreg] 76 men, FS=380, M+1
D3 [A, Spear, Irreg] 77 men, FS=231, M+1
D4 [A, Irreg] 77 men, FS=154, M+1
D5 [R, irreg] 330 men, FS=165, M-3
UNIT COMMANDER AND MORALE
A unit commander's leadership can affect the morale of his soldiers.
Add Leadership EL/3 (round down) to the morale of the force. If the
unit commander does not have the Leadership skill subtract 2 from
the morale of the unit.
The commander with the greatest leadership is considered the leader of
the force, limited by levels -- military forces will not be lead by
irregulars, irregulars will not be lead by rabble.
Leadership: Initial: 50 NEL: x10 Max: (W+Em)/10
Strategy: Initial: 60 NEL: x12 Max: (I+Em)/10
Tactics: Initial: 50 NEL: x10 Max: (I+Em+W)/15
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Force Commander's Experience (roll 3d6)
Die Roll Quality Battles Strategy Leadership
3 Elite 15+ EL6+1d6 EL6+1d6
4-7 Veteran 10-14 EL4+1d6 EL4+1d6
8-11 Seasoned 6-9 EL2+1d3 EL2+1d3
12-15 Average 4-5 EL2 EL2
16-17 Green 1-3 EL1 EL1
18 Raw 0 EL0 EL0
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EXAMP: Just for laughs I will roll the force leaders:
L1: A (Strat 2, Lead 2)
L2: S (Strat 3, Lead 5) << Force Leader, M+1
D1: V (Strat 5, Lead 8) << Force Leader, M+2
D2: S (Strat 5, Lead 5) M+1
D3: A (Strat 2, Lead 2)
D4: A (Strat 2, Lead 2)
D5: A (Strat 2, Lead 2)
So the Force Notations are:
Larbani: FS=1428, Strat 3
L1 [S, Archer] 70 men, FS=588, M+5
* L2 [S, Spear] 140 men, FS=840, M+6
Djani: FS=1313, Strat 5
* D1 [A, Archer] 45 men, FS=383, M+6
D2 [A, Archer, Irreg] 76 men, FS=380, M+2
D3 [A, Spear, Irreg] 77 men, FS=231, M+1
D4 [A, Irreg] 77 men, FS=154, M+1
D5 [R, irreg] 330 men, FS=165, M-3
(3) Catastrophies
When the battle begins, the GM rolls three dice on the following table,
once for each side, to see if something goes disasterously wrong.
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CATASTROPHE ROLL
3-7 No catastrophe.
8-9 Enemy manages some sort of suprise: -1 to Strategy roll.
10 Enemy receives unexpected reienforcements or is just lucky.
Increase his TS by 10% (the GM may be creative about what
occured).
11 The battle plans have been partially revealed to the enemy by
turncoats, spies, magic, etc.: -2 to strategy roll.
12 Dissension among allies or top leaders weakens morale. -2 to
strategy roll, -1 to morale of all units.
13 Enemy reveals a terrifying atrocity: -1 to morale of all units
if a morale roll is failed; +1 to morale, in anger, if morale
roll is made. **
14 Ally or unit commander defects to the enemy, revealing plans and
taking his troops with him. Recalculate forces's Troop Strengths
and -2 to strategy roll (If this result is unreasonable, unit
flees the area and does not add its TS into the force total;
-1 to Strategy roll).
15 An important unit leader (rolled randomly among leaders commanding
at least 20% of that side's troop strength) is wounded early in
the battle (deadly hit of 3d10+6): -1 to morale of all units, -2
to morale in that unit.
16 Commander wounded early in battle (deadly hit of 3d10+6): -2 to
strategy roll, -3 to morale of all units.
17 Important unit leader (rolled randomly as above) killed (or if PC,
wounded and unconcious) early in battle: -2 to morale of all
units, -3 to morale of his unit.
18 Commander killed early in battle (or if PC, wounded and
unconscious). Base Strategy roll cut in half (round up). -5 to
morale of all units.
**A morale roll is a 12+ task on 2d10, adding morale rating.
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EXAMP: For the first battle the Larbani roll 10 and luck goes with them
(FS x 1.1). The Djani roll a 12, and dissesion in the ranks
hurts morale and strategy is down by 2. The forces are now:
Larbani: FS=1570, Strat 3
L1 [S, Archer] 70 men, FS=588, M+5
* L2 [S, Spear] 140 men, FS=840, M+6
Djani: FS=1313, Strat 5 (-2)
* D1 [A, Archer] 45 men, FS=383, M+6 (-1)
D2 [A, Archer, Irreg] 76 men, FS=380, M+2 (-1)
D3 [A, Spear, Irreg] 77 men, FS=231, M+1 (-1)
D4 [A, Irreg] 77 men, FS=154, M+1 (-1)
D5 [R, irreg] 330 men, FS=165, M-3 (-1)
(4) CONSEQUENCES TO PLAYER CHARACTERS
The more daring and brave a warrior is, the more likely he is to get
hurt! Each PC in a battle must roll 2d10 for a 12+, adding their CEL
to the roll.
RISK
A PC can choose to take more or less Risk in a battle, announcing his
choice before his survival roll. He may choose any number from -6 to
+6 as his modifier, -6 being very risky and +6 being very cautious.
The risk modifier is applied to the survival roll. However, the
opposite modifier applies to his Glory roll. No guts, no glory. If
Survival is -4, than glory is +4. Cowardly PCs and those PCs in units
held in reserve or who otherwise were not exposed to the full impact
of the battle, should not pick a risk factory belowe -1. Overconfident
PCs should not pick a Risk factor above +1. Berserk PCs should
noy pick a Risk above 0.
SURVIVAL ROLL
If a PC unit or army leader takes enough injury to fall unconcious, his
unit's final stratagy roll is affected as per Catastrophes.
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2d10+CEL+Risk
Roll Result
18+ Unhurt
13-17 1d3 damage
12 2d3 damage
10-11 2d6-AV damage
8-9 4d6-AV damage
6-7 8d6-AV damage
5- 12d6-AV damage
NOTE: This table is tentative -- comments welcome
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GLORY ROLL
A warrior who gains glory will have improved reputation, and the
associated reacion bonus, for the specified period. The indicated
modifiers to the Strategy roll are used ONLY if the PC is a unit leader.
This strategy bonus applies to the next battle in the same field.
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2d10-Risk
Roll Result
24+ Covered in glory; +2 to reputation for 1d6 months, +1
permanently; Roll for promotion; +2 to Strategy roll.
19-23 Fought with great courage and heroism; +1 to reputation
for 1d6-2 months (1 month minimum); roll for promotion;
+1 to Strategy Roll
16-18 Fought heroicly: roll for promotion; +1 to Strategy.
12-15 Fought competently.
8-11 Fought Adequately.
4-7 Fought Poorly: -1 to Reputation for 1d6-2 month (1 month
minimum); -1 to Strategy roll. Superior officer notices
your ineptness or caution. Possible demotion.
3- Fought very badly; -2 reputation for 1d6 months; -3 to
Strategy roll. Demotion.
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(5) Strategy Modifiers
The GM now takes into account the circumstances of the battle, which may
raise or lower the effective Strategy skill of each side's commander.
All of these modifiers are cumulative.
RELATIVE TROOP STRENGTHS
Compare the troop strengths of the opposing forces. Divide the GREATER
TS by the LESSER one for the "odds factor". For example, a TS of 100
vs a TS of 50 is an odds factor of 2. The greater the odds factor
the greater the bonus to the Strategy skill of the stronger force's
commander:
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Odds Factor Strategy Bonus
1.2 or less no bonus
1.2+ to 1.4 +1
1.4+ to 1.7 +2
1.7+ to 2 +3
2+ to 3 +4
4+ to 5 +5
5+ to 7 +6
7+ to 10 +7
greater than 10 +8
When cultures of differing levels of advancement (i.e. Civilized vs.
Primitive), the 10 to 1 limit is waived for the more developed culture.
Each additional 10 to 1 odds is equal to another +1 Strategy. Thus a
more advanced force with 30 to 1 odds has a +10 to its Strategy roll.
EXAMP: The Larbani force is stronger and gets the odds benefit.
The odds in TS comes to 1.195, wich gives the Larbani commander
a +1 on his strategy roll.
The Larbani force is now at:
Larbani: FS=1570, Strat 3 (+1)
L1 [S, Archer] 70 men, FS=588, M+5
* L2 [S, Spear] 140 men, FS=840, M+6
DEFENSIVE POSITION
If one side is clearly the defender, it gets Strategy modifiers based on
its position. When appropriate, these modifiers are cumulative:
Attacker attacks downhill: -3 or worse
Attacker approaches under cover: -1
Attacker must come up a gradual incline: +1
Attacker must come up a steep incline: +2
Attacker must come up a steep incline on bad ground: +3
*Attacker must force a narrow passage (defile, pass, ford or
bridge): +2 to +8, depending on how narrow it is.
*Defender occupies an unwalled town: +2
*Defender is protected by palisade, breastwork, trenches, dry moat
or unforded/unbridged river: +3
*Defender occupies a manor, stronghold, unwalled city or fort: +4
*Defender occupies a walled city: +6
*Defender occupies a castle: +8
These defensive factors can be combined. For instance, a castle on top
of a steep hill would count as +10.
* reduce the value of any modifier with an asterisk (*) by 2 if the
attacker has siege engines or mining crews. Battles involving the
starred modifiers use a different set of combat tables.
EXAMP: Larkenk is an unwalled town, giving them a +2 for strategy. The
surrounding terrain provides plenty of cover, and the attack was
at night, wich reduces it by 1. The force details are now:
Djani: FS=1313, Strat 5 (-1)
* D1 [A, Archer] 45 men, FS=383, M+6 (-1)
D2 [A, Archer, Irreg] 76 men, FS=380, M+2 (-1)
D3 [A, Spear, Irreg] 77 men, FS=231, M+1 (-1)
D4 [A, Irreg] 77 men, FS=154, M+1 (-1)
D5 [R, irreg] 330 men, FS=165, M-3 (-1)
SPECIAL UNIT SUPERIORITY
A force will receive a Strategy bonus if it has at least a 2 to 1
superiority in the numbers of certain troop types, regardless of
troop quality. In a seige action all cavalry are counted as infantry.
If the opponent has no troops of the equivalent type, treat as 5 o 1 or
better. There are three types of superiority: Artillary (only in seige
situations); cavalry (only in non-seige situations) and ranged weapons.
Each type of superiority counts separately; if you have a force of
mounted archers and the foe has no cavalry or missiles, you have 5 to 1
or better in both missile weapons and cavalry. Ratios for determining
superiority are rounded down.
Ratio Strategy
2 to 1 +1
3 to 1 +2
5 to 1 or better +3
EXAMP: The Larbani have 210 archers and spearmen, the Djani have 198
archers & Spearmen. This ratio is only 1.06 to 1, not enough
for any superiority.
NEUTRALIZING SPECIAL UNITS
Some types of units neutralize the superiority of the special units
described above. For instance, pikemen can neutralize a cavalry charge.
When figuring special unit superiority, count these neutralizing units
as the same type of special unit for the side with less of the special
unit. Thus, pikemen cannot give you cavalry superiority, but they
can neutralize the other force's superiority.
SPECIAL CIRCUMSTANCES
Add Strategy bonuses or subtract penalties for any of the following
situations. ALL these circumstances are determined by the GM or group's
roleplaying; for instance, a unit is unsupplied if the GM says it is so.
Taken totally by suprise: -5
Partial suprise - less than an hour's warning: -2
Force-marched into battle: -3
No supplies: -3
Short supplies in a beseiged city or castle: -2
Supplied by forage only: -1
On home grounds: +2 (not cumulative with defensive bonus for village,
temple, city, manor or other fortifications).
The GM may give additional bonuses or penalties from -5 to +5 for other
factors as they see fit: e.g. a heavy fog when trying to launch a
closely coordinated attack might be worth -3.
EXAMP: The town is aware of tensions with the Larbani, so is not caught
completely unawares (-2 to Djani). The Larbani or foraging
for supplies (-1 for Larbani). Force details are now:
Larbani: FS=1570, Strat 3 (+0)
L1 [S, Archer] 70 men, FS=588, M+5
* L2 [S, Spear] 140 men, FS=840, M+6
Djani: FS=1313, Strat 5 (-3)
* D1 [A, Archer] 45 men, FS=383, M+6 (-1)
D2 [A, Archer, Irreg] 76 men, FS=380, M+2 (-1)
D3 [A, Spear, Irreg] 77 men, FS=231, M+1 (-1)
D4 [A, Irreg] 77 men, FS=154, M+1 (-1)
D5 [R, irreg] 330 men, FS=165, M-3 (-1)
BATTLE PLANS
The GM should sketch a map of the battlefield (or perhaps of several,
optional battlefields) for the players based on their armies knowledge
of the area, especially if the PCs are unit or force leaders. The GM
should then ask the players to give him a battle plan for their side
(for both sides if there are PCs on both sides or if there is an
Adversary player for the non-PC side). If the GM thinks the plan is
especially good or bad, it deserves a strategy roll bonus or penalty
of from +3 to -3.
If the GM is playing the part of the adversary, he should occasionally
spring a tactical suprise on the players. Describe wha happens
realistically. If they handle it well, they get a strategy roll bonus;
if they react poorly, they suffer a penalty.
SPECIAL FORCES
If either side has the services of assassins, commandos, scouts or
spies, their proper use can be an important part of the battle plan.
Special forces like these may be sent on a variety of missions. The
success of each mission depends on the number of personnel assigned and
(in general) on the Stealth skill of their leader. Special forces
missions can be played out as whole adventures or abstracted into the
general battle plan.
"Assassination of the enemy leader" will be a catastrophe for the foe,
if it works. But it is risky, and if it fails, the enemy's morale will
be improved, especially if your spies are publicly executed before
the battle.
"Scouting the enemy forces" is much safer and easier, and will usually
give a +1 or, if many commandos are used, a +2 on Strategy.
"Security" assignments can be given, to protect the lord and generals
from opposing assassins, or to ambush and kill enemy scouts.
"Other creative uses of spies" should be encouraged and rewarded by
the GM. If assassins are well paid and treated with respect, they will
undertake almost anything.
DIVINERS
A careful commander might consult diviners before a battle. The
effectiveness of divination in general is known only to the GM ...
and even in a campaign the diviner may be a fake. A general may have
many diviners, but he must pick just one to believe. A genuine
diviner who makes his spell rolls gives a +1 to his lord's
Strategy roll, or +2 on a critical success. If he diviner is a
fake, average his Strategy roll with the commander's, unless the
commander either fully accepts (use just the diviner's Strategy) or
discounts the diviner's advice (use the commander's Strategy).
The details of these modifiers, of course, must remain secret from
the players.
(6) Resolving the Contest of Strategy
After determining the opposing commanders' effective Strategy, a quick
contest of strategy is rolled to determine how well the troops are
handled. (For battles involving a total of less than 200 men, Tactics
skill may be used instead). Each side rolls 2d10 and adds their
strategy modifier -- the higher total is the winner.
Commanders may elect to add to their strategy roll at the expense of
more casualties (similar to the risk/glory decision for PCs). A value
from +0 to +6 may be applied. Both sides going for maximum risk will
produce very bloody battles.
The winner of the Quick Contest of Strategy is the winner of the
battle. The difference in the amounts the commanders roll will
determine how
decisive the victory is. Whether defeated troops withdraw in good order
or rout depends on their morale roll. Refer to the appropriate table
below to find the outcome. Use Tables B or C if any of the starred
Defensive Position modifiers applied.
A. Open-Field Battle
Won by 0-4: Inconclusive battle. Each unit on both sides should make a
12+ morale roll. Those who succeed hold position. Those who fail by
only 1-5 withdraw in good order. Those who fail by 6 or more rout.
Won by 5-9: Marginal victory. Each unit of the loser withdraws in good
order if it can make a 12+ morale roll; otherwise it routs.
Won by 10-14: Definite victory. As above, but morale roll task is 15+.
Won by 15-19: Great victory. As above, but morale roll task is 18+.
Won by 20+: Overwealming victory: the loser routs.
B. Defender Wins
Won by 0-4: Inconclusive Battle. The attacker is thrown back but holds
his former position. He may attack again on the next day, at -2
Morale.
Won by 5-9: Marginal victory. The attacker holds position if more than
half its troops can make a 12+ morale roll; otherwise the whole
force withdraws in good order.
Won by 10-14: Definite victory. As above, but morale roll task is 15+.
Won by 15-19: Great victory. Each attacking unit withdraws in good order
if it can make a 12+ morale roll; otherwise it routs.
Won by 20+: Overwelming victory. As above, but morale roll task is 15+.
C. Attacker Wins
Won by 1-4: Inconclusive battle. The attacker technically won, but the
defender will suffer no morale penalty on the nex day of battle.
Won by 5-9: Marginal victory. Both sides hold position. The defender
will be at -2 morale on the next day of battle.
Won by 10-14: Definite victory. The defender holds position if more than
half its troops can make a 12+ morale roll; otherwise the whole
force withdraws*.
Won by 15-19: Great Victory. The attacker captures the position. Each
individual unit of the defender withdraws* in good order if it can
make a 12+ morale roll; otherwise tha unit routs or, if there is no
escape, surrenders.
Won by 20+: Overwelming victory. The attacker captures the position and
takes the enemy commander alive. Each individual unit of the
defender withdraws* in good order if it can make a 15+ morale roll;
otherwise that unit routs or, if there is no escape, surrenders.
*If defenders get a "withdraw" result and have nowhere to go, make a
second morale roll for each such unit at +3 over the previous roll. A
success means the unit holds position and another battle is likely.
(these defenders probably have their backs to the wall or have
retreated to an inner stronghold.) A failure means the unit surrenders.
If surrender is not an option (no prisoners), the units will hold
position and another battle is required.
EXAMP: Let us now determine the results of the first battle of Larkenk.
This is a defended situation, so tables B and C are used. The
Larbani forces roll 2d10 for 10, plus the modified Strategy of 3
for a 13 total. The Djani roll 16, plus 2 for a Djani total of
18. The defending forces win with a margin of 5, a marginal
victory for the Djani. Both Larbani units roll morale, L1 making
it but L2 failing. Since L2 makes up more than 1/2 the Larbani
forces, the remaining Larbani pull back and retreat back to
Larbani territory in good order.
SIEGES
In an actual siege involving a defender within a walled city or castle,
the above rules and tables B and C only apply when the attacker storms
the fortifications. The overall siege is a long, drawn-out affair,
taking months or even years to complete. Many other tactics may be
employed instead of an all-out assul, which tends to be very bloody.
Cutting off supplies and water to the area and waiting for starvation,
bribing someone to open the gate, catapulting diseased animal carcasses
and firebrands, and infiltrating with spies are all alternate methods of
taking a fortification.
MORALE
Each unit starts with a base morale, determined by its Troop Quality.
Campaign effects can affec morale before battle. Catastrophes affect
morale for that battle only. Loss of established leaders affects morale
until the force wins a clear victory; as long as the force is defeated,
has inconclusive battles or marginal victories, the morale will stay
low.
Morale is used to determine whether a defeated unit withdraws in good
order, or routs. The GM may also require a morale roll whenever a unit
is asked to do something dangerous or unreasonable (e.g. fight at
unreasonable odds, go without food, water or pay, scale a castle wall
despite the fact that the defenders are dumping sewage over the walls,
etc.)
MORALE MODIFIERS
In a war against a hereditary foe, morale is always +1. Units defending
home territory always have a +2 morale. Morale before battle is +1 if
the unit has defeated the same foe this year. It is -2 if the unit has
been defeated by the same foe this year.
A force that knows its position was penetrated by spies will have a -1
morale, or -2 (at least) if important people were killed. It will have
a +2 if enemy spies were caught and slain. Likewise a force will have a
+1 morale if it knows its spies have succeeded in scouting the foe, and
-1 if it knows its spies were killed.
ROUT
Units, or even the entire force, may rout, fleeing in panic, on a very
bad combat result and/or failed morale roll. If a unit routs, its
casualties are increased. Wheather a routed unit will ever reform as a
unit is up to the GM. The survivors may be able to reassemble under a
number of circumstances: The battle was in friendly territory, the unit
was largely cavalry, there were plenty of places to hide, the leader is
charismatic, etc. PCs. whose units are routed (or totally crushed) must
make their second Survival roll at -2.
(7) Second Survival Roll
Any PCs on the losing side of the battle must make a second servival
roll, using the same Risk modifier as for the first roll. Adjust this
roll down by -1 for every 3 full points of difference in the contest of
strategy. If defernding, adjust up by any bonus for starred defensive
position modifiers.
If the PC's unit was routed, the second survival roll is made at -2.
Any adventuring after that will be directed, at least for a time, toward
getting home alive or regrouping with other lost battle comrades.
(8) Casualties
After the contest of strategy, casualties for each force are
determined. This does NOT affect the PCs; their fates are determined by
their survival rolls. Even if a PC's unit is entirely wiped out, a PC
who makes his survival rolls gets away somehow.
Each unit makes a casualty roll, rolling 2d10 plus the strategy skill of
its leader, minus 2d10 plus the strategy skill of the enemy force
commander. If the unit was a defender proteced by his position
(modifiers with a * under defensive position) they may add that to their
total.
A unit's armor type (heavy, medium, light) moves them DOWNWARD on the
casualty table.
Heavy Cavalry, Heavy Footman: Adjust result down by 4 lines.
Medium Cavalry, medium footman: Adjust result down by 2 lines.
Light Cavalry, light fotman, pikemen: adjust level down by 1 line.
Town rabble: no modifier.
If a unit routs, roll 1d6 and move up that number of lines.
If any combat risk was applied, move up tha many lines on the table.
If the GM thinks that the battle was particularly intense, the caualty
results fdor all unis for both sides may be moved up one or more lines.
Round all losses up. Half the casualties (round down) are killed or
permanently maimed. The ther half recover at 5% of the original unit
per day in camp, or 2% per day on march. If magic healing is available,
add 1d% to the recovery rate. One healer is required for every 10
injured soldires to get this bonus.
Lost artillary become property of the victor; after an inconclusive
battle, each side retains half its lost artillary and the others are
considered destroyed.
---------------------------------------------------------------------------
Casualty Table:
Difference Casualties
-19 or less (12d6+60)%
-17,-18 (11d6+55)%
-15,-16 (10d6+50)%
-13,-14 (9d6+45)%
-11,-12 (8d6+40)%
-9,-10 (7d6+35)%
-7,-8 (6d6+30)%
-5,-6 (5d6+25)%
-3,-4 (4d6+20)%
-1,-2 (4d6+15)%
0 (4d6+10)%
1,2 (4d6+5)%
3,4 (4d6)%
5,6 (3d6)%
7,8 (2d6+2)%
9,10 (2d6)%
11,12 (1d6+2)%
13,14 (1d6)%
15,16 (1d3)%
17,18 (1d2)%
19 or more 0.5%, rounded down
---------------------------------------------------------------------------
EXAMP: Let us now determine the casualties from this battle.
L1 [Light Armor, Strat 2]: roll of 11, +2, - (4+ Djani Strat 5) = +4,
down one level for light armor is 3d6% -- 14% (10 men lost)
L2 [Light Armor, Strat 3]; Roll of 9, +3 - (11 + Djani strat 5) = -4,
down one level for light armor is 4d6+15% -- 35% (50 men lost)
D1 [Medium Armor, Strat 5]; Roll of 6, +5 - (17 + Larbani Strat 3) =
-9
down 2 levels for medium armor is 5d6+25% -- 40% (19 men lost)
D2 [light armor, strat 5]; Roll of 7, +5, - (15 + Larbani Strat 3) =
-6
down 1 level for light armor is 4d6+20% -- 34% (26 men lost)
D3 [light armor, Strat 2]; Roll of 3, +2, - (15 + Larbani Strat 3) =
-13
down 1 level for light armor is 8d6+40% -- 76% (59 men lost)
D4 [light armor, Strat 2]; Roll of 16, +2, - (16 + Larbani Strat 3) =
-1
down 1 level for light armor is 4d6+10% -- 19% (16 men lost)
D5 [no armor, Strat 3]; roll of 13, +2 - (14 + Larbani Strat 3) = -2
No mod, 4d6+15% -- 25% (84 men lost)
Overall the Larbani lost 60 men (30 killed), the town losing 204 (102
killed) Since they withdrew the town was not eliminated, but Novholm
lost 2% of it's foot soldiers and nearly 5% of its militia. The Town
lost 42 good men and suffered some minor damage.
----------------------------------------------------------------------------
NOTES: This ends the basic combat system. Other parts will follow as
time allows. If both forces remain on the field, additional battles
follow on subsequent days. Obviously, this battle did not involve
anything special, nor did the example involve PCs (who will deal with
the effects when they hear of them.
Some time later I will detail the remaining forces of Djanesborg (as
I'll need them anyways). If this system works good for you out there,
submit armies to Wout's page. :)
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