Post by Skemmdarvagr on Apr 11, 2018 10:42:33 GMT
Mass battles are resolved by dividing the main army in units.
A unit is the smallest part of an armed force, and in modern terms it means a squad, in medieval times it was a lance or a group of men, but it can be the whole army as well.
Every unit has a Unit Strength (US).
Strength is found with the formula:
+Troop number/50
+Average troop level
+Average troop AV
+5 if in formation, +6 if in formation and everyone has large/deeply dished shields
+2 if at least 50% are Warriors
+5 if at least 50% are Berserks
Flank attacks grant a +5 bonus to US, only for the resolution of the attack. Rear attacks work the same way, with +10 instead.
When two or more units engage in combat, all combatants roll:
3d6+US+Cha/Leadership of the commander
Then, basing on the difference in the results, units lose US by varying degrees.
DIFF. LOSER WINNER
>20 -5 /
18-19 -4 /
17 -3 /
14-16 -3 -1
9-13 -2 -1
0-18 -1 -1
When US drops to 0, all the soldiers/warriors/components are assumed to be either incapacited, slain or ran away.
-----SPECIAL FOR MISSILE ATTACKS-----
Archers and other missile units, if not engaged in melee, are exempted by any consequence in their own unit (e.g. will not lose any US after an attack, even if enemy won).
However, the difference between the rolls is halved in melee, to represent the scarce training they receive.
--------SPECIAL TO CAVALRY-----------
Cavalry cannot be counted as 'in formation'.
When attacking infantry, cavalry has a +5 bonus normally and a +3 additional bonus if charging.
If infantry is in formation, cavalry only receives the +5 bonus.
If infantry has long spears or pikes, cavalry has a -5 to the attack roll instead. This can only apply to frontal attacks.
==========Advanced Dueling==========
When in combat, a character can choose where to hit between four major areas: Head, Torso, Arms and Legs.
Head -2 OV
Torso +0 OV
Arms +1 OV
Legs -1 OV
If a character receives more damage than [5+Con*3], then the body part hit is to be considered either destroyed or otherwise rendered useless.
For example, a hit to the head either kills or gives a really bad concussion and haemorraging to the character, while a hit to the chest may give additional bleeding or maluses to MS and CS. The MM can pick freely from the Critical tables.
This is a very deadly option and may be regarded as 'hardcore mode', so I don't recommend using it for regular day-to-day combat, as it will get you killed pretty fast.
EDIT: Mass combat system inspired by GURPS Mass Combat, and advanced dueling (kind of) inspired by The Riddle of Steel and Mount&Blade games.
A unit is the smallest part of an armed force, and in modern terms it means a squad, in medieval times it was a lance or a group of men, but it can be the whole army as well.
Every unit has a Unit Strength (US).
Strength is found with the formula:
+Troop number/50
+Average troop level
+Average troop AV
+5 if in formation, +6 if in formation and everyone has large/deeply dished shields
+2 if at least 50% are Warriors
+5 if at least 50% are Berserks
Flank attacks grant a +5 bonus to US, only for the resolution of the attack. Rear attacks work the same way, with +10 instead.
When two or more units engage in combat, all combatants roll:
3d6+US+Cha/Leadership of the commander
Then, basing on the difference in the results, units lose US by varying degrees.
DIFF. LOSER WINNER
>20 -5 /
18-19 -4 /
17 -3 /
14-16 -3 -1
9-13 -2 -1
0-18 -1 -1
When US drops to 0, all the soldiers/warriors/components are assumed to be either incapacited, slain or ran away.
-----SPECIAL FOR MISSILE ATTACKS-----
Archers and other missile units, if not engaged in melee, are exempted by any consequence in their own unit (e.g. will not lose any US after an attack, even if enemy won).
However, the difference between the rolls is halved in melee, to represent the scarce training they receive.
--------SPECIAL TO CAVALRY-----------
Cavalry cannot be counted as 'in formation'.
When attacking infantry, cavalry has a +5 bonus normally and a +3 additional bonus if charging.
If infantry is in formation, cavalry only receives the +5 bonus.
If infantry has long spears or pikes, cavalry has a -5 to the attack roll instead. This can only apply to frontal attacks.
==========Advanced Dueling==========
When in combat, a character can choose where to hit between four major areas: Head, Torso, Arms and Legs.
Head -2 OV
Torso +0 OV
Arms +1 OV
Legs -1 OV
If a character receives more damage than [5+Con*3], then the body part hit is to be considered either destroyed or otherwise rendered useless.
For example, a hit to the head either kills or gives a really bad concussion and haemorraging to the character, while a hit to the chest may give additional bleeding or maluses to MS and CS. The MM can pick freely from the Critical tables.
This is a very deadly option and may be regarded as 'hardcore mode', so I don't recommend using it for regular day-to-day combat, as it will get you killed pretty fast.
EDIT: Mass combat system inspired by GURPS Mass Combat, and advanced dueling (kind of) inspired by The Riddle of Steel and Mount&Blade games.