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Habergoun

Rules for Mass Combat in Troika! RPG By


Robin Gibson and
Christian Kessler
What is this? Example Army
This is a method for simulating a Here’s an army you could make
big battle without worrying for 300 points:
about the pesky spatial element. Fortle Graveyard
Instead of fussing about with Concealment (2 slots)
maps and tokens, each side of a Cost: 10
conflict is represented by a list of
troops, advantageous land
features and traps. Complexity Orc Brigade
comes in the interplay of troop Melee
types, the decision between large Skill: 6, Armor: 2
troops vs high initiative, and Troopers: OOOOOOO
making good use of your terrain. Cost: 45 (10+5/trooper)
These rules were designed to be
used alongside Troika! RPG, and Jetpack Mandrils
uses some of its mechanics but it Melee
is completely self-contained and Skill: 7, Armor: 1
could be used as a standalone Flying!
game, or a strategic minigame for Troopers: OOOO
your system of choice. Cost: 110 (10+25/trooper)
You will need paper, a pencil,
and eraser for each player, and
an assortment of tokens or deck Giant Golden Skull
of cards for the initiative. Full Cover (2 Slots)
Cost: 14
Build an Army
Before the fight can start, each Beastmen
side needs to build an army. Do Skirmisher
this part in secret. Decide a Skill: 10, Armor: 2
number of points that each side Troopers: OOOOO
gets, 150 is a good little skirmish, Cost: 60 (10+10/trooper)
300 is a sizable battle. Spend
your points on troops and
features as shown on the Point Dwarf Gunners
Buy Costs table. Ranged
Each side should make a list of Skill: 10, Armor: 3
their troops and features, noting Troopers: OOOO
each troop’s Name, Type, Skill, Cost: 58 (10+12/trooper)
Armor, and Number of Troopers:
Frog Knights Swinging Log
Melee Trap
Skill: 7, Armor: 1 Cost: 5
Troopers: OOOOOO
Point Buy Costs
Troops cost 10. Each troop adds 1 to your side's initiative and is made up
of one or more troopers of the same type who act together.
TROOPER COST FUNCTION
Melee 1 Can only attack other Melee troops until there
aren't any.
Skirmisher 2 As Melee. After attacking, the target is flanked
until the Skirmisher’s next turn. Troops attacking
flanked troops get advantage. Skirmishers can be
strategically withdrawn to safety or redeployed as
the first part of their turn.
Ranged 3 Can attack anything except for withdrawn
skirmishers

Upgrades make troops better. The cost below is per trooper in the troop.
Ex:An 8 Skill melee troop with 3 troopers costs 25 points, while an 8
Skill melee troop with 6 troopers costs 40 points.
UPGRADE COST FUNCTION
Skill 1 Base Skill is 4. Roll Skill+2d6 to attack or defend.
Roll 2d6 under Skill to take over an empty feature.
Armor 1 When hit, roll 1d6 under Armor to avoid losing a
troop. Max 3.
Flying 25 Ignores damage from non-flying Melee and
Skirmisher troops. Ignores Cover and High
Ground.
Artillery 10 Deals 1d6 damage regardless of number of
troopers.

Features are buildings and landforms that troops can use to gain an
advantage in combat.
FEATURES COST FUNCTION
Partial Cover 5/slot Defending troop gains +1 armor.

Full Cover 7/slot Defending troop gains +2 armor.


High Ground 10/slot Troops stationed here get advantage when
attacking or defending.
Concealment 5/slot Troops stationed here cannot be attacked. When
they are activated, the feature is rendered useless.
Trap 7 May be activated when an opponent's troop
attacks. They must roll over their number of
troopers or lose 1d6 of them.
Starting the Battle When a Troop is Hit:
Put one side token per troop and Roll 1d6, if you roll under the
an end of round token into the troop's armor, they don't take
pool. Have a pencil and eraser damage. Otherwise they take do.
ready. When a Troop Takes Damage:
Lose up to 1d6 troopers, to a
Round Order maximum of the number of
Each round, pull a token from troopers in the attacking troop. If
the pool: there are any survivors, the troop
● If it's a side token, the must make a Morale Check. If an
corresponding side may entire troop is destroyed, another
activate one of their troops. troop of the defending player’s
● If it's the end of round token, choice must make a Morale
return all tokens to the bag, Check instead.
removing any that correspond Morale Check:
to lost troops.
Roll 1d6. If you roll under the
When you activate a troop, do troop's number of troopers, they
one of the following: hold position, otherwise roll 1d6
● Withdraw a Skirmisher to on the Morale Break table.
safety, effectively removing it
from the battlefield. Morale Break (1d6)
Skirmishers can return to the 1 Break and Run
battlefield and attack as one 2 Surrender
action. 3 -1 to Skill
● Attack an enemy troop: 4 -2 to Skill
• Melee and Skirmisher 5 Retry Morale Check
troops can only attack other 6 Break and Run. Each
Melee and Skirmisher remaining troop on your
troops, unless their side rolls 1d6 under
opponent only has Ranged troopers or loses 1 skill.
troops.
Continue until one side
• Ranged troops can attack
surrenders or has no more troops
any troop except for
on the battlefield.
withdrawn skirmishers.
Both attacker and defender
roll 2d6+Skill. If the attacker
has the higher total, they get a
hit. If the defender has the
higher total, they hit the Thank you to Mark Conway and
attacking troop if in range. Matt K for playtest support.
● Occupy an empty feature.
Roll 2d6. If the result is under
the troop's skill, they can move HABERGOUN is an independent
in. production by Robin Gibson and
Christian Kessler and is not
affiliated with the Melsonian Arts
Council.

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