Large-Scale Battles - GM Binder

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Strategic Mass Combat

T
he Player’s Handbook combat rules are designed Reach. Unit melee attacks can reach targets in adjacent
to model small fights with less than twenty squares. If a unit takes the Attack action with a melee attack
combatants. These rules provide a framework that has a reach longer than the size of the individual
to extend D&D combat to model larger-scale creature, it can make another such attack as a bonus action.
conflict with dozens or hundreds of soldiers on Speed. The speed of a unit is equal to the speed of the
either side, while still leaving room for individual creature. Moving one square costs 30 feet of
individuals to turn the tide of battle. movement, with the exception that creatures with a speed
above 0 and below 30 feet can use all their movement to move
Rolling Large 1 square, which can be into difficult terrain if they took the
These rules scale up many things in combat. Hit points Dash action this turn.
represent not just an individual's mettle and health, but Commanders
casualties and fatalities amongst a numerous cohort. An
attack roll is not just a single swing, but a massed attack from A commander is a significant single creature on the
twenty allies. Distances are abstracted even further than battlefield, usually a player character or a powerful NPC or
normal, and dozens or hundreds of creatures act at once. monster. Each side in a mass combat will nearly always start
with at least one commander.
A commander has the following characteristics:
Scale
These rules assume the use of a grid with miniatures or It occupies one square, regardless of the creature’s size.
tokens. Each round of combat represents six seconds, as It can move through and end its turn in allies’ space at no
normal. Distance, however, is scaled differently: extra cost.
Squares. A single square measures 30 feet on each side. It can give orders (see orders, below).
Diagonals. Squares that only touch at a corner (touch Because of the difference in number and scale, whenever a
diagonally) are not considered adjacent; each is 1 square away commander interacts with a unit:
from the other.
Ranges. The normal rules for ranges apply, simply on a The commander has disadvantage on attack rolls and
coarser grid, with the exception that a range of less than 30 saving throws.
feet can reach into an adjacent square. Attack rolls against it have advantage.
Damage it deals is halved and damage it takes is doubled,
with the exception of large area effects (see area effects,
The Combatants below).
Under these rules, an army has two kinds of elements: It can’t apply conditions or any other non-damage effect to
units, with the exception of through large area effects.
Units, which each represent twenty creatures of the same
kind, and act as a single entity. Combat Procedure
Commanders, which are the important individuals, such Mass combat is much like normal combat, except that the
as adventurers or generals, who act alone. commanders control the flow of battle through giving orders.
Units In a normal round, commanders act on their own initiative
and give orders to their units. Units act as soon as they are
A unit consists of twenty identical creatures that move and ordered to, and can only receive one set of orders in a round.
fight as a single entity. A unit of creatures occupies the same At the end of the round, units that haven’t received orders this
space on a 30-foot grid as a single one of those creatures round take a default action based on their situation.
would on a 5-foot grid.
Creature Size Space
Initiative
Medium or smaller 1 square Each commander rolls for initiative normally. Units don’t roll
for initiative; they act when their commanders order them to,
Large 2 × 2 squares or at the end of the round otherwise.
Huge 3 × 3 squares
Rounds
Gargantuan 4 × 4 squares Mass combat is organised into discrete rounds, from the
highest initiative count to the lowest. Units that have not
Statistics received orders in a given round act after the lowest initiative
A unit has identical statistics and abilities to a single one of among combatants.
the creatures it represents, such as Armor Class, hit points, Commanders and units can be surprised as normal.
attacks, and so on, except for the following changes: Surprised units don’t act in the first turn they normally would
Falling to 0 Hit Points. Units don’t make death saving and can’t take a reaction until that turn ends.
throws and are eliminated if they reach 0 hit points.

1
Commander Turns Units Without Orders
Commanders take their turns as they normally would. They At the end of the round, after all other combatants have acted,
can attack and interact with units and other commanders. units that have not received orders this round act based on
their situation.
Orders Unordered units take the first course of action that applies
Commanders have a special action they can take: the Give to them out of the following:
Orders action.
They can take this action when they are adjacent to or in Break. If they're at 5 HP or less, they take the Dash action
the same space as an allied unit. They order that unit and any and move, seeking a safe path away from enemies.
number of contiguous units they choose (units adjacent to the Skirmish. If they're adjacent to an enemy, they take the
first one, and units adjacent to those, and so on) to take a turn Attack or Multiattack action to make melee attacks, and
to do a certain set of things. don't move.
Decide what actions the units will take, what their targets Regroup. If they're not connected to an allied commander
will be, and how they will move. Units can take any action that that they're aware of by contiguous allied units, they take
would be available to the individual creature they are the Dash action and move towards the nearest allied unit
composed of. The same action is chosen for all the units that is so connected.
ordered, though they may have different targets and paths Continue. Otherwise, they attempt to continue or repeat
chosen. Units can’t break up their movement, but otherwise their most recent orders, standing idle if their orders are
have a normal turn, including taking a bonus action if one is explicitly completed or if they have none.
available and/or interacting with an object, all of which is Group unordered units by which of the four above courses
decided during the order. of action they take. Starting with Break, resolve the turns of
After giving orders, the commander continues their turn. the units taking that course and any relevant reactions, before
moving on to Skirmish, and so on.
Unit Turns If more than one side in the combat has unordered units
Immediately after a commander’s turn, if that commander taking the same course of action, group and resolve them in
gave orders during their turn, the units that were given those order based on their dexterity modifiers, from highest to
orders take a shared turn to execute those orders. lowest, breaking ties randomly.
The units act simultaneously. Execute the first action or
movement in the orders, then the next, and so on. Resolve
each in its entirety, including any reactions taken by any
Area Effects
combatants, before moving on to the next part of the turn. Spells and other abilities that affect more than one target
A unit that has been given orders can’t receive new orders creature act differently depending on whether their extent is
in the same round. less than a single square, or equal to or more than a single
square.
Invalid Orders
If an action or move is invalid by the time a unit reaches it, the Small Areas
unit does as much as it can, but doesn’t change any targets or A small area effect is one with an extent of less than one
paths. Units ignore any part of an order that they are square. Cones and cubes of less than 30 feet in size, and
completely unable to execute. spheres and cylinders of less than 15 feet radius are
examples.
Reactions This category also includes effects with a fixed number of
Units take reactions individually. The turn in which they act targets from two to nineteen.
counts as their turn for reactions and other effects. Whenever
a unit can take a reaction, it does. Units
A unit targeted by a small area effect is affected as if it were
An Example of an Order
the primary target, and as if it were one secondary target as
well. In most cases, this will mean saving throws are made
A commander orders a set of units to move and twice and/or damage is taken twice.
then attack, choosing paths and targets as he does
so. He proceeds to use his own movement and Commanders
ends his turn. A commander using a small area effect on a unit or targeted
During the turn for those units, they will first all
move as ordered, then all attack the targets the
by one from a unit is subject to the normal commander
commander chose. None of them can move after
penalties of dealing half damage and taking double damage.
attacking, nor attack before another unit in the turn A commander in a willing unit’s space can affect that unit
moves, nor switch the target of their attack after with a small area effect as if it were a large area effect if the
another unit in the turn hits or misses. All the area is at least three times wider than the space an individual
choices are made when orders are given. creature in that unit would occupy. Essentially, a unit can
'cluster around' a commander to best utilize such an effect.

2
Lines
Long lines narrower than 30 feet but at least 60 feet long and
Terrain
other similar shapes may affect multiple squares, but still Rubble, forests, and water are examples of terrain that can
apply to each of them as a small area effect. substantially alter the battlefield. The DM designates areas of
significant terrain, which will usually have an effect on units
Large Areas and commanders occupying squares in those areas.
A large area effect is one with an extent equal to or greater Forest areas provide half cover and heavy obscurement to
than one square. Cones and cubes of 30 feet or more in size, occupants, and are difficult terrain.
and spheres and cylinders of 15 feet or more in radius are Defensive fortifications provide half, three quarters, or
examples. full cover to their occupants, depending on their
To evaluate which squares are included in such an area, construction. Units cannot cross walls without climbing,
choose a corner or center of a square as the point of origin of breaking, or otherwise bypassing them.
the effect, then follow its rules as normal. If the area covers at Shallow water, between knee- and waist-deep, is difficult
least half a square, it affects that square. terrain and attacks against units in shallow water have
This category also includes effects with twenty or more advantage.
discrete targets. Deep water can only be occupied by units and
commanders that have a swim speed.
Units High ground, if particularly defensible against its
Units should almost never be able to use large area effects. surroundings, grants advantage on melee weapon attacks
When they do, treat those effects as twenty simultaneous and by occupants.
independent effects, targeted at the same locations or Other simple obstacles, like loose sand, deep snow, or thick
different ones. mud, are difficult terrain. In most cases, creatures with a
Commanders speed of 55 feet or less can't enter a square of difficult terrain
Commanders suffer no penalties when using or targeted by unless they take the Dash action.
large area effects. Using large area effects enables
commanders to have a massive impact on the battlefield,
affecting one or more full units at a time.

Appendix I: Optional Rules


Solos Ending the Battle
Some large battles contain individuals that have a substantial The encounter continues until the fighting stops. Most
effect on their own but aren’t an authority over any troops. For commanders will not continue a lost battle to the point of total
those individuals, simply use the commander rules, but elimination, instead opting to retreat, surrender, or otherwise
remove the ability to give orders, and the DM decides whether cease fighting.
or not unordered units treat them as a commander when they Each side entering a battle goes in with a goal in mind,
Regroup. whether that goal be simply killing as many of the enemy as
These powerful individuals, called solos, will still interact possible, or some particular objective that the opposing force
on the correct scale with the units around them, but are no happens to be an obstacle for. If you can’t think of any,
longer tightly linked to their allied troops. This is appropriate consider why that side is engaging in costly battle at all.
for spellcasters, giant monsters, and so on. You can also use If you need a concrete way to decide when a side gives in,
this rule for player characters if they are participating in a use these goals and objectives to define victory conditions for
battle but not in a position of authority. the fight.
Siege Weapons Victory Conditions
Siege weapons are treated as solos, but they don’t have a turn A victory condition is any situation that, once achieved, will
in the initiative order. Instead, a unit that shares a space with cause one or more sides in a battle to no longer have a reason
one or more siege weapons can use its action to operate them. to keep fighting. This is usually because one or both sides can
When a unit takes this action, it can either: no longer make progress towards their goal, either because
they have achieved it, it is impossible, or continuing would be
Move any siege weapons sharing a space with the unit too costly.
along with the unit’s movement later this turn; or Victory conditions can include:
Load, aim, and fire any number of such siege weapons as if
the unit had twenty actions with which to do so. The destruction of an important structure such as a bridge.
No siege engine may be loaded twice, aimed twice, or fired A side achieving a defensible position that another cannot
twice this way in a single turn. effectively assail.
A force successfully crossing a chokepoint.

3
The elimination of certain important commanders or units. The reverse can be done to represent more than twenty
The acquisition and extraction of an object or resource, creatures with a single unit, which is useful for particularly
such as a siege engine. small or weak creatures.
Determine which victory conditions are possible before a Initiative. You can also place such a unit in the initiative
battle begins. When one of them is achieved, determine which order like a commander. If you do, it can’t receive orders, but
sides, if any, no longer have a goal they can effectively fight for. the DM may allow it to give orders if it is in a position of
The commanders of those sides, when they recognize the authority.
situation, will try to retreat or surrender unless both of those Alternate Actions for
options are untenable.
If a losing side does fight to its last member, consider Unordered Units
stopping the encounter early and narrating the remaining
combat, to reduce how much time is spent on the encounter The list of courses of action under Unordered Units (see
after the outcome is aready decided. above) applies to most intelligent units, but should be
modified for units that usually act in a very different way.
Calculating Casualties The simplest way to do this is to remove actions from the
list. For example, religious zealots may never Break, even
A unit being eliminated doesn’t mean its members are all when near death.
dead, just that it is sufficiently disabled physically or You can also change the order of the existing actions. For
psychologically to no longer function on the battlefield. After example, independent scouts may Continue their last orders
fighting ceases, if allies have time to safely access the even when disconnected from a commander, only choosing to
battlefield, survivors can be recovered. Regroup if their orders are complete.
Able Survivors. For each eliminated unit, roll a d10. The You can also replace the whole list with one or more new
total is the number of able survivors, who can recover to actions. For example, mindless undead will always walk
fighting condition in 10 days of rest without travel if food, towards and try to attack the nearest living creature they can
water, and medical help is available. see unless magically ordered otherwise.
Permanent Casualties. For each eliminated unit, roll
another d10. The total is the number of alive but permanently Special Weapons
disabled casualties. Some of these are physically disabled,
while others are victims of the psychological consequences of The rules for attacks with a long reach represent how units
war. with such attacks can bring more of their weapons to bear at a
time. If a more accurate simulation of special weapons is
Hits-to-Drop Instead of wanted, use these rules.
Lances. Lances are most useful during the initial charge,
Hit Points becoming less useful as the melee develops.
Attacks with lances are at disadvantage unless the wielder
In particularly large battles, it can get harder to manage the entered reach with their target earlier on the same turn. This
dice efficiently. To aid this, one can replace the Hit Points of replaces the Special property of the lance.
each unit with hits-to-drop. Siege Weapons. Body armor is normally ineffective against
Divide the hit points of each unit by the average damage heavy projectiles such as rocks from a mangonel or trebuchet.
dealt by the most common attack amongst that unit’s enemies, To reflect this, replace the attack roll from such a weapon
and round up to find that unit’s hits-to-drop. Mark this number with the target making a Dexterity saving throw with a DC of
with a die on or in place of that unit’s miniature or token. 10 plus the attack bonus of the siege weapon, taking the
Whenever a unit takes a hit, rather than roll damage, simply damage on a failed save.
reduce the hits-to-drop by one (or two for a critical hit). For
unusually strong attacks, such as from a siege engine, Awareness
subtract two or more points instead proportional to how much
more damage those attacks deal. At 0 hits-to-drop, a unit is Usually, it's okay to assume that units are aware of all friendly
eliminated. commanders that have not taken the Hide action. To
Lastly, units at 1 hit-to-drop, rather than 5 hit points or less, introduce communication as a complication, limit
will Break if lacking orders. commanders to only giving orders to units that can see or
hear them.
Uniquely Scaled Units Line of Sight. Units of a given size category obscure
commanders of the same size category that are behind or in
There’s no reason five or so powerful creatures can’t be the same space as them. For example, a human general on
represented by a unit. Simply divide the hit points of the foot can't be seen behind human footsoldiers, but that general
creature by the appropriate factor (in this case, four), and do on a horse can.
the same for damage. Five is about the lower limit where the Hearing. A creature can shout to be heard over battle noise
advantages of being a unit are maintained; below that, use one within 90 feet. War horns, drums, and similar instruments can
or more commanders instead. be heard within 1 mile.

4
When playing on a hex grid, units and commanders provoke
Playing on Hexes opportunity attacks from an enemy whenever they move from
If the battle is run using a hex grid rather than a square grid, a hex within that enemy's reach, even if they're moving to
the rules for opportunity attacks should be changed to retain another hex within that reach.
the character of engagement and disengagement.

Appendix II: Player Options


Feats
A DM can allow players to take these feats in a campaign that Author’s Notes
focuses on mass combat, to help meet the demands of such a This ruleset was based on the Unearth
a campaign that aren't present in a traditional adventure. ed
When Armies Clash mass combat batt Arcana:
These feats can help distiguish the styles of different lesystem,
where rescaling is used to apply stan
dard combat
commanders and ensure that players feel like their characters rules to larger fights. However, maj
or modifications
are uniquely capable in a mass battle context. are made to streamline the system.
Scale. This ruleset uses 30-foot squa
res and 6-
Frontline Commander second rounds, and treats token-to
ken interactions
almost identically to creature interact
You excel in leading troops right from the thick of the fray. combat.
ion in standard
When you’re a commander, you gain the following benefits: Goals. My main goals for this ruleset
are twofold:
When you share a space with an allied unit, your AC is To cut the heavy bookkeeping of stru
always at least equal to theirs. states that the UA When Armies Clas
ctures and
h
You can take the Give Orders action as a bonus action battlesystem requires; and
instead. To minimize the number of strategi
c and tactical
Whenever a unit you are sharing a space with moves, you decisions that need to be made, espe
cially as
can use your reaction to move along with it to its new army sizes increase.
location. Bookkeeping. To the first end, the enti
of what UAWAC calls Units was drop re structure
Figurehead General attaching solos to stands and designat
ped, as was
ing particular
You are adept at managing and inspiring the troops around commanders. Configurations, the ‘cas
ualty’ state,
you. When you’re a commander, you gain the following and the ‘broken’ state were replaced
with other
benefits: mechanisms to reduce what needs
to be tracked.
Decisions. To the second end, the num
ber of
You can Give Orders to a unit and its contiguities at a different things happening in a roun
d is strictly
distance of sixty feet. limited by the number of commanders
on the field,
Allied units Regrouping toward you don’t provoke which is a number the DM can easi
ly control. As the
opportunity attacks. number of combatants grows, it take
s
Allied units that can see you never Break. increasing amount of expertise to mana mildly
age the dice,
but the mental load grows very slow
ly. Increasing
Lone Champion the size of the armies does not incr
ease the number
of decisions to be made.
You have learned how to best fight when enemies abound. Tracking. In this ruleset, each unit has
only two
When you’re a commander or a solo, you gain the following things that need tracking by default:
Hit points, and
benefits: whether they’ve acted this round. Ever
ything else
just falls into the positions on the batt
Damage units deal to you isn’t doubled. ‘contiguous’ limitation on orders han lefie ld; the
dles morale
You don’t provoke opportunity attacks from units. and force integrity without added boo
kkeeping.
You can enter the space of a hostile unit. Their presence Commanders. Despite the penalties,
commanders
does not cause their space to be difficult terrain for you. are not intended to realistically repr
esent lone
Additionally, being a commander or solo doesn't grant you combatants on this scale. Though less
strong than
disadvantage on attacks against them while you’re in their in UAWAC, commanders still have
a certain heroic
space. quality, and have a fighting chance
agai
greater numbers. One cannot simply nst vastly
break down an
army into commanders or solos.
You can ask questions over at the Hav
server, in the #homebrew-discussion en discord
channel.

You might also like