Mass Combat Rules:<br/><br/><br/><br/>Mass combat unit stats:<br/><br/>Measure:<br/>Hit Points:<br/>Unit HP:<br/>Armor Class:<br/>Unit Defense:<br/>Discipline:<br/>Stamina:<br/>Morale:<br/>Magic:<br/>Close Combat Rating:<br/>Close Combat Damage:<br/>Ranged Combat Rating:<br/>Ranged Combat Damage:<br/>Special Characters:<br/>Formation:<br/><br/><br/>Stat Definitions:<br/><br/>Measure:  The relative size of the unit.<br/><br/>Measure:   Description:       Number of Characters:<br/>0             Single Unit         1<br/>1             Squad               2-10<br/>2             Lance               11-75<br/>3             Company          76-150<br/>4             Battalion           151-300<br/>5             Regiment          301-650<br/>6             Brigade             651-1,250<br/>7             Corps               1,251-2,500<br/>8             Division             2,501-5,000<br/>9             Army                 5,001-10,000<br/>10           Army Group       10,001-20,000<br/>11           Lots of Troops   20,001-40,000<br/>12           Host                  40,001-80,000<br/>13           Grand Army       80,001-90,000<br/>14           Endless Army    90,001-180,000<br/>15           National Army   180,001-360,000<br/>16           Insane Army     360,001-720,000<br/>17           Apocolypse       720,001-1,440,000<br/>18           Really?              1,440,000-2,880,000<br/><br/><br/>Hit Points: The average hp of all characters in the unit.<br/><br/>Unit HP: The Hit Points of the unit times its measure.  The amount of damage the unit must take before it loses a point of measure.<br/><br/>Armor Class: The average AC of all characters in the unit.<br/><br/>Unit Defense: The armor class of the unit plus the wisdom modifier and base attack bonus of the commander.<br/><br/>Discipline: The tactical expertise of the unit and cohesiveness of the unit as a fighting force.<br/><br/>Rated qualitatively between +0 and +10<br/><br/>+0: Rabble, random people forced to fight, slave chain gangs, uncontrolled mindless undead.<br/>+3: Low end militia, unprofessional mercenaries, irregular soldiers.<br/>+5: Regular troops, Trained reserve soldiers, crack militia<br/>+7: Karrnathi Heavy infantry, calvalry units, warforged<br/>+10: Elite Soldiers, Devil armies, Royal Guards, Controlled mindless undead<br/><br/>Stamina: The endurance of the unit to resist fatigue in the field.  Average constitution modifier of all soldiers plus discipline - armor check penalty.  Units refuse to take the field if their armor is too heavy to give them even 1 point of stamina.  For solo units, constitution modifier + strength modifier - armor check penalty.<br/><br/>Morale:  Ability of the unit to resist hardships.  Average Will saving throw of the unit, or the Charisma modifier of the commander or best page, whichever is higher.  Warforged Units get a +5 bonus on morale.  Units made of mindless creatures or creatures immune to fear automatically pass morale checks.  This is known as perfect morale.<br/><br/>Magic: Rated between 0 and 10, applies as a bonus to attack and damage.<br/><br/>If the unit consists mostly of members of the PC classes, the magic rating is their level. (up to level 6)<br/><br/>1: Unit consists mostly of members of the adept, aristocrat, or magewright classes, or  characters with limited supernatural abilities, like Gnomes or Tieflings.<br/>2: Unit consists mostly of characters with tactically useful supernatural abilities, like Kalashtar or Changelings.<br/>3: Unit consists mostly of characters with extremely useful abilities, such as Harpies or Half Feinds.<br/>4: Unit consists mostly of characters with many powerful abilities, such as Ogre Mages or Vampires.<br/>5: Unit consists mostly of creatures with overwhelmingly powerful abilities, such as Trolls or Mind Flayers<br/>6: Unit consists mostly of creatures of unique and incredible supernatural power, such as Giants or Dragons.<br/><br/>+1: Unit is equipped with potions, wands, and other limited use items for tactical purposes.<br/>+2: Unit has magical armor and weapons, or pre combat buffs.<br/>+3: Unit has large numbers of one use items issued to every member, or layers of pre combat buffs.<br/>+4: Unit has magical artillery support, greater artifacts, or the effects of a high level ritual improving it.<br/><br/>Melee Attack Rating: Average melee attack bonus of all members of the unit.<br/><br/>Melee Attack Damage: Average melee damage bonus of all members of the unit, plus the die type used by the greatest number of characters in the unit.<br/><br/>Ranged Attack Rating: Average ranged attack bonus of all members of the unit with ranged weapons.<br/><br/>Ranged Attack Damage: Average ranged damage bonus of all members of the unit with ranged weapons, plus the die type used by the greatest number of characters in the unit.  The measure of the unit the characters with ranged weapons would form if they were a unit is also noted.  Ranged attacks only have a damage multiplier equal to the measure of the ranged attackers in the unit.  (plus any bonuses or penalties)<br/><br/>Special Characters:    A unit can have up to (Measure x2) Special Characters.<br/><br/>Commander:   The commander determines the action of the unit in combat, and is responsible for affecting many of its traits.  A unit without a commander must immediately promote a vanguard to commander or disband.<br/><br/>Vanguard: Vanguards can attack during the commander's action as a solo unit, as if making a full attack.  Vanguards can contribute their melee attack bonus in place of the unit's melee attack rating.  (the commander determines which attack bonus to use)  They can also split the unit they are in, turning the unit into two smaller units.  Vanguards take over command of the unit if the commander dies.<br/><br/>Wizard: Wizards can attack during their commander's action as a solo unit as if making a full attack, or cast spells.  In a round where the unit is in good order and the commander takes a double move or charges, a wizard can take up to 10 spellcasting actions.  In a round where the unit moves in good order, a wizard can take up to 75 spellcasting actions.  In a round where the unit stays stationary, a wizard can take up to 100 spellcasting actions.  If the unit is not in good order (hesitating, routing, or in disordered formation), a Wizard can only take 1/10th the number of spellcasting actions it normally could.  (round down)  Casting a standard action spell is a single spellcasting action, casting a swift action spell takes half a spellcasting action, and casting a ritual spell takes 1 action per round used in the ritual.  If spells are cast on characters in an opposing unit, casting spells will cost additional actions.  Casting medium range spells cost double the spellcasting actions, while casting short range spells triples the number of spellcasting actions used.  Casting a spell with a range of 30 feet or less uses five times as many spellcasting actions, while using a touch spell uses ten times the usual number of spellcasting actions.  Regardless of how many actions casting a spell takes, if it is not a ritual spell, a wizard can cast at least one spell per round.  Spells which deal damage have their damage divided by the measure of the unit targeted, unless the spell is an area spell which covers the entire unit.  Buffs which affect 1 character don't usually affect the performance of the unit.  Buffs which affect at least the majority of the unit provide a bonus to the unit's magic rating equal to the level of the buff.  Spells which incapacitate one member of a mass combat unit deal damage equal to (1/number of characters in unit x unit hp x measure) to the unit.  Wizards can also contribute their ranged attack bonus in place of their unit's ranged attack rating.  (the commander determines which attack bonus to use)  Wizards cannot assume command of a unit.<br/><br/>Page: Pages relay orders between the commander and the unit.  Any unit with measure 3 or higher needs 1 relay per point of magnitude, or it becomes disrupted, and suffers a -4 penalty to discipline and morale.  Pages can also make morale and discipline checks in place of the commander.<br/><br/>Formation:<br/><br/>A Commander may spend his action to have his unit assume a formation.  The unit's<br/>commander or best page rolls Charisma + the unit's discipline modifier to assume the formation.  Units may make a free discipline check to assume formation when they take the field.  Every time the unit risks rout, the commander must roll another discipline check at the end of the round to see if the unit stays in formation.  Units which fail discipline checks default to disordered formation.<br/><br/>Disordered Formation: Unit moves at 1/3 speed, and suffer a -5 formation penalty on hesitation and rout checks.  Assumed when discipline check to assume formation failed.<br/><br/>Sparse Formation: Unit moves at double speed, doubles its shield and cover bonuses against ranged attacks, gains a +5 formation bonus to AC against ranged attacks. Melee attacks against the unit add 2 to their damage multiplier.  Unit suffers a -5 formation penalty on hesitation and rout checks.  DC 15 Discipline check to assume.<br/><br/>Loose Formation: Unit moves at normal speed, doubles its shield and cover bonuses against ranged attacks.  DC 15 Discipline check to assume<br/><br/>Close Formation: Unit doubles its melee attack rating (but not the attack bonus of its vanguards) and adds 1 to its damage multiplier. Ranged attacks against the unit add two to their damage multiplier, or 3 if the attack is an area attack which covers the entire Unit.  Hesitation and rout checks get a +5 formation bonus.  Unit moves at 1/2 speed, DC 20 Discipline check to assume<br/><br/>Fortified Formation: Unit is immobile, triples its sheild and cover bonuses against ranged<br/>attacks, doubles its ranged attack rating, and gains a +5 formation bonus on hesitation and rout checks.  Ranged attacks against the unit add one to their damage multiplier, or 2 if the attack is an area attack which covers the entire unit. DC 25 Discipline Check to assume<br/><br/><br/>Mass Combat Sequence:<br/><br/>Each mass combat round represents 6 minutes of combat.<br/><br/>Mass Combat Order of Events:<br/><br/>1. Roll for Initiative<br/>2. Check for Disbandment<br/>2a. Promote Commanders<br/>3. Calculate Unit max hp<br/>3a. adjust hp if over max<br/>4. Unit first in initiative acts<br/>4a. Commander's Action (Double Move, Change Formation, Rally, Attack, Called Shot, Envelopment, Duel)<br/>4b. Vanguard's Action (Attack, Split Unit)<br/>4c. Wizard's Action (Ranged Attack, Cast Spell)<br/>5. All Units Act<br/>6. Check for Disorder<br/>7. Check Fatigue<br/>8. Check Hesitation and Rout<br/>9. Check Formation<br/><br/>Initiative:  The commander of each unit and each solo unit rolls Wisdom - the Measure of the Commanded unit + any bonus from improved initiative.<br/><br/>Movement: Units in mass combat can move 50 times faster than their component characters can in normal combat.  Units normally can move up to their movement speed in a round.  A commander can spend his action to have his unit move at twice its movement speed, or have the unit withdraw to move four times its movement speed.  A unit which withdraws must check for rout.  Units which charge gain a +2 bonus to damage before damage multiplier and may move up to twice their speed.<br/><br/>Attacking: The commander can use his action to attack an enemy unit, rolling his Base Attack Bonus + Intelligence Modifier + The Attack Rating of the unit under his command.  Enemy units defend with their Armor Class + the Wisdom modifier of their commander + the Base Attack Bonus of their commander.  Mass combat units never make more than one attack per round, save the extra attacks granted by vanguards and wizards.<br/><br/>Damage: Damage in mass combat is a unit's damage rating times its measure, plus any bonuses for formation.  The minimum damage multiplier is 1.  Units can suffer an amount of damage equal to their hp x their measure before losing a point of measure.  A unit may lose multiple points of measure during a round of combat, but the damage to inflict a loss of measure is recalculated at the begining of each round.  Damage that spills over from loss of magnitude can affect a unit's hit points in the next round, if the damage leaves the unit more damaged than its maximum hit points at its current magnitude level.  A unit that takes damage during a round must check for fatigue at the end of the round.  A unit that sufficient damage to lose a point of measure during a round must check for rout at the end of the round or before its next action, whichever comes first.<br/><br/>Rallies: A commander may spend his action to rally his troops.  This is a roll at the commander's base attack bonus + charisma modifier at a DC equal to 10 + (unit's magnitude x 2) - unit's discipline.  During a rally, all of the pages in the unit can attempt to rally the unit as well, though the DC for them to do so is 5 higher.  Rallying can have one of three effects:<br/><br/>Organize the Unit: If the unit has fewer than the maximum number of Pages, the commander can promote one of the soldiers in the unit to a Page.<br/><br/>Recover the Lost: If this unit or another allied unit has lost 1 or more points of<br/>measure, the commander may rejoin fleeing or scattered troops to his army to increase the measure of the unit by 1.  If there are not enough Pages available to run the unit, the unit becomes disordered.<br/><br/>Second Wind: Restores a stamina point, up to the unit's starting stamina.<br/><br/>Called Shots:   A commander, vanguard, or wizard can choose to make a called shot on special characters in an army.  Called shots made in such a way add a bonus to the enemy army's AC equal to the higher of the measure or discipline of the army. Damage is applied to the enemy special character, rather than the army, with the exception that if the commander makes a successful called shot, he may split the damage multiplier and damage between the enemy army and special character.  A commander may apply no more than 5 points of damage multiplier to an enemy special character.<br/><br/>Envelopment: A commander may take a -5 penalty on his attack to flank a unit of at least 1 measure smaller from all sides, making retreat difficult.  The commander of an enveloped unit must roll his base attack bonus + intelligence modifier + the discipline of his unit against a DC of 20 + the discipline of the enemy unit x2 if he wishes to move away from the envelopment.<br/><br/>Disrupted Units: Disrupted Units (defined as a unit of magnitude 3 or higher that has fewer Pages than magnitude) Suffer a -4 penalty to their discipline and morale.<br/><br/>Dueling: The commander may send forth a champion or step forward himself to duel the commander of the enemy army.  Doing so requires the acceptance of the enemy commander or a successful attack against the enemy unit without the bonuses of the unit's melee attack rating.  A successful duel causes a normal combat between the targets of the duel to start.  The combat goes on until one of the target characters are killed or incapacitated, both fighters withdraw to their armies, or 50 rounds have passed.  Duels can often force rout checks, possibly at increased difficulty.<br/><br/>Fatigue: Units that take damage during a round risk taking a point of stamina damage.  The commander or best page must roll a charisma check, adding his base attack bonus, against a DC of 10 + the armor check penalty of the unit's armor + number of stamina points already lost.  Failure on this roll causes a unit to temporarily lose 1 point of stamina.  Units with no stamina suffer a -5 fatigue penalty on all rolls.  The following factors affect the DC of this roll: Morale of the Unit is +6 or higher: -3, Morale of the Unit is +10 or higher or perfect: -5, Unit is engaged in melee combat: +5, Unit charged last action: +3, Hot Weather: +2, Desert/Blizzard: +5, Extreme Temperatures: +10.<br/><br/>Hesitation and Rout: A unit that loses a point of measure during battle must roll a rout check.  Rout checks add the morale of the unit, plus a bonus or penalty equal to the (Discipline - [Measure x2]) of the unit.  The base DC of a rout check is 10 plus twice the number of magnitude points lost in the round, plus the following modifiers:  Unit is attacked by Magic: +2, Unit is engaged by an enemy unit with a superior magic rating: + half magic rating of unit, rounded down, Unit is engaged by a larger unit: + difference in measure between units, Unit is moving away from a unit it engaged: +3  The commander died this round: +5.  If a unit fails a rout check, it hesitates, and can take no actions other than rallying or moving away from enemy units until the commander makes a successful rally action.  Additionally, for every 3 points by which the unit failed the rout check, it loses 1 point of measure.