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<blockquote data-quote="Fenris-77" data-source="post: 7980614" data-attributes="member: 6993955"><p>You could adapt something from another system, as above, or hack something for yourself. If you treated units like single creatures, stat block wise, you might be able to keep things manageable. It really depends on the size of the battles you are thinking about. Really huge battle escape even the rules sets for most table top wargames.</p><p></p><p>As far as the stat block goes, I'd base it on the individual member for AC, and then scale HP, attacks and damage for size. You could have a basic unit of exchange, like 100 = 1. Lets say we use 1/25 size to scale HP and attacks, then you get something like this:</p><p></p><p>Single Archer - AC 14, 10 HP, 1 attack +2 TH +2 TD</p><p></p><p>200 Archers then = 2 'units' of AC 14, 4 attacks each at +2/+2, <s>80 HP</s> whoops, 40 HP each</p><p></p><p>The HP total gives you enough durability to not have things disintegrate too fast, while not being unmanageable. You'd need a morale rule as well. I'd recommend a tiered quality metric, which you'd have to assign. So, levy, militia, trained, veteran, elite. Set morale DCs based on that at 8/10/12/15/18 and decide on some mods. So 25% damage in a single turn -1, 50% -2, outnumbered -1/additional enemy but +1 per quality tier, and so on.</p><p></p><p>Anything over a certain HP or HD total could be run as itself.</p><p></p><p>Edit - you.d want to scale the 1/100 part by size as well, so large and bigger creatures would be different, say large = 1/10, huge = 1/5, something like that. You'll have to play around with the numbers to get the fit you want.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7980614, member: 6993955"] You could adapt something from another system, as above, or hack something for yourself. If you treated units like single creatures, stat block wise, you might be able to keep things manageable. It really depends on the size of the battles you are thinking about. Really huge battle escape even the rules sets for most table top wargames. As far as the stat block goes, I'd base it on the individual member for AC, and then scale HP, attacks and damage for size. You could have a basic unit of exchange, like 100 = 1. Lets say we use 1/25 size to scale HP and attacks, then you get something like this: Single Archer - AC 14, 10 HP, 1 attack +2 TH +2 TD 200 Archers then = 2 'units' of AC 14, 4 attacks each at +2/+2, [S]80 HP[/S] whoops, 40 HP each The HP total gives you enough durability to not have things disintegrate too fast, while not being unmanageable. You'd need a morale rule as well. I'd recommend a tiered quality metric, which you'd have to assign. So, levy, militia, trained, veteran, elite. Set morale DCs based on that at 8/10/12/15/18 and decide on some mods. So 25% damage in a single turn -1, 50% -2, outnumbered -1/additional enemy but +1 per quality tier, and so on. Anything over a certain HP or HD total could be run as itself. Edit - you.d want to scale the 1/100 part by size as well, so large and bigger creatures would be different, say large = 1/10, huge = 1/5, something like that. You'll have to play around with the numbers to get the fit you want. [/QUOTE]
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