Kap'n Kantrip's Epic Battle Rules, or, "Mass Combat Made Easy"

Kaptain_Kantrip

First Post
INTRODUCTION
This is an entirely customizable rules set to allow the DM to simulate large scale battles
between hundreds or even thousands of troops, while still allowing for the player
characters to actively participate and meaningfully affect the outcome.


REQUIRED MATERIAL
To properly make use of these rules, you will need miniature figures, counters or other
identifiable markers to represent the various forces involved. An erasable combat mat or
several large sheets of paper to draw the battlefield will also be necessary.


CONDUCTING AN EPIC BATTLE
Each battle is separated into four separate encounters (chosen by the DM). These
encounters represent the crucial parts of the battle and will determine which side shall
triumph. Each encounter must have an objective: a specific condition that must be fulfilled
to win the encounter by either side.

The following format should be adhered to by the DM when planning an encounter:

Map and Map Scale: This will detail the maps to be used and the scale to interpret the
maps (5 ft. per square, 10 ft. per square, etc.).

Friendly Troops: This section provides an overview of what troops are available for the
encounter. This always includes the player characters.

Enemy Troops: This section provides an overview of what troops are available for the
enemy.

Situation: This section explains the overall battle situation at the time of the encounter.
This is always “boxed text” to be read aloud to the player characters and should set the
mood for the encounter, as well as update the player characters on how the battle seems to
be progressing around them.

Player Character Goals: This section outlines the objective the player characters must
complete in order to win the encounter. “This is always “boxed text” to be read aloud to
the player characters so that they understand their mission and the price of failure. Default
Objective: Hold an area by eliminating, capturing or repulsing all enemy forces.

Enemy Goals: This section outlines the objective the enemy forces must complete to win
the encounter. This is for the DM’s eyes only. Default Objective: Capture, eliminate or
repulse all player characters and allied units from a specific area.

Set-Up: This section describes how to set up the maps and forces for the encounter.

Reinforcements: This section explains how reinforcements are brought into play during
an encounter. Player characters do not usually receive reinforcements unless the DM
wishes it. Such reinforcements, if used, are typically taken from a later encounter but not
replaced, regardless of how many may survive. Thus, the player characters have the option
to either “call in reinforcements” early or save them for later encounters. The DM may
wish to randomly determine exactly how many reinforcements the player characters
receive when called upon.

Special Notes: This section provides any special notes the DM may need to run the
encounter.

Description: This section describes the encounter in detail and provides statistics for all
NPCs involved in the encounter.

Ending the Encounter: This section explains the possible endings for each encounter.
Encounters end when all player characters or all enemies are dead, unconscious, captured,
or have retreated from the battlefield.


COMBAT
Combat is conducted as normal between all participants.


EXPERIENCE POINTS
Players who survive each encounter receive experience points as normal.


FORTUNES OF WAR
The fate of the player characters during each encounter will have an impact on the rest of
the battle. Consult the following table for directions after each encounter is played.

All player characters remain alive.
Continue with the next encounter.

All the player characters are killed.
Do not play any more encounters. Proceed to the WINNING THE BATTLE section.
Consider all encounters not played as lost. If the battle is won, the player character’s side
wins. If the battle was lost, their side loses.

All the player characters are captured.
Player characters that are captured cannot free themselves. Do not play any more
encounters. Proceed to the WINNING THE BATTLE section. Consider all encounters
not played as lost. Regardless of the battle’s outcome, the player characters are either
killed by their retreating captors or are taken away for “further interrogation” and/or
punishment at the hands of the retreating enemies.

Some of the player characters are captured while others are not.
Player characters that are captured cannot free themselves. As a general rule, free player
characters will not be able to rescue captured player characters because in the confusion of
the battle it is impossible to determine where they are being held. If the missing player
characters can be located through magic, their location is too far behind enemy lines and
the enemy is now attacking the player character’s position, thus in all probability
preventing the free player characters from effecting a rescue operation. Player characters
who can quickly and magically pierce behind enemy lines (such as by fly, invisibility or
teleport) and enter the area where the imprisoned player characters are being held must
face whatever forces the DM deems necessary to make for an extremely challenging
encounter. Player characters who perform such a rescue operation will not be available to
participate in the next battle encounter because they are on their rescue mission.

The last encounter is played.
Proceed to the WINNING THE BATTLE section.


WINNING THE BATTLE
The overall goal of the player characters is to win the battle. However, even if the player
characters successfully complete all four encounters, their side may still lose the battle.
Nothing is guaranteed in war.

The percentage chance of the player characters winning the battle is equal to the number
of surviving (not captured) player characters and/or major allied NPCs (max. 5) plus the
number of encounters won, times ten. Example: 4 player characters + 1 NPC general + 4
encounters won = 90% chance of winning the battle. Remember, any encounter not played
is lost.

AFTERMATH
If the player characters win the battle, then the enemy is defeated and its remaining forces
retreat to safety. Scattered pockets of resistance may remain where enemy units have been
cut off from their escape route. These may be dealt with by the player characters if the
DM wishes.

If the player characters lose the battle, their side is defeated and retreats to safety if
possible. If escape is not possible, either through the player characters mistakes or the
DM’s wishes, the player characters have the option of surrendering to the enemy or
fighting until the bitter end.

ENEMY PATROLS
Provided the enemy is not aware of the player characters exact location, the enemy will
send a number of patrols into the area holding the player characters and their remaining
forces each day. The number of patrols will vary from 1 to 3. Roll percentile dice to at the
start of each day. A roll of 01-33 indicates one patrol, 34-67 indicates two patrols, and
68-00 indicates three patrols. Multiple patrols will be staggered throughout the day
(morning, noon, evening). The DM must determine the exact composition of the enemy
patrols.

All patrols will move at a walk, slowly, with faster units keeping pace with patrol until it is
attacked. Unless the DM decides otherwise, patrols will enter the area holding the player
characters from random directions or locations. They will proceed to search the area for
survivors. Make one Listen, Search or Spot check for the entire patrol using the enemy
patrol NPC with the best modifier. Survivors will be killed on sight or captured at the
enemy’s discretion.
 

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EXAMPLE ENCOUNTER
This example encounter assumes a war between a horde of orcs and a small human
kingdom trying to defend itself against the inhuman invaders.

1. THE TOTEM OF DOOM
“As you arrive on the right flank, your troops are about to be attacked all along the line by
the orc horde. It appears the damnable creatures have set up some sort of crude totem that
is inspiring them into religious frenzy! This totem must be destroyed, not only because its
mere presence incites the enemy to greater acts of savagery, but it may also possess
strange magical powers, or at least serve as some sort of focal point for amplifying the
divine energies being invoked by its guardian shamen.”

Maps and Map Scale: Use the hill map from (insert name of favorite adventure here).
The scale is as noted on the map.

Friendly Troops:
Player characters
4 1st level human warriors (light crossbowmen)
4 1st level human warriors (heavy infantry)
2 2nd level human fighters (sergeants)

Enemy Troops:
2 ogres
4 1st level orc warriors (archers with shortbows)
4 1st level orc barbarians (greataxe)
2 2nd level orc barbarians (sergeants)
2 3rd level orc clerics
1 Totem of Doom

Situation: This is the first orc attack. They have decided to begin with a probe of their
enemy’s right flank. They will attempt to destroy the heavy infantry and sergeants if
possible, thereby causing the player characters to lose their most potent fighting force
immediately. As the player characters arrive, they notice that the orc clerics are chanting
and dancing around their gruesome totem. Suddenly, they stop and raise their hands to the
sky with a terrible, gloating shout. The giant eye on the totem glows with red fire and
projects a dazzling bolt of lightning across the battlefield and into the right flank of the
enemy, blasting several men into smoldering corpses. As the men go down, all the orc
soldiers cheer and charge the player character’s position with blood in their eyes and
murder in their hearts. The clerics resume their dance around the totem. If the totem is
allowed to continue to fire its deadly bolts, massive casulaties will result!

Player Character Goals: The player characters must capture or destroy the orc totem if
the right flank is to hold.

Enemy Goals: The orcs must capture, kill or render unconscious all player characters, or
cause the player characters to flee. They must prevent their totem from being captured or
destroyed.

Set-Up: Place the hill map so that the player characters occupy the north end of the map
(atop the small rise). Allow the player characters to set up their forces anywhere within six
squares of the north edge of the map. Now the orc forces occupy the south end of the
map. The DM sets them up anywhere within two squares of the south edge of the map.

Reinforcements: The orc forces receive four new 1st level barbarians whenever all four
1st level orc barbarians are killed, captured, rendered unconscious, or forced to flee off the
edge of the map. These reinforcements enter the south edge of the map (appearing one
square in) one round after the last of the original 1st level orc barbarians is neutralized.
Once the totem is captured or destroyed, the orc forces receive no further reinforcements
of any kind. The player characters receive four new 1st level human warriors (heavy
infantry) whenever the last of their original four heavy infantry are neutralized. These
reinforcements come from the north edge of the map (appearing one square in).

Special Notes: Because the player characters have the advantage of higher terrain, and
thus can see clearly what what most of the orc horde are doing, allow them to win
initiative each round.
So long as the clerics continue to dance and chant around the totem unmolested, all
enemy forces operate as if under a bless spell. The totem projects a 5 HD lightning bolt
every three rounds at targets of the cleric’s choice. The Reflex chance to save against this
spell for half damage is DC 13.

Description: The encounter continues until the player characters have captured or
destroyed the orc totem, or until the player characters are all killed or unconscious, or
until they retreat off the north edge of the map (if the characters retreat before the totem is
captured or destroyed, they lose the encounter).
If the player characters destroy the orc totem, the remaining orc forces must
immediately retreat, moving as quickly as possible toward the south edge of the map. The
orc forces may fire ranged weapons or defend themselves as necessary as they retreat,
provided they remain faced in the proper direction at the time of such action.

Ending the Encounter: The encounter ends when all player characters or all orc forces
are dead, unconscious, captured, or have retreated from the battlefield.

PLAYER CHARACTER FORCES
(insert stat blocks here)

ORC FORCES
(insert stat blocks here)

1 Totem of Doom (Movement rate: 20 feet per round, minimum crew to move: 2). The
totem is a huge idol of a giant bloody eyeball surrounded by flames and is made of some
sort of hardened, baked clay reinforced with divine magic. It is painted garish and
disturbing colors. The totem is mounted on a wooden wheeled cart pulled by ropes. It has
an armor class of 17 and 60 hit points. A consecrate or dispel magic spell cast on it
prevents it from operating for three rounds. All orc forces immediately move to kill any
enemy who approaches within 4 squares of it; the orc clerics defend it to the death, but do
not move from their starting position unless absolutely necessary. So long as the orc
clerics stay within one square of the totem and are not attacked, the totem can fire its
lightning bolt once every three rounds. So long as the totem has at least 1 hit point
remaining, all orc forces operate as if under a bless spell.
 
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FREQUENCY OF ENCOUNTERS
The DM is free to determine the length of time between encounters during the battle. The DM should probably allow for all player characters to be healed to full (not necessarily have time to refresh spells or magic items) before running the final, and most dangerous encounter.
 
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Thought I would have gotten a response by now. Guess it is a lot to read, LOL.

You know, it's not really so much a mass combat system as it is a way to handle the PCs involvement in an epic battle in a fun, challenging way that helps determine the outcome of the war. It seems like a great way to develop challenging, life or death combat missions without all the hassle of a tabletop wargame (learning a separate set of rules for one!). That said, it may not be the shortcut I originally envisioned, but I think its a valid compromise that should create some memorable encounters.

Your feedback is appreciated! :)
 

I just skimmed over your rules a few minutes ago.
Is this more of a small group vs. small group (10 vs. 10) battle system?
There does not seem to be a lot of units involved.
When I think Epic, I think 100s (even 1000+) units per side (this is the type of system I need).
My group has played at this scale at higher levels in older edtions of dnd, so this is what I would need.
Interesting system you have going though. :)
 

I agree that for mid-level PCs running a large battle as a series of encounters with the outcome probably determined by their success or failure can work very well. I'm not sure about your % formula. If the players are playing the commanding general you do need mass battle rules. For very low level PCs you can still run it as a series of encounters but the outcome can probably be determined in advance.
 


MythandLore said:
I just skimmed over your rules a few minutes ago.
Is this more of a small group vs. small group (10 vs. 10) battle system?
There does not seem to be a lot of units involved.
When I think Epic, I think 100s (even 1000+) units per side (this is the type of system I need).
My group has played at this scale at higher levels in older edtions of dnd, so this is what I would need.
Interesting system you have going though. :)

The encounters represent "snippets" of the major points of the battle. They involve reasonable numbers of units (skirmish level). The actual full battle is fought "offscreen" between as many troops as you wish. For example, say 10,000 orcs vs 6,000 humans (to use the totem of doom example encounter above).
 

Kaptain_Kantrip said:
The encounters represent "snippets" of the major points of the battle. They involve reasonable numbers of units (skirmish level). The actual full battle is fought "offscreen" between as many troops as you wish. For example, say 10,000 orcs vs 6,000 humans (to use the totem of doom example encounter above).

This is good. I think that the 'encounters' should be in part determined by the PCs. For example, have the players draw up a plan of battle before the whole thing starts. Then based on this information the DM can determine what the focal points of the battle will be. Also, the focal points could change depending upon the outcome of a previous focal point. This of course means a fair amount of pre-game emails back and forth or a DM who is able to set this stuff up on the fly quickly.

Someone has suggested a way to handle moral and the effectivness of commanding troops. I think that this could best be done with the Diplomacy skill. However, I think that we could 'steal' some modifiers from the Leadership feat. For instance adding your level and General Leadership modifiers to the Diplomacy check would be appropriate I think.
 

Alpha d20 Mass Combat Rules

I just skimmed over your rules a few minutes ago.
Is this more of a small group vs. small group (10 vs. 10) battle system?
There does not seem to be a lot of units involved.
When I think Epic, I think 100s (even 1000+) units per side (this is the type of system I need).
My group has played at this scale at higher levels in older edtions of dnd, so this is what I would need.
Interesting system you have going though.



Well, my gaming group recently had an epic battle with a horde of undead attacking a city and us players were helping defend the walls. Anyway, we played a large battle with a couple of hundred minis played with standard d20 combat rules. It was a blast but really, it was just a snippet of the greater battle as a whole that had 1000s of participants, and the greater battle's outcome was linked to this one battle. This is an okay way to move a campaign along since our characters weren't really in charge of the armies involved, but it seems insufficient if you really want to have the PCs as generals and leaders of large forces where they guide the troop movements of a battle. What is needed is a rule set that will stay true to d20 combat rules, but be abstracted enough to allow for a large scale battle. Much like Chainmail is d20 abstracted to allow for quick skirmishes between squad-sized units. So how to scale d20 up to 1000s? I think the best way to do this is to scale d20 combat and movement rules by a factor of 10. Therefore 1" = 5'x10 = 50' and 1 turn = 1 round (6 seconds) x10 = 10 rounds (or 1 minute). So now instead of 1 medium-sized creature/character in a 1" square we can now fit 10^2 or 100 medium-sized creatures in a 1" square! You can see now how 1000s of participants can become manageable on a normal dining room table. Anyway, from this base concept I developed the following:

(very) Alpha d20 Mass Combat Rules:

Scale -- the scale is 10x standard, therefore 1' = 50' and 1 turn = 10 rounds or 1 minute.

Units -- Units have the following characteristics:

I (initiative) Same as DnD, except that an unit with a leader will use the leader's initiative bonus
W (Will) Same as DnD
F (Fortitude) "
R (Reflex) "

Attack (Rated as xDn +/- y, such as 1D8+4 or could be 1D8+1D4+3)

Defense (Similiar to AC but used as damage reduction)

Size (= # of Medium and small-sized individuals / creatures / monsters in unit. Max score is 100. This is used for determining if a unit can use skirmish formation or not (30 or less to Skirmish for instance). Large creatures each count 2 points, tiny 1/2 point, etc. based on face entry in d20 monster listing). Possible other uses as modifiers on charges and such. Also effects stacking limit (100 per square max) and pass-thru movement. (am considering to divide the end result by 10 for size range of 1 to 10 which would then be easy to use to calculate the difference between units in melee to determine a +/- modifier on the attack roll).

Fine 1/8ea
Diminutive 1/4ea
Tiny 1/2ea
Small - Medium 1ea
Large 2ea
Huge (tall) 4ea
Huge (Long) 6 or 9ea
Gargantuan (tall) 16ea
Gargantuan (long) 40ea
Collossal (tall) 64ea
Collossal (long) 80ea

Unit Rating (UR) (HPs/8 x # of creature in unit+ average attack damage for unit + unit's defense score). Used for army creation system points.

Move (# of squares the unit can move in a mass combat turn with the move action -- usually 6 spaces for most units). A slash ("/") move would be ground / flying distances in squares. Astericks and other symbols would represent other special movement (digging, teleportation, etc. -- TBD)



Battle Cards (think the little sheet for an Ogre MkV or Car Wars or Starfleet battles):

Each unit will have a battle card/sheet that will be used to record damage taken, and count spells used, etc. Each Hit Die is a checkbox on this card grouped by creature type. Clerical healing spells are treated like checkboxes for taking damage. Ranged and area effect spells will also be recorded and check off as used.


Turn Sequence:

1 - Determine Initiative
2 - Perform Actions (Range Combat, Maneuvers, Rally Troops)
3 - Resolve Melee Combat

Determine Initiative -- Roll a d20 + I for each unit (should I allow for groups of units on the same initiative?). If an unit has a leader stacked with it, use that leaders initiative instead of the units (even if it is lower!). Should I allow a leader to lead units not stacked with him/her? If so what is the leader's radius of command?

Perform Actions:

Change Formation (Skirsmish to Rank & File or vice versa) --
Skirmish formation has a ZOC that extends to all adjacent squares. Rank and File formation has to choose a facing and only has a ZOC in the front 3 squares. An unit can only be in skirmish mode if its size is 30 or less. Therefore, a skirmishing unit can threaten more area to get attacks of opportunity, but will have less mass than a phalanx.

Move -- just like d20, except that there is no run (x4) full move for a unit. Leaders and character counters can still use the run (x4) movement, but units can only do double (x2) moves.

Charge -- last three squares must be in a straight line ending with enemy in front facing sqaure. This will give a +2 attack in melee.

Range Attack (have range attack unit pick a target in LOS and roll d20 + damage - 2? per square distance - Defender's Defense. Skirmish units take half damage. Apply positive result as hits to targeted unit)

Cast Spells (up to 10 spells per wizard, unless in contact then only 5 max) -- only area effect and ranged spells will be counted. Low level spells are otherwise counted in the Attack score for the unit.

Break Contact (requires morale save vs DC20 or take attack of opportunity) -- this is for a unit moving out of an enemy's ZOC.

Rally Troops (requires unbroken leader to make unit will save + his leader bonus vs DC to rally)


Resolve Melee Combat:

Units in base contact with an enemy unit may attack 1 adjacent enemy unit in their ZOC. (Creatures with additional attacks will get a plus on their natural Attack scores -- 2 attacks +1, 2 or 3 attacks +1d4, 4 or 5 attacks +1d6, 6-8 attacks +1D8, etc.)

Each unit rolls d20+Attack+Modifiers-(Defender's Defense) = # of hits (negative #s are treated as 0 hits). Owning player applies resulting hits to his unit's Battle Card. If Critical (natural 20 on d20 - or standard weapon threat ranges apply here?) then attacking player gets to assign any resulting damage on the enemy's battle card.

Flanking and other modifiers from d20 rules can easily come across here.

These attack rolls are happening simultaneously as well as applying damage on the battle cards. Remember that this is abstracting 10 rounds of combat, so a lot of kills are going to happen. Most battles in d20 don't last 10 rounds.



Morale Checks

Units that take hits = 25% of their UR in one melee or ranged attack need to make a morale check (unit will+ leader bonus + d20) vs DC 15

Units that take hits that drop them to 50% of UR also need to make a morale check

Units at 75% damage need to make morale check vs DC 20.

Units in Skirmish formation have -5 on roll (or a +5 to DC) on morale checks for damage

If an unit misses its morale check it is categorized as 'broken' and if it missed its morale check by:

1 to 5, Panicked -- no actions, may attack in any current melee at -5? modifier
6 to 10, Fleeing -- unit must break contact and flee away on next action, gets no other actions, and will continue to flee until off map or rallied.
11 and up, Disarray-- The unit flees for its next turn, then the unit takes no actions and cannot move or fight back.

Rallying:

Leaders may self rally as a full turn action, d20 + leader bonus vs. DC 15

To rally a broken unit an unbroken leader must be present in the same square and make a successful morale check for the broken unit. DC is as follows: Panicked DC 10, Fleeing DC 15, Routed DC 20.


Integrating PCs into the Mass Combat:

With relative ease a PC can be converted into a leader counter, or the PC party can be made into a single unit. If you desire to focus on a critical melee combat involving the PCs then you can just "zoom in" on the action and play out 10 rounds of normal d20 combat at standard 1" = 5' scale. Then "zoom out" for the next strategy move and zoom back in as necessary. As a DM you will probably not want the PCs to be killed in the large scale mode, so if that happens let them make Reflex or other saves or skill checks that will allow them to escape. Of course, if you are "zoomed in" and fighting the opposing Half-Fiend General Graxx in an epic battle moment, let the dice play as the dice will ...



I actually have not tried this out yet, so as stated at the top this is very alpha. Please send me your comments and ideas on this and let me know if you used these rules to good effect.


"May All Your Hits Be Crits!!"
--Umberhulk
 
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