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.
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.