D&D 3E/3.5 Mass Combat for my Homebrewed Campaign!

Knightfall

World of Kulan DM
Okay, so here are the basics...

The Basics (Revised)
1 square on a battle mat is equal to 10 feet, for the purposes of movement; the first diagonal is 10 feet, the second diagonal is 15 feet.

A unit moves 2 squares on a battle mat per round as a standard move action if it’s listed Speed is 20 feet. A double move for such a unit is 4 squares.

A unit moves 3 squares on a battle mat per round as a standard move action if it’s listed Speed is 30 feet. A double move for such a unit is 6 squares.

A unit moves 4 squares on a battle mat per round as a standard move action if it’s listed Speed is 40 feet. A double move for such a unit is 8 squares.

Individuals must also follow these rules, for the purposes of mass combat.

Distances for ranged attacks, spells, spell-like abilities, psionics, and psi-like abilities are as normal. Distance is by feet, however, not by the number of squares. So, diagonals count as 10 feet for the use of ranged attacks, magic, psionics, and special innate abilities.

Listen checks receive a -10 penalty during mass battles, as per under the Listen skill on page 78 of the PHB.
 
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Part 2

Based on the Mob Template from DMG II.

Unit Template (First Draft)
Size and Type: A unit can be sized anywhere from Large to Colossal. It is composed of a number of Small, Medium Large, Huge, or Gargantuan creatures. Its type is the same as the base creature.

Every square in a unit must be occupied, including Commanders (but see under Special Qualities). For a Huge unit this would be equivalent to 9 Small- or Medium-sized creatures.

Units with Standard Sized Creatures
Size (Space)= Number and Size of Creatures
Large (10 ft.) = 4 Small or Medium
Huge (15 ft.) = 9 Small or Medium
Gargantuan (20 ft.) = 16 Small or Medium
Colossal (30 ft.) = 36 Small or Medium
Colossal (40 ft.) = 48 Small or Medium

Units with Larger Sized Creatures
Size (Space) = Number and Size of Creatures
Gargantuan (20 ft.) = 4 Large creatures
Colossal (30 ft.) = 9 Large creatures, or 4 Huge creatures
Colossal (40 ft.) = 12 Large creatures, or 4 Gargantuan creatures

Hit Dice: A unit’s Hit Dice is equal to its Space. So a Huge unit of Small or Medium creatures has 15 HD. A unit’s Hit Die is the same as the base creature’s normal Hit Die. If the base creature has class levels then use the Hit Die for the class. If the bass creature has both Hit Dice and class levels then use the lower Hit Die. So, a Huge unit made up of human warriors has Hit Dice equal to 15d8. The same sized unit made up of fey warriors has Hit Dice equal to 15d6, because fey normally have d6 HD.

If the unit’s Commander has a Hit Die two increments higher or lower than the base creature’s Hit Die then the units Hit Die is adjusted up or down by one increment accordingly. If the Commander has class levels then use the Hit Die for the class. If the bass creature has both Hit Dice and class levels then use the higher Hit Die. So, a Huge unit of human warriors lead by a human barbarian would have Hit Dice equal to 15d10, while the same unit lead by a human wizard would have Hit Dice equal to 15d6.

A unit led by a Commander with a Level Adjustment receives bonus Hit Points equal to the commander’s Level Adjustment x 3. So, a unit led by a creature with a Level Adjustment of +5 gains 15 extra Hit Points.

A unit reduced to 0 Hit Points breaks up.

Initiative: A unit’s initiative is equal to the sum of its Commanders’ initiative bonuses (including negatives) divided by the number of Commanders.

Speed: Same as the base creature.

Armor Class: A unit’s Armor Class is same as the base creature’s AC + it’s Commanders’ Armor Classes divided by 1 + the number of Commanders, adjusted for it’s size category. This calculation is done for it’s standard AC, its touch AC, and its flat-footed AC.

Base Attack: A unit’s base attack bonuses are set depending upon their type (or class). (The BAB progressions of Commanders don’t affect the unit’s progression.) If the base creature has class levels then use the BAB progression for the class. If the bass creature has both Hit Dice and class levels then use whichever progression is worse.

A unit with HD or class levels over 21 uses the Epic BAB progression for those HD/levels.

Unit Type
Fey or undead: Poor BAB Progression
Aberration, animal, construct, elemental, giant, humanoid, ooze, plant, or vermin: Average BAB Progression
Dragon, magical beast, monstrous humanoid, or outsider: Good BAB Progression

Attack/Full Attack: A unit can make a melee attack against any unit or creature within reach. The damage die for this attack varies depending on the type of melee weapon the unit is using. (If the unit uses a longsword, for example, then the damage die is d8.) The number of damage dice dealt is equal Unit’s Hit Dice divided by 5. (Thus, a Huge unit, attacking with longsword, deals 3d8 damage.)

A unit gets only one attack a round, regardless of its Hit Dice. One half of its Strength modifier is applied to this attack.

A unit can make Attacks of Opportunity against opponents within reach, as normal. A unit can score a critical hit against individual opponents (including Commanders), but not against other units.

A unit’s attacks are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to mob attacks. A unit cannot make sneak attacks.

Grapple: As base attack bonus, modified for its size, and as appropriate for its Strength modifier.

Space/Reach: A unit has a Space equal to its new size category and the same Reach as the base creatures; so a Huge unit made up of Medium creatures has a Space of 15 ft., and a Reach of 5 ft. (The Reach of the unit’s Commanders never modifies this.)

Attack Options: Unlike with mobs, units retain their special attacks, as units are the result of disciplined training for war. Units made up of spellcasters cast spells base on the list given for the base creature, but the unit’s Caster Level is equal to the unit’s Hit Dice. This is also true for units made up of individuals with spell-like abilities or the ability to use psionics. If a unit has the ability to use magic or psionics then add +2 to the unit’s CR.

In addition, units gain one to three of the following attack options. Units must always have Commanders otherwise they’d be nothing but mobs.

-- Commanders (Ex): A unit is always led by at least one commander, who takes up one of the spots in the unit. A unit can have more than one commander and larger than normal creatures can lead units made up of smaller creatures. Special commanders modify a unit’s stats as detailed throughout the text.

Commanders attack opponents as if they weren’t part of a unit, as normal. They can move beyond the boundaries of the unit, but must remain visible to the unit at all times, otherwise the unit suffers a -2 penalty to all attack rolls, damage rolls, saving throws, and skill checks. If a unit’s commander it killed this penalty becomes -4.

A unit without a commander will continue to fight, but many such units would rather surrender than face certain death.

-- Expert Grappler (Ex): A unit can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A unit is never considered flat-footed while grappling.

-- Trample (Ex): A unit that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 + 1-½ times the unit’s Strength modifier. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 24) to take half damage.

Special Actions: A unit retains all the special actions of the base creature. In addition, it gains the following special action.

-- Ranged Attack (Ex): A unit can make a ranged attack, as a standard action, if this option is added*. The damage die and range for this attack varies depending on the type of ranged weapon the unit is using. (If the unit uses a longbow, for example, then the damage die is d8 and the range increment is 100 ft.) The number of damage dice dealt is equal Unit’s Hit Dice divided by 5. (Thus, a Huge unit, firing longbows, deals 3d8 damage.) The attack hits an area equal to the Space of the unit. Any opponents in the area must make a Reflex save (DC 10 + ½ HD + Dexterity modifier); if successful then the opponent only takes half damage. *Add +2 to the CR if this special action is used.

Special Qualities: A unit retains all the special qualities of the base creature. In addition, it gains the following special quality.

-- Unit Anatomy (Ex): Units are immune to critical hits and sneak attacks, but can be flanked by other units. Units cannot be bull rushed, grappled, or tripped.

Individual creatures cannot flank a unit unless the flanking creature is only one size category smaller than the unit (i.e. a Huge creature could flank a Gargantuan unit, but not a Colossal one.). Larger creatures can always flank a unit that is equal to or smaller than its size.

A unit gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. A unit that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.

See the Mob Template in DMG II for details on what happens to the individuals in the unit when it is reduced to 0 Hit Points. A unit is never broken up by nonlethal damage, however.

Saves: A unit’s saving throws are calculated as for a creature of the unit’s size and type. (A commander’s Saves never modifies this.) If the base creature has class levels then use the Save progression for the class. If the bass creature has both Hit Dice and class levels then use whichever progression is worse.

A unit with HD or class levels over 21 uses the Epic Save progression for those HD/levels.

Abilities: A unit’s physical abilities are the same as the base creature, modified for it’s new size category. A unit’s mental abilities are equal to the sum of its Commanders’ mental abilities divided by the number of Commanders.

Skills: A unit has skills based on its Hit Dice, and uses the base creature’s selected Skills, as well as those its commanders’ have, as its class skills. All other skills are cross-class skills. A unit gains a number of skill points equal to 4 + its Int modifier; multiply by 4 for the first Hit Die.

Feats: A unit has a number of feats appropriate for it’s Hit Dice, including Epic feats for those units with 21 or more Hit Dice. These feats must be selected from the base creature’s list of feats, as well as the feats listed under each commander’s stats. Prerequisites must still be met for the feats selected. Other feats may be selected, in order to make each unit unique.

A unit cannot use Weapon Finesse for its melee attack. If the base creature has this feat then ignore it and select a different feat.

A unit gains Improved Bull Rush and Improved Overrun as bonus feats.

Organization: Solitary, pair, platoon, or army (3–12 units).

Challenge Rating: Large: 4, or +3 if the base creature’s CR is 3 or higher, Huge: 6, or +3 if the base creature’s CR is 5 or higher, Gargantuan: 8, or +3 if the base creature’s CR is 7 or higher; Colossal (30 ft.): 10, or +4 if the base creature’s CR is 9 or higher; Colossal (40 ft.): 12, or +4 if the base creature’s CR is 11 or higher.

Advancement:

Level Adjustment:
 
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DrunkonDuty said:
So this is basically a monster template? Interesting. I hadn't thought of trying to run units this way.
Yep, it gives interesting results.

Added this line to the text under Hit Dice.
A unit that ends up with more than 500 Hit Points has its CR adjusted up by +4.

For example...

Argo’s Fist of Freedom (CR 20)
This unit uses a 5th-level human warrior as the base creature. It's commanders include a human cleric/radiant servant/prestige paladin (18 levels), halfling rogue/dragon shaman (16 levels), and a frost giant with two class levels, one in fighter and one in trader.

hp 687 (50d8+450 plus 12)
------------------------------------------
Male and female human warriors 5
N Colossal humanoid (unit of 94 humans)
Init +5; Senses Listen +16, Spot +16
Languages Common
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AC 28 [-8 size, +4 armor, +2 shield, +2 leadership, (+29 commander)], touch 10 (+6 commander), flat-footed 27 (+28 commander)
Immune Critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped
Epic Save +15
Fort +38, Ref +22, Will +25
Weakness Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations
------------------------------------------
Speed 30 feet (6 squares)
Melee Short swords +47 (10d6+8/17-20/x2)
Ranged Shortbows +29 (10d6/19-20/x3, 120 ft.)
Space 50 ft.; Reach 5 ft.
Base Atk +20; Grp +43; Epic Atk +15
Attack Options Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, expert grappler, trample 10d6+25
Special Actions Ranged attack
------------------------------------------
Abilities Str 45 (+17), Dex 8 (-1), Con 28 (+9), Int 11 (+0), Wis 15 (+2), Cha 15 (+2)
SA Expert grappler, ranged attack, trample
SQ Commander (Argo Flameheart), commander (Amaryllis Greenbottle), commander (Shötte), unit anatomy
Feats Alertness, Cleave, Endurance (B), Great Cleave, Far Shot, Improved Bull Rush (B), Improved Critical (short sword), Improved Critical (shortbow), Improved Overrun (B), Improved Sunder, Mounted Archery, Mounted Combat, Point Black Shot, Power Attack, Precise Shot, Quick Draw, Run, Shield Specialization (light), Weapon Focus (short sword), Weapon Focus (shortbow)
Skills Bluff +13, Climb +25, Diplomacy +17, Gather Information +14, Handle Animal +14, Hide -10, Intimidate +14, Jump +27, Knowledge (local) +10, Listen +16, Move Silently +6, Profession (soldier) +14, Ride +13, Search +10, Sense Motive +13, Spot +16, Survival +4 (+6 following tracks), Swim +21, Tumble +8
Possessions As under the individual warrior entry times by 94
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Ranged Attack (Ex) Argo’s Fist of Freedom can make a ranged attack, as a standard action. The unit gets only one ranged attack a round. The attack hits an area equal to 50 feet. Any opponents in the area must make a Reflex save (DC 34); if successful then the opponent only takes half damage.
Expert Grappler (Ex) Argo’s Fist of Freedom can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.
Argo’s Fist of Freedom can grapple individuals, but not other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.
Trample (Ex) Argo’s Fist of Freedom that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 10d6+25 points of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 52) to take half damage.
Argo’s Fist of Freedom can trample individuals, as well as other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.
Unit Anatomy (Ex) Argo’s Fist of Freedom is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.
Argo’s Fist of Freedom gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.
Argo’s Fist of Freedom is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc)
 
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Here's the warrior stats uses as the basis for the above unit...

Warrior (CR 2)
hp 20 (3d8+3)
------------------------------------------
Male or female human warrior 5
N Medium humanoid (human)
Init +1; Senses Listen +1, Spot +1
Languages Common
------------------------------------------
AC 16 (+1 Dex, +4 armor, +1 shield), touch 11, flat-footed 15
Fort +4, Ref +2, Will -1
------------------------------------------
Speed 30 feet (6 squares)
Melee Short sword +4 (1d6+1/19-20/x2)
Ranged Shortbow +4 (1d6/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
------------------------------------------
Abilities Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 8 (-1)
Feats Alertness, Endurance (B)
Skills Handle Animal +5, Listen +1, Profession (soldier) +2, Ride +9, Spot +1
Possessions Chain shirt, light wooden shield, shortbow, short sword
------------------------------------------
 


Tonguez said:
How wouyld you stat out a unit of 300 worg riding goblins?
That will be tougher to do, with this system. I was thinking I'd use the tauric template to simulate cavalry units, but I'm not sure yet.
 

Unit of Duergar Warriors (CR 16)
hp 525 (30d8+330 plus 60)
-------------------------------
Male duergar 2 warriors 5
LE Colossal humanoid (unit of 35 Medium humanoids)
Init +10; Senses Darkvision 120 ft.; Listen +7, Spot +7
Languages Common, Dwarven, Undercommon
-------------------------------
AC 10 (-8 size, +2 Dex, +2 armor, +1 shield, +3 commander), touch 4, flat-footed 8 (+3 commander); AC 14, touch 8, flat-footed 12 against creatures of the Giant type
Immune Paralysis, phantasms, poison; critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped
Resist Can only be flanked by other units and by Gargantuan or larger creatures
Epic Save +5
Fort +30, Ref +17, Will +12 (+14 against spells & spell-like abilities)
Weakness Light sensitivity; gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area
-------------------------------
Speed 20 feet (4 squares)
Melee Handaxes +34 (6d6+8/x3)
Space 30 ft.; Reach 5 ft.
Base Atk +20; Grp +53; Epic Atk +5
Atk Options Cleave, Improved Bull Rush, Improved Overrun, Power Attack, expert grappler, trample 6d6+25
Psi-Like Abilities* (ML 30th) 2
-- Once per day — expansion, invisibility
*These abilities affect only the duergar warriors and whatever they carry.
-------------------------------
Abilities Str 44 (+17), Dex 10 (+0), Con 32 (+11), Int 10 (+0), Wis 8 (-1), Cha 8 (-1)
SA Expert grappler, psi-like abilities, trample
SQ Commander (Helga Rumnaheim), naturally psionic, stability, stonecunning, unit anatomy
Feats Alertness, Cleave, Endurance, Epic Reflexes 1, Epic Toughness (x2) 1, Great Fortitude, Improved Bull Rush (B), Improved Initiative, Improved Overrun (B), Iron Will, Lightning Reflexes, Power Attack
Skills Bluff +5, Climb +21, Diplomacy +3, Disguise -1 (+1 to act), Escape Artist +4, Hide -12, Intimidate +7, Jump +15, Listen +7, Move Silently +4, Search +6, Sense Motive +5, Spot +7, Survival -1 (+1 following tracks), Use Rope +0 (+2 involving bindings)
Possessions 35 handaxes, 35 light wooden shields, 35 suits of studded leather armor
-------------------------------
Expert Grappler (Ex) A unit can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A unit is never considered flat-footed while grappling. Units can grapple individuals, but not other units. A unit’s Commanders are immune to this ability unless the unit turns on them.
Trample (Ex) A unit that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 6d6+25. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 42) to take half damage. Units can trample individuals, as well as other units. A unit’s Commanders are immune to this ability unless the unit turns on them.
-------------------------------
Level Adjustment +1; ECL 31; Favored Class Fighter
-------------------------------
1 D&D Epic Level Handbook
2 D&D Expanded Psionics Handbook
 

New version and an example!

After player feedback...

Krank’s Strand (CR 14)
hp 325 (50d4+200)
-----------------------------------
Male and female human commoners 2
N Colossal humanoid (unit of 98 humans plus 2 commanders)
Init +1; Senses Listen +5, Spot +5
Languages Common
-----------------------------------
AC 14 (+1 Dex, +2 armor, +1 shield), touch 11, flat-footed 13
Immune Critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped
Fort +4, Ref +1, Will +0
Weakness Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations
-----------------------------------
Speed 20 feet (4 squares)
Melee Short swords +3 (10d6+20/19-20/x2)
Ranged Shortbows +2 (10d6/x3, 60 ft.)
Space 50 ft.; Reach 5 ft.
Base Atk +1; Grp +19
Attack Options Expert grappler, trample 5d3+3
-----------------------------------
Abilities Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 12 (+1), Wis 11 (+0), Cha 10 (+0)
SA Expert grappler, trample
SQ Commander (Krank Qallar), commander (Gunnloda Smokepowder), unit anatomy
Feats Endurance (B), Great Fortitude
Skills Listen +5, Spot +5
Possessions 98 light wooden shields, 98 shortbows, 98 short swords, 98 suits of studded leather armor
-----------------------------------
Expert Grappler (Ex) Krank’s Strand can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.
Krank’s Strand can grapple individuals, but not other units. Krank and Gunnloda are immune to this ability unless the unit turns on them.
Trample (Ex) If Krank’s Strand simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 5d3+3 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 36) to take half damage.
Krank’s Strand can trample individuals, as well as other units. Krank and Gunnloda are immune to this ability unless the unit turns on them.
Unit Anatomy (Ex) Krank’s Strand is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.
Krank’s Strand gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.
Krank’s Strand is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc).
 

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