D&D 4E Mesh Hongs 4e Mass Combat Rules/System

Mesh Hong

First Post
As one of the capstone events for my campaign I wanted to give the Legendary General in my party the chance of actually being a legendary general. To that end I designed (and worked into the plot) a massive battle between the Good Guys and the Bad Guys.

Plot overview (not necessary but you might be interested):
When the PCs return from stopping the Flailing Prince breaking Tharizdun out of his chained prison they find that the temporal locks around his confinement dimension have caused twenty years to pass in middle world time while they were away. During this time the established gods have isolated the planes (or abandoned the middle world as the population see it) while they have a conclave to settle their disputes (i.e. stop the God War).

This has left the world a much different place, the Fey Wild is moving further and further away from the middle world while the shadowfell is moving into alignment and threatens to subsume it completely. (Oh noes!).

In the twenty years the PCs were missing the surviving populations have taken the beliefs and actions of certain members of the group as the basis of proper society. The practical upshot of which is that the Saint of Erathis now has people worshiping him (instead of Erathis), and as a sign of their belief that he will come back and save them they have built a fifteen hundred feet high statue of him. The Warlock Demi-God had started an arcane library and university which has drawn in many members who are studying the planar problems, the Legendary General had already set out plans and started building the Goldstone Tactical Academy, and passed a military leader his accumulated written philosophies on battle tactics (affectionately called Jerimiahs Big Book of Tactics). The academy is now built and defending the town against the evil forces outside. The paladin Angel of Death’s shadar kai resistance fighters have fallen back to the main open gateway between the shadowfell and the middle world and are fighting a last holding action trying to maintain the legacy of the Raven Queen.

When the PCs have dealt with the shock they quickly speak to their respective contacts/allies/underlings and discover that within two weeks the Curtain of Despair (BBEG then have been after now for 29 levels) will have caused the shadowfell to subsume the middle world irreversibly so a desperate plan is hatched.

1: The allies will raise all their military forces to assault the Curtain of Despairs ice castle in the shadowfell in an effort to draw out the majority of the evil forces and leave other areas weaker.

2: A small elite team will penetrate one wing of the castle to shut down or cut off the Curtain of Despairs “Soul Reservoir” which she is using as a great source of power. Only when this has been achieved will she be weak enough to destroy, otherwise she will discorporate and all will be lost.

3: The PCs will enter the Ice Castle by a secret back door route and fight their way to the Curtain of Despair to confront and hopefully defeat her once and for all. When they have done this they should then be able to use an artefact they have spent 8 levels collecting to separate the pure/innocent form of Tellis’s sister from the Curtain of Despair and save her life. They are also hoping to be able to resurrect Tellis’s mother, the Raven Queen and maybe Pholtus the “erased from history” god of law.

Mass Combat

So this gave me the opportunity to have a massive battle between the forces of good (or at least neutrality) and evil. The way of doing it was actually fairly simple in the end, it was just a bit time consuming to set up.

1. First I decided that the basic 4e combat system would be fine but it would need custom designed units. I decided to base the system on a standard creature mechanically representing 100 men and would be 2 squares by 1 square.

This meant that a unit of 200 men would be worth twice as much (xp value), have twice as many HPs and take up 4 squares by 1 square but otherwise would have similar attack and defence values.

2. After starting to design the units I started adding bonuses for certain units against other types of units, some units doing extra damage against cavalry or artillery for instance. I also separated out the damage a unit could do when it was fresh and when it was bloodied, to model fresh units being at an advantage against bloodied ones, and bloodied units having less troops.

3. After I had designed all the units and cut out card bases of the right size for each unit (a long process!) I thought there was probably something missing.

I came up with special cards that could be used at appropriate times that would add an extra layer of tactics and uncertainty to the battle so I wrote out a couple of sheets of those for each side and cut them into cards.

4. That was pretty much all I had the time to do before we ran it, as we set up I finalised the rules (and there was also an element of common sense that we came up with as we went along).

Rules

1. Each side acts completely in turn. (i.e Bad guys have their turn for all their units then the good guys have their turn for all their units.

2. Each unit has a standard (or move) action and a minor action (if the unit has a minor action). A unit may charge as a standard action, and receives a +1 bonus to its attack roll as you would expect, there is no minimum move for a charge (units may charge 1 square).

3. Units must move in a common sense way, once engaged they may “turn to face” on their turn but may not shuffle (shift).

4. A unit disengaging from an enemy unit as part of a move action provokes opportunity attacks from the unit(s) it is disengaging from.

5. Units making ranged attacks provoke opportunity attacks from enemy units they are engaged with (adjacent to).

6. Flying units are either at ground level or flying high. If flying high they may not make attacks at ground level units and they may only be targeted by ranged attacks.

7. Ranged attacks may be made as normal through allied units but each enemy unit grants staking cover of +2 for each unit. (So if an archery unit wanted to attack a unit that had 2 enemy units in the path it would take a -4 penalty to the attack.) Ranged area bursts do not take these penalties.

8. Allied units may move through each other but may not end their movement in the same square as another unit.

9. If a unit is pushed back it also pushes back any units in its path, but the push back must be in a logical common sense manor (path of least resistance).

10. Each side may hold back any number of units as reserves that can enter the battle on any turn at their forces map edge. The attacking force (in this case the good guys) can designate a number of troops as flanking forces that can appear at any reasonable time from either edge no further than half way up the map. (a reasonable time is when the main forces have engaged, in the battle we ran this was about turn 4).

11. Before the battle starts each side draws 3 cards, each side then draws an additional 2 cards each turn starting on their second turn. In this battle I also stated that the maximum hand size for evil was 4 cards and 5 cards for good as they had a legendary general.

12. Cards are always played onto the unit and stay in play until their duration expires. If a cards effect lasts for a number of rounds then a counter is placed on the card at the start of that sides turn, when you place a counter on the card that takes it over the stated number of turns it expires. (obvious but rules are rules). Used cards are returned to the bottom of the deck.

Troops.
This is the army list for the battle I ran.

Evil Army (3680 troops)
4x Skeleton Infantry (100) (level 1 soldier)
2x Skeleton Infantry (200) (level 1 soldier)
2x Skeleton Archers (100) (level 1 artillery)
2x Zombie Column (1000) (level 1 brute)
2x Wraith Skirmishers (20) (level 2 skirmisher)
2x Shandar Kai Shock troops (100) (level 3 soldier)
2x Shandar Kai Shock Cavalry (100) (level 3 soldier)
2x Cyclops Warriors (100) (level 2 brute)
4x Zombie Dragon (1) (level 4 skirmisher)
1x Dispair Casters (25) (level 4 controller)
1x Aspect of Despair (1) (level 5 soldier)
2x Siege Catapults (5) (level 2 artillery)

Good Army (3175 troops)
2x Heavy Infantry (200) (level 3 soldier)
1x Shock Infantry (100) (level 4 soldier)
1x Infantry (400) (level 2 soldier)
2x Longbow (100) (level 2 artillery)
1x Crossbow (100) (level 1 artillery)
1x Heavy Cavalry (level 3 soldier)
2x Bow Cavalry (level 2 skirmisher)
2x Shandar Kai Shock Troops (level 3 soldier)
1x Shandar Kai Light Cavalry (level 2 skirmisher)
1x Shandar Kai Risen (300) (level 3 brute)
1x Erathis Paladins (50) (level 3 soldier)
2x Militia (400) (level 1 soldier)
1x Mages (25) (level 3 artillery)

Stat Blocks.
Here are the stat blocks I used for the forces, good and evil. In this battle the bad guys have numerical and XP value superiority but the good guys have higher level troops.

Note:
Under the unit name you will see both the size of the unit in squares and the number of men.
e.g. (2x1) Natural Animate (100 undead)

Evil Army (shadowfell)

Skeleton Infantry Level 1 Soldier
(2x1) Natural Animate (100 undead) XP 100

HP 30; Bloodied 15
AC 17; Fortitude 13, Reflex 13, Will 13
Immune disease, poison;
Resist 10 necrotic; 5 ranged attacks;
Vulnerable 5 radiant
Speed 4

:melee: Full Attack (Standard; at-will) not bloodied
Attack +8 vs. AC; 1d8+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +8 vs. AC; 1d6+3 damage

Special
Skeleton Infantry deals an additional 5 damage against artillery units

Equipment sword, shield


Skeleton Infantry Level 1 Soldier
(4x1) Natural Animate (200 undead) XP 200

HP 60; Bloodied 30
AC 17; Fortitude 13, Reflex 13, Will 13
Immune disease, poison;
Resist 10 necrotic; 5 ranged attacks;
Vulnerable 5 radiant
Speed 4

:melee: Full Attack (Standard; at-will) not bloodied
Attack +8 vs. AC; 1d10+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +8 vs. AC; 1d8+3 damage

Special
Skeleton Infantry deals an additional 5 damage against artillery units

Equipment sword, shield


Skeleton Archers Level 1 Artillery
(2x1) Medium Natural Animate (100 undead) XP 100

HP 25; Bloodied 12
AC 13; Fortitude 13, Reflex 13, Will 13
Immune disease, poison;
Resist 10 necrotic;
Vulnerable 5 radiant
Speed 5

:melee: Melee Attack (Standard; at-will)
Attack +6 vs. AC; 1d6+3 damage

:ranged: Full Ranged Attack (Standard; at-will) not bloodied
Range 8/16; attack +8 vs. AC; 1d10+3 damage

:ranged: Bloodied Ranged Attack (Standard; at-will) when bloodied
Range 8/16; attack +8 vs. AC; 1d6+3 damage

Equipment sword, longbow



Zombie Column Level 1 Brute
(5x2) Medium Natural Animate (1000 undead) XP 500

HP 300; Bloodied 150
AC 13; Fortitude 13, Reflex 13, Will 13
Immune disease, poison;
Resist 10 necrotic;
Vulnerable 5 radiant attacks
Speed 3

:melee: Full Attack (Standard; at-will) not bloodied
Attack +6 vs. AC; 2d8+3 damage; on hit target is pushed 1 square and
Zombie Infantry follows up

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +6 vs. AC; 1d12+3 damage

Special
Zombie Infantry deals an additional 5 damage against cavalry units


Wraith Skirmishers Level 2 Skirmisher
(1x1) Medium Shadow Humanoid (20 undead) XP 125

Necrotic Field (necrotic) aura 1; All units starting their turn inside aura
take 5 necrotic damage
HP 40; Bloodied 20
AC 16; Fortitude 14, Reflex 14, Will 14
Immune disease, poison;
Resist 10 necrotic, insubstantial;
Vulnerable 5 radiant
Speed 5 phasing

:melee: Full Attack (Standard; at-will) not bloodied
Attack +5 vs. Reflex; 1d10+3 necrotic damage; on hit Wraith Skirmishers
may shift to any square adjacent to the target unit

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +5 vs. Reflex; 1d6+3 necrotic damage; on hit Wraith Skirmishers
may shift to any square adjacent to the target unit

Shadow Walk (minor; recharge :5::6:) teleport
Wraith Skirmishers teleport 6 squares as a minor action


Shadar Kai Shock Troops Level 3 Soldier
(2x1) Medium Shadow Humanoid (100) XP 150

HP 50; Bloodied 25
AC 19; Fortitude 15, Reflex 15, Will 15
Immune fear;
Resist 5 necrotic
Speed 4, charge 5

:melee: Full Attack (Standard; at-will) not bloodied
Attack +10 vs. AC; 2d6+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +10 vs. AC; 1d10+3 damage

Special
Shock Troops deal an additional 5 damage when charging and against
bloodied units

Equipment flail, chainmail


Shadar Kai Shock Cavalry Level 3 Soldier
(2x1) Medium Shadow Humanoid (100) XP 150

HP 50; Bloodied 25
AC 19; Fortitude 15, Reflex 15, Will 15
Immune fear;
Resist 5 necrotic
Speed 6

:melee: Full Attack (Standard; at-will) not bloodied
Attack +10 vs. AC; 2d6+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +10 vs. AC; 1d10+3 damage

:melee: Overrun Charge (Standard; at-will) charge attack
When charging Cavalry makes an attack as usual shifts to the opposite
side of the unit it attacked then shifts an additional square

Special
Shock Troops deal an additional 5 damage when charging and against
bloodied units

Equipment spear, chainmail


Cyclops Warriors Level 2 Brute
(2x2) Large Shadow Humanoid (100) XP 125

HP 60; Bloodied 30
AC 14; Fortitude 14, Reflex 14, Will 14
Speed 4

:melee: Full Attack (Standard; at-will) not bloodied
Attack +7 vs. AC; 2d8+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +7 vs. AC; 2d6+3 damage

:ranged: Javelin Volley (Standard; recharge :5::6:)
Range 5/10; attack +5 vs. AC; 2d6+3 damage

Equipment axe, javelins


Zombie Dragon Level 4 Skirmisher
(1x1) Large Natural Beast (1 undead) XP 175

HP 60; Bloodied 30
AC 18; Fortitude 16, Reflex 16, Will 16
Vulnerable 5 radiant
Speed 4, fly 6 (hover)

:melee: Bite (Standard; at-will)
Attack +9 vs. AC; 1d10+4 damage

:melee: Fly By Bite (Standard; at-will)
Dragon flies 6 squares and makes 1 Bite Attack at any point, this
movement does not provoke an opportunity attack for disengaging

:close: Poison Breath (Standard; recharge :5::6:) poison
Close blast 3; attack +7 vs. Fortitude; 2d8+4 poison damage


Despair Casters Level 4 Controller
(1x1) Medium Shadow Humanoid (25) XP 175

HP 55; Bloodied 27
AC 18; Fortitude 16, Reflex 16, Will 16
Immune fear;
Resist 5 ranged attack
Speed 4

:melee: Full Attack (Standard; at-will)
Attack +9 vs. AC; 1d12+4 damage

:ranged: Shadow Bolt Barrage (Standard; at-will) necrotic
Range 5/10; attack +9 vs. AC; 2d6+4 necrotic damage; on hit target unit
takes a -2 penalty to its next attack

:close: Induce Panic (Standard; recharge :5::6:) fear
Burst 3; enemies only; attack +8 vs. Will; 1d10+4 damage; on hit target
unit is pushed its speed and immobilised (save ends)

Shadow Warp (Standard; recharge :6:) teleport
Despair Casters or allied unit within 3 squares teleports 10 squares


Aspect of Despair Level 5 Soldier
(1x1) Huge Immortal Humanoid XP 200

Black Fire (necrotic) aura 1; All enemies starting the turn inside the aura
take 5 necrotic damage
HP 70; Bloodied 35
AC 21; Fortitude 17, Reflex 17, Will 17
Speed 6

:melee: Full Attack (Standard; at-will)
2 attacks against the same unit; attack +12 vs. AC; 1d8+4 damage

:close: Necrotic Purge (Standard; recharge :6:) necrotic
Close burst 3; enemies only; attack +10 vs. Fortitude; 3d6+4 necrotic
damage

:close: Induce Panic (Standard; recharge :5::6:) fear
Burst 3; enemies only; attack +10 vs. Will; 1d10+4 damage; on hit target
unit is pushed its speed and immobilised (save ends)

Shadow Warp (Standard; recharge :6:) teleport
Aspect of Despair or allied unit within 3 squares teleports 10 squares


Siege Catapults Level 2 Artillery
(1x1) Large Shadow Animate (5 undead) XP 125

HP 35; Bloodied 17
AC 14; Fortitude 14, Reflex 14, Will 14
Resist 5 ranged attack;
Vulnerable 5 radiant
Speed 3

:area: Catapult Volley (Standard; at-will)
Area burst 1 between 5 and 20; attack +9 vs. AC; 1d10+3 damage

:area: Blazing Volley (Standard; recharge :5::6:) fire
Area burst 1 between 5 and 20; attack +9 vs. AC; 2d6+3 damage on hit
target takes 3 ongoing fire damage (save ends)


Good Army
Note OoE stands for Order of Elites (the fighting name of the PC group and the organisation name of the Warlords army).

OoE Heavy Infantry Level 3 Soldier
(4x1) Medium Natural Humanoid (200) XP 150

HP 100; Bloodied 50
AC 19; Fortitude 15, Reflex 15, Will 15
Resist 5 ranged attack
Speed 4

:melee: Full Attack (Standard; at-will)
Attack +10 vs. AC; 1d12+3 damage

:melee: Bloodied Attack (Standard; at-will)
Attack +10 vs. AC; 1d10+3 damage

Special
Heavy Infantry deals an additional 5 damage against artillery units

Equipment Longsword, shield, heavy armour


OoE Shock Infantry Level 4 Soldier
(2x1) Medium Natural Humanoid (100) XP 175

HP 60; Bloodied 30
AC 20; Fortitude 16, Reflex 16, Will 16
Speed 4, charge 5

:melee: Full Attack (Standard; at-will)
Attack +11 vs. AC; 2d6+6 damage; on hit secondary attack +9 vs.
Fortitude; on hit target unit takes a -1 penalty to attack rolls until the
start of Shock troops next turn

:melee: Bloodied Attack (Standard; at-will)
Attack +11 vs. AC; 1d12+4 damage

Charge
If Shock Troops charge the enemy unit is pushed 2 squares and Shock
Troops follow up

Equipment greatsword, heavy armour


OoE Infantry Level 2 Soldier
(4x2) Medium Natural Humanoid (400) XP 125

HP 140; Bloodied 70
AC 18; Fortitude 14, Reflex 14, Will 14
Speed 4

:melee: Full Attack (Standard; at-will)
Attack +9 vs. AC; 2d8+3 damage

:melee: Bloodied Attack (Standard; at-will)
Attack +9 vs. AC; 1d10+3 damage

Special
OoE Infantry deal an additional 5 damage against cavalry and artillery
units

Equipment longsword, light armour, shield


OoE Longbowmen Level 2 Artillery
(2x1) Medium Natural Humanoid (100) XP 125

HP 30; Bloodied 15
AC 14; Fortitude 14, Reflex 14, Will 14
Speed 5

:melee: Melee Attack (Standard; at-will)
Attack +7 vs. AC; 1d6+3 damage

:ranged: Full Ranged Attack (Standard; at-will)
Range 8/16; attack +9 vs. AC; 1d10+3 damage

:ranged: Bloodied Ranged Attack (Standard; at-will)
Range 8/16; attack +9 vs. AC; 1d6+3 damage

Equipment sword, longbow


OoE Crossbowmen Level 1 Artillery
(2x1) Medium Natural Humanoid (100) XP 100

HP 25; Bloodied 12
AC 13; Fortitude 13, Reflex 13, Will 13
Speed 5

:melee: Melee Attack (Standard; at-will)
Attack +7 vs. AC; 1d8+3 damage

:ranged: Full Ranged Attack (Standard; at-will)
Range 7/14; attack +8 vs. AC; 2d6+3 damage

:ranged: Bloodied Ranged Attack (Standard; at-will)
Range 7/14; attack +8 vs. AC; 1d10+3 damage

Special
Crossbowmen deal an additional 5 damage against flying units

Equipment axe, crossbow


OoE Heavy Cavalry Level 3 Soldier
(2x1) Medium Natural Humanoid (100) XP 150

HP 50; Bloodied 25
AC 19; Fortitude 15, Reflex 15, Will 15
Resist 5 ranged attack
Speed 6

:melee: Full Attack (Standard; at-will) not bloodied
Attack +10 vs. AC; 2d6+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +10 vs. AC; 1d10+3 damage

Lance Charge
Heavy Cavalry deals an additional 1d6 damage against infantry units when
charging

Equipment lance, sword, heavy armour


OoE Bow Cavalry Level 2 Skirmisher
(2x1) Medium Natural Humanoid (100) XP 125

HP 40; Bloodied 20
AC 16; Fortitude 14, Reflex 14, Will 14
Speed 7

:melee: Melee Attack (Standard; at-will)
Attack +5 vs. AC; 1d6+3 damage

:ranged: Full Ranged Attack (Standard; at-will)
Range 7/14; attack +7 vs. AC; 1d10+3 damage

:ranged: Bloodied Ranged Attack (Standard; at-will)
Range 7/14; attack +7 vs. AC; 1d6+3 damage

Mobile Shot
Bow Cavalry may move 7 squares and make a Ranged attack at any point,
this movement does not provoke opportunity attacks for disengaging

Equipment shortbow, sword


Shadar Kai Shock Troops Level 3 Soldier
(4x1) Medium Shadow Humanoid (200) XP 300

HP 100; Bloodied 50
AC 19; Fortitude 15, Reflex 15, Will 15
Immune fear;
Resist 5 necrotic
Speed 4, charge 5

:melee: Full Attack (Standard; at-will) not bloodied
Attack +10 vs. AC; 2d6+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +10 vs. AC; 1d10+3 damage

Special
Shock Troops deal an additional 5 damage when charging and against
bloodied units

Equipment flail, chainmail


Shadar Kai Light Cavalry Level 2 Skirmisher
(2x1) Medium Shadow Humanoid (100) XP 125

HP 40; Bloodied 20
AC 16; Fortitude 14, Reflex 14, Will 14
Resist 5 necrotic
Speed 7

:melee: Full Attack (Standard; at-will) not bloodied
Attack +7 vs. AC; 1d10+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +7 vs. AC; 1d8+3 damage

Mobile Assault
Light Cavalry may move 7 squares and make a melee attack at any point;
this movement does not provoke opportunity attacks for disengaging

Equipment spear, light armour


Shadar Kai Risen Level 3 Brute
(3x2) Medium Shadow Humanoid (300) XP 450

HP 180; Bloodied 90
AC 15; Fortitude 15, Reflex 15, Will 15
Immune fear;
Resist 5 necrotic
Speed 5

:melee: Full Attack (Standard; at-will)
Attack +8 vs. AC; 2d6+3 damage; on hit target is pushed 1 square and
Shadar Kai follow up

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +8 vs. AC; 1d10+3 damage

Special
Shadar Kai Risen deals an additional 5 damage against enemy Shadar Kai
units

Equipment various melee


Erathis Paladins Level 3 Soldier
(1x1) Medium Natural Humanoid (50) XP 150

HP 50; Bloodied 25
AC 19; Fortitude 15, Reflex 15, Will 15
Immune fear;
Resist 5 necrotic, 5 radiant
Saving Throws +2
Speed 4

:melee: Full Attack (Standard; at-will) not bloodied
Attack +10 vs. AC; 2d6+3 radiant damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +10 vs. AC; 1d10+3 radiant damage

:close: Turn Undead (Standard; recharge :5::6:)
Burst 5; undead only; attack +8 vs. Will; 1d10+3 radiant damage; on hit
target is pushed 3 squares and immobilised (save ends)

:close: Heal (Standard; recharge :6:)
Paladins or 1 adjacent allied unit regains 2d8+3 HPs

Equipment greataxe, heavy armour


TA militia Level 1 Soldier
(4x2) Medium Natural Humanoid (400) XP 400

HP 120; Bloodied 60
AC 17; Fortitude 13, Reflex 13, Will 13
Speed 4

:melee: Full Attack (Standard; at-will) not bloodied

Attack +8 vs. AC; 1d12+3 damage

:melee: Bloodied Attack (Standard; at-will) when bloodied
Attack +8 vs. AC; 1d8+3 damage

Special
Militia deal an additional 5 damage against cavalry units

Equipment halberd, chainmail


T Mages Level 3 Artillery
(1x1) Medium Natural Humanoid (25) XP 150

HP 40; Bloodied 20
AC 15; Fortitude 15, Reflex 15, Will 15
Resist 5 all damage
Speed 5

:melee: Sword Attack (Standard; at-will)
Attack +10 vs. AC; 1d10+4 damage

:ranged: Magic Bolt Barrage (Standard; at-will)
Range 6/12; attack +10 vs. AC; 1d10+3 damage; on hit target takes 5
ongoing damage (save ends)

:area: Scorched Earth (Standard; recharge :5::6:) fire
Area burst 2 within 10; attack +8 vs. Reflex; 1d6+3 fire damage; creates
zone that lasts until the end of Allied sides next turn, all creatures
entering or starting their turn inside zone take 5 fire damage

:ranged: Tactical Teleport (Standard; recharge :6:) teleport
TA Mages or allied unit within 3 squares teleports 10 squares

Equipment implement, longsword


Special Cards
This is the text for the cards, I printed these out like cards in table form then cut them up to produce a deck to be given to each side. You will notice that the two sets of cards are very similar, this was a way of maintaining balance while still adding randomness through shuffled decks.

Evil Cards
Accurate Assault
1 target unit gains a +1 bonus to its next attack roll and deals an additional 5 damage

Heavy Charge
1 target charging unit gains a +2 bonus to its speed and after resolving the attack may push the enemy unit 2 squares and follow up

Dark Healing
1 target unit regains 10 HPs

Tactical Withdrawal
1 target unit may immediately move half its speed, this movement does not provoke opportunity attacks

Dark Guidance
Reroll any 1 attack or damage dice, you must keep the new result

Dark Curse
1 target enemy unit takes a -2 penalty to attack rolls (save ends)

Dark Blessing
1 target unit may make an immediate saving throw against an ongoing effect with a +5 bonus

Counter Attack
Play on enemy turn when a unit has been attacked.
Target unit may make an immediate attack against triggering unit

Defensive Stance
Play on enemy turn when an attack is declared against a unit. Target unit gains a +2 bonus to all its defences against the attack

Zone of Necrosis
Create zone, 5x5 squares; all enemies entering or starting their turn inside zone take 5 necrotic damage; zone persists for 3 turns

Wall of Fog
Creates wall 10 contiguous squares long which blocks line of sight; wall lasts for 2 turns

Black Lightning
Targets 3 units within area burst 3; attack +10 vs. Reflex; 1d6+4 lightning damage

Dark Volley
Target units next ranged attack range increments are doubled

Grasping Tendrils
Target unit takes 1d6 necrotic damage and is immobilised (save ends)

Repel Radiance
Play when unit takes radiant damage; target unit loses any radiant vulnerability and gains 5 radiant resistance for this attack

Accurate Assault
1 target unit gains a +1 bonus to its next attack roll and deals an additional 5 damage

Dark Healing
1 target unit regains 10 HPs

Dark Guidance
Reroll any 1 attack or damage dice, you must keep the new result

Recharge
A single power of a target unit recharges immediately

Return Fire
Play on enemy turn when a unit with a ranged attack is attacked; unit makes an immediate ranged attack against triggering target

Dark Swamp
Create zone, 7x7 squares; area inside zone is difficult terrain; zone persists for 3 turns

Advance
Target unit may take an additional move action

Twist Fate
Play on enemy turn when any d20 roll has been made; the enemy rerolls the dice and must take the new result

Mire in Darkness
Targets 1 unit that is not engaged; target unit does not act next turn


Good Cards
Accurate Assault
1 target unit gains a +1 bonus to its next attack roll and deals an additional 5 damage

Heavy Charge
1 target charging unit gains a +2 bonus to its speed and after resolving the attack may push the enemy unit 2 squares and follow up

Divine Healing
1 target unit regains 10 HPs

Tactical Withdrawal
1 target unit may immediately move half its speed, this movement does not provoke opportunity attacks

Elite Training
Reroll any 1 attack or damage dice, you must keep the new result

Tellis’ Curse
1 target enemy unit takes a -2 penalty to attack rolls (save ends)

Pull Yourself Together
1 target unit may make an immediate saving throw against an ongoing effect with a +5 bonus

Counter Attack
Play on enemy turn when a unit has been attacked.
Target unit may make an immediate attack against triggering unit

Defensive Stance
Play on enemy turn when an attack is declared against a unit. Target unit gains a +2 bonus to all its defences against the attack

Zone of Radiance
Create zone, 3x3 squares; all enemies entering or starting their turn inside zone take 5 Radiant damage; zone persists for 3 turns

Wall of Dust
Creates wall 10 contiguous squares long which blocks line of sight; wall lasts for 2 turns

Hellfire Bombardment
Targets 3 units within area burst 3; attack +10 vs. Reflex; 1d6+4 Fire damage

Rangers Volley
Target units next ranged attack range increments are doubled

Iron Spike of Tellis
Target unit takes 1d6 damage and is immobilised (save ends)

Necrotic Resilience
Play when unit takes necrotic damage; target unit loses any necrotic vulnerability and gains 5 necrotic resistance for this attack

Accurate Assault
1 target unit gains a +1 bonus to its next attack roll and deals an additional 5 damage

Divine Healing
1 target unit regains 10 HPs

Elite Training
Reroll any 1 attack or damage dice, you must keep the new result

Recharge
A single power of a target unit recharges immediately

Return Fire
Play on enemy turn when a unit with a ranged attack is attacked; unit makes an immediate ranged attack against triggering target

Assassins Treachery
Target non bloodied unit makes a bloodied attack against itself
(unit must have bloodied / non bloodied attacks)

Knights Move
Target unit may take an additional move action

Angel of Death
Play when a unit would be destroyed by an effect or an attack, the unit takes no damage from the effect or attack

Reputation of the Elites
Targets 1 enemy unit that is not engaged; target unit does not act next turn


Conclusion
So there you have it, a reasonably workable mass combat system for 4e. Its not perfect but it was a lot of fun to play and turned out to be a very close run battle with the forces of good finally overcoming the forces of evil. It was by no means a foregone conclusion and the momentum swept from good to evil and back several times during the mammoth encounter.

It did take about 8 hours to play though so it was by no means quick, but it is a system that I would personally use again if the need arose.

Notable observations
1. The larger the unit the more staying power it has. The Zombie Columns with 300 HPs lasted for a very long time and were real grinders. Which was really a design point but my players seemed amazed at how much effort it took to kill them.

2. The skirmishing units that could move and fire/attack were very good at striking then moving back behind the cover of infantry units.

3. The Dragons breath was really nasty, but the crossbowmen’s extra 5 damage also hurt them a lot.

4. The Wraiths insubstantial quality made them a surprisingly durable unit, and the healing cards effectively gave them 20 HPs instead of 10 HPs when you factor in the insubstantial.

5. My players found the catapults a real problem. At one point they pulled all their remaining forces back out of their range to regroup and wait for a decent hand of cards to make their final desperate advance. I thought that was a bad plan, but they eventually beat me so what do I know.

6. The Aspect of Despair originally had resist 5 all but I removed it as it was already a one man wrecking crew. If I hadn’t of done this I am pretty sure I would have won the battle quite easily.

Well its another monster length post, I hope you found it interesting.
 

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