Mass Combat

Quickstart Rules for Mass Combat

Combat phases

Combat is made up of rounds. Each round contains three phases: Priority, Action, and Reposition phases.

1. Priority Phase

In this phase, each hero makes either a History, Bluff, Perception or Insight check. If at least half the heroes succeed, they may choose who gets priority for this round.

2. Action Phase

In priority order, each side may have their squads act. Each squad has a move, minor and standard action. Move actions are used to move up to a squad’s speed. Standard actions are used to attack. Minor actions are used by hero units attached to squads to make a skill check to augment a squad’s normal abilities in this round. More on this later. Like normal, a standard action may be converted into a second move action. Though no actions may be converted into extra minor actions.

Each squad may first take their move action. After all squads on one side have moved, combats are resolved.

Once the side with priority moves and resolves all combats, the team without priority acts.

3. Reposition Phase

After all squads have acted, heroes units may reposition themselves and move to another squad. Repositioning requires that hero units have the ability to move between squads (i.e. aren’t surrounded or blocked in).

Resolving Combat

Combats are engaged when two opposing squads are in base contact. To resolve a combat, each squad in the combat rolls a Xd6, where X is the level of the squad. When a 6 is rolled, that squad scores a hit. Squads are limited to scoring a single hit.

When a hit is scored, one squad on the opposing side is destroyed, chosen by the opposing side.

When multiple squads are involved in combat, each side rolls combat dice for each squad, scoring hits and destroying squads as per the rules above.

A squad that is half the level of an opposing squad requires two hits to destroy the opposing squad.

If both sides roll their combat dice and one side is not destroyed completely (as in, 1 unit is destroyed, but 1 unit remains on the opposing side), the attacking side my opt to press the attack, and both sides roll combat dice again, or retreat, and shift back one square out of combat.

Hero Units

Hero units are important figures that can change the flow of combat. In most cases, they are the PCs. Hero units are attached to a squad, moving and attacking with them. Hero units can also utilize minor actions to make skill checks to augment how a squad acts.

For example, a hero unit might make a stealth check to hide his squad and ambush an enemy squad that passes nearby, getting a massive bonus if the ambush succeed. Or a hero might use a heal check to reduce the hits a squad takes by 1. A hero might use arcana to extend a magical attack to adjacent enemy squads, or use intimidate to give enemy units a penalty to their attack.

When the squad a hero unit is attached to is destroyed, the hero unit retreats to the closest squad not containing a hero unit, and loses their minor action for the round. If there is no way to move to the nearest unoccupied squad, the hero unit is trapped. At the start of the PC’s action phase, if a trapped hero unit can safely move to the closest squad, it does so. Otherwise the hero unit loses a healing surge. If they have no healing surges, the hero is removed from the fight until the hero unit can be rescued and revived.

The troops

Squad types have their own benefits and bonuses as follows.

  • Soldiers
    • Speed 6
    • When a soldier squad scores a hit, one hit on the enemy side is ignored.
  • Paladins
    • Speed 6
    • When fighting undead, all combat dice that show 6 scores a hit (instead of just 1 per squad).
  • Skirmishers
    • Speed 7
    • Can move up to the unit’s speed again after your turn’s combats are resolved
  • Casters
    • Speed 6
    • Can attack and assist in combats up to 5 squares away.
    • Casters may roll their dice to destroy the enemy before the enemy rolls their dice (first strike)
  • Medics/Clerics
    • Speed 5
    • When an adjacent squad would be destroyed, make a saving throw+Medic’s level. On a success, the allied squad is not destroyed.

Defenses and siege weapons

Siege weapons are controlled by adjacent squads. One squad can control any number of adjacent siege engines. For every siege engine a squad fires during combat resolution, their combat dice is reduced by 1.

Siege engines my only target enemy siege engines, defensive barriers, and large targets. In combat, a siege engine rolls Xd6 dice, where x is the siege engine’s level. if the siege engine rolls a 6 on any of its combat dice, a hit is scored. Siege engines are destroyed after 1 hit.

When a defensive barrier is hit, the defense’s owner rolls 1d6 for every level of the barrier. If any of the dice show a 5 or 6, the barrier remains and its level is reduced by 1, otherwise it is destroyed. A defense of level 0 is destroyed on a hit no matter what.

Magic circles and runes are a little different. These defenses don’t prevent enemies from moving through them, but weaken enemy squads that are on top of the runes. While standing on a magic circle, a squad is hit on a 5 or 6, rather than just on a 6.

The Watchtower

A her unit may choose to not attach itself to a squad during a round of combat and instead occupy the watchtower. A unit occupying the watchtower may use their skills to give battlefield-wide orders, albeit in a reduced fashion. For example, a hero unit may use perception to scout for enemy reinforcements.

Mass Combat

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