1. Overview


Kingmaker Fantasy Battle: additions to the Ultimate Campaign Mass Combat Rules.

Army and Unit are used interchangeably. Powers that affect an army affect the relevant unit of 10-2000 troops, not all of the units that make up the combined battle force.

1. Terminology
2. Army Attributes
3. Battle Phases

1. ARMY TERMINOLOGY

Battle Mat Scale: Each square represents 50 yards.

Unit Square: The name for a single square on the battle mat that the unit occupies. Units larger than medium occupy more than one square; both the number of troops and the size of the individual members factor in to how much size a unit occupies. A unit of Huge size occupies 4 total squares; each of those squares is called a unit square. Medium armies and smaller occupy 1 unit square.
Movement: the number of squares a unit can move. Most units can only move in the direction they are facing; diagonals work as normal, the first costs 1 move, the second 2, the third 1, and so on.
Morale: used for many special actions and resisted tests, from changing Tactics to resisting the urge to flee after half your unit has been wiped out. Unit has its own Morale, from -4 to 4 (based on battles won; +1 for winning, -1 for losing). This is modified by the Commander's Morale bonus (Charisma +1/5 Profession: Soldier).
Resources: These include weapons, armor, and auxiliary units. They grant bonuses or abilities, and cost BP and Consumption.

Commands:
    Issued by individual unit commanders, these special actions have a DC that must be met by the unit's Morale Check in order to successfully pull off the maneuver.
    Listed in more detail under Commanders


Hustle: (DC 10) The unit moves faster at the expense of offense.
Charge: (DC 12) The unit moves faster to engage in melee, at the expense of defense.
Press: (DC 15) The unit moves its back ranks into combat, bringing more of its soldiers into the fight.
Withdraw: (Opposed) The unit performs and organized retreat, breaking away from melee combat.

2. ARMY ATTRIBUTES

ACR (Army Challenge Rating): the base creature's CR, modified by the number of troops in the unit as listed under Army Building. Also functions as base Offense score and 10+ACR is starting Defense.
    (A 3rd Level human fighter is CR 2. A unit composed of 100 fighters, the default +0 unit size, they have an ACR of 2. If there are 500 fighters, their ACR  would increase their original CR by +4. In this case, it has an ACR of 6, This is important, because ACR determines your starting attack rolls, defense, and the Hit Dice of your army.)

Consumption: Amount of weekly consumption in BP, Base is 1/2 ACR.
    (The Huge unit of fighters has an ACR of 6. It's weekly consumption is 3 BP while active and in the field. Garrisoning troops or putting them in Reserve can decrease this cost.)

Offense: army attack bonus. Base = ACR. Tracked for Ranged and Melee.
    (The ACR 6 unit has a base Offense of +6, further modified by equipment and training. When 1d20 is rolled to attack, the unit adds 6 to its result, comparing it to the opposing army's Defense.)

Defense: army armor class. Base = 10 + ACR.
    (The human army of 500 fighters has a Defense of 16, modified by equipment and training. This is the number the opposing army must meet or exceed on its attack rolls to inflict damage)

Damage: maximum damage army inflicts on an attack. Each point the Offense roll beat the defender's Defense increases the damage of that attack by 1, up to the maximum Damage value of the unit.
    (The human army's Maximum Damage is 4. If its attack roll is 19 versus a Defense of 17, the attack would inflict 2 hit points of damage to the enemy army, equal to the number the Defense value was beaten by.)

Attacks: Maximum number of attacks unit can make. Attacks may be split among several units engaged in melee with the attacker. Most units may make two attacks against an enemy they contact along their side, and one attack for every diagonal/corner and all non-forward facing sides (flanks and rear).




Setup Phase
Before battle, Generals make opposed Profession: Soldier rolls. The winner chooses which side sets up first. Sides take turns, placing one unit each.

Units may not be set up within 5 squares of an enemy unit.

Ambushes, other tactics and abilities can have effects upon what happens during the setup.

Battle
Each phase is resolved for each side before moving on to the next phase. These phases are Tactics, Movement, Ranged, Melee and Morale.

A. Tactics Phase.

   
1. Initiative. In the first round of combat, the two main generals make opposed Profession: Soldier checks. The winner of the roll may choose which side acts first for the current turn. This check is remade at the beginning of each new turn.
    2. Switch Tactics. A commander of a unit may roll Morale to change the current Tactic being used by the unit he or she commands.
  • Tactics provide bonuses or otherwise affect individual units, and may be changed at the start of any turn with a Morale check (default DC 12).

    3. Special Actions. Anything listed as resolving in the Tactics Phase, such as attacking with siege weaponry.

B. Movement Phase.

    1. Modified Movement. Resolve any actions that can occur during or in place of Movement, including issuing About Face, Hustle and Charge Commands to units.

    2. Regular Movement. The player going first moves his units, each a number of squares equal to the unit's speed.
  • A unit may turn 90 degrees at a cost of 1 Speed once each turn.
  • Units succeeding in a Hustle move 1 extra square.
  • Units succeeding in a Charge move 1 extra square, and add +2 to their Melee Offense while taking a -2 penalty to Defense.
  • Any movement that results in touching another unit starts Melee Combat. Each Unit Square in base contact with an enemy is considered locked in contact and may not move, unless it is able to Withdraw or Press

Free Hacks/Opportunity Attacks: Any unit moving past an adjacent enemy unit during Movement, while fleeing or routing suffers a free attack made against their Defense as if they'd been Rear Attacked (normally +2 attacker's Offense).

    3. Non-movement. Resolve any actions that can occur during or in place of Movement.

C. Ranged Combat

  • You may not make a ranged attack the same turn you initiate Melee combat, unless the ranged attack is a thrown weapon.
  • A unit that was engaged in Melee combat by an enemy during the current turn is allowed to make Ranged attacks instead of Melee attacks. Subsequent Melee rounds are resolved normally.
    1. Determine Range and Modifiers.


 Ranged Modifiers
 Penalty
 Over half weapon's range
 -1
 Maximum range
 -2
 Each size above Medium
 +1
 Each size below Medium
 -1
Target is in Cover/Concealment -2
 Shooting into melee
 -2
 Shooting after moving
 -1
 Shooting on moving mount -2

Target Size: Diminutive -4, Fine -3, Tiny -2, Small -1, Medium 0, Large +1, Huge +2, Gargantuan +3, Colossal +4

    2. Roll Ranged Offense vs enemy Defense, once for each attack. Exceeding the Defense inflicts Damage.

    3. Determine Ranged Damage. For each Ranged hit, Damage inflicted equals the amount by which the Melee Attack roll exceeded the opposing unit's Defense, up to the ranged weapon's Maximum Damage rating.

Special: Damage isn't resolved until the end of the phase, so even if a unit is brought to 0 HP, it still may make a ranged attack that round.


D. Melee Combat.

  • Melee begins from any movement that results in a unit coming into contact with another unit, even diagonally (only corners touching).
    1. Determine the number of Attacks each unit can make. Each unit can make up to 2 attacks for every facing side in direct contact with an enemy square, and 1 attack for any other square or diagonal.
  • A unit may attack any number of enemy units, so long as they are in base contact and the attacking unit possesses enough Attacks to divide between them.
    2. Determine melee modifiers.

 Melee Modifiers
 Offense
 Charge* +2
 Each Rank beyond first
 +1
 Flanking +1
 Rear Attack
 +2

A Charge is an Order allowing a unit to quickly advance into the enemy. Charging (under Orders) grants +2 to the Melee Offense roll and -2 to Defense for the current turn.
Ranks are additional rows of soldiers, represented by rows of Unit Squares (1x2, 2x2, 3x3). Each full rank beyond the first grants a +1 Melee Offense bonus.
Flanking happens when an enemy is attacked from the side.
Rear Attacks target the side of an enemy opposite where it's facing.

    3. Roll Melee Offense vs enemy Defense, once for each attack. Exceeding the Defense inflicts Damage.
  • Critical Attacks: If a 20 is rolled (or a number equal to the weapon's Crit Rating if using Weapon rules), the attack inflicts one additional damage. This can cause an attack to exceed the normal Maximum Damage of the attacking unit.
    4. Determine damage. For each Melee hit, damage inflicted equals the amount by which the Melee Attack roll exceeded the opposing unit's Defense, up to the unit's Maximum Damage rating.

Special: Damage isn't actually resolved until the end of the phase, so even if a unit is brought to 0 HP, it still may make a melee attack that round.


E. Morale.

Morale checks are made when units have become badly wounded or suffered misfortune such as being attacked from the rear.

    1. Check Morale. After damage has been dealt, determine if any unit has dropped beneath the bloodied (50% HP) or decimated (25% HP) threshold.
  • If the unit is bloodied (50% or less HP), make a Morale Check DC 15. Simple failure results in Retreat, failure by 5 or more means the unit is Fleeing, failure by 10 or more and they Rout.
  • If any unit is decimated (25% or less HP), make a Morale Check DC 20, in the same manner as bloodied.
  • I know full well decimated means to take one in ten.
  • Flanking and Rear attack penalties apply to this role.
    2. Press. If successful with the DC 13 Morale check, a unit may move one Unit Square one space, into contact with the enemy unit if possible. For every 5 by which the DC is beaten, one additional Unit Square may be moved. If the unit now attacks along the front and an adjacent side of an enemy unit, they are considered to be flanking their opponent for as long as they remain in contact.

    Return to Phase 1, skipping Setup and beginning with Tactics again. New Initiative roll between Generals.