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D&D Custom Mass Combat Rules

This document includes how to command troops, and effects of


formations on PC combat. What follows affects the difficulty
class of attempting to command troops. After that will be basic
troop formations, ending with miscellaneous information.
This document assumes engagement with small forces of a few
hundred. It is not intended for large scale wars.
Troop Quality
There are three types of troops: untrained, trained and veteran.
Untrained troops include peasants, green mercenaries and
angry mobs. Trained troops would include most standing
armies, guards and experienced mercenaries, and veteran
troops are knights, experienced armies and veteran
mercenaries.
When commanding untrained troops, disadvantage is suffered
when attempting to create a formation using a Charisma check.
Trained troops impose no advantage or disadvantage, and
veteran troops give advantage.
Morale
Morale is important in battle. There are five stages of morale
charging, high morale, average morale, poor morale, and
routing.
Charging is a condition covered in the formations section. It is
an attack that may only occur when morale is high. The DC for
attempting a charge is 15, with no advantage gained from the
high morale. It is still affected by troop quality.
High morale gives advantage to command checks, average has
no effect, and poor imposes disadvantage.
Routing is what happens when a troop is on poor morale and
suffers heavy losses, or their formation breaks. A routing troop
will drop all heavy items and run away from the enemy, leaving
them exposed to volleys and cavalry. A troop that sees an ally
rout may lose morale.

As a general guide, untrained troops will rout at 25% casualties,


trained at 50% and veteran at 75%. These are simply
guidelines, and may not apply.
Casualties
Each round, roll a die for each side of the battle. The number
you get is how many casualties are sustained during the battle.
Base dice for each troop type is as follows untrained (1d10),
trained (1d8) and veteran (1d6). Add any enemies the PCs have
killed.
If a side has a disadvantage on the battlefield, such as
attacking uphill, roll a size larger. If they have an advantage,
such as superior armour, roll one size smaller. If an attacker
completes a successful offensive manoeuvre, roll a size larger
for the defenders, for one round only. If a defender completes a
successful defensive manoeuvre, roll one size smaller, for
however long the formation is in place.
About 25% of casualties should be seriously injured, 50%
should be mortally wounded, and 25% should have been killed
outright.
Formations
No Formation
If a troop is in no formation, they may be ploughed through
very easily, and are likely to lose morale. PCs are subject to 1d4
Dexterity modifier (max 2) opportunity attacks, but may roll
1d4 + Intelligence modifier (max 2) opportunity attacks. This
simulates the dangerous and opportunistic chaos of a free-forall melee.
Shield Wall
This formation consists of a line of troops all with shields closely
interlocked. It is often used as a defensive formation. To order
it, a DC of 10 must be achieved. It grants +2 to AC, but may not
move. No opportunity attacks may be given or received.
Pike Line

A pike line is similar to a shield wall, substituting pole-arms for


shields. It is very effective against cavalry, but affords little
protection against archers. It also may not move. To order it, a
DC of 10 must be achieved. Cavalry may not charge it. A PC
may take 1d3 opportunity attacks against infantry attempting
to attack it.
Skirmishing Formation
This formation is useful when one needs to remain mobile but
retain discipline. Loose ranks are formed, this formation may
then attack others. It does not grant any bonuses or
disadvantages. Its DC is 10. Archers are always in skirmishing
formation.
Charge
A charge may take place on a 15 DC check, if morale is high.
Combatants move quickly and gain advantage on all attack
rolls. The DM may decide whether the charge breaks an enemy
formation or not, although if the charge is successful, the
enemy will often lose morale. Cavalry do not have to be on high
morale to charge this is the only formation they may take.
Square or Circle
A square or circle is a defensive formation. Squares are
commonly made of more men, 100 and more. Circles only
require a few. They may be made of a shield wall, pike line or
simply a mass of men. Take specific rules from the shield wall,
pike line and skirmishing formation sections. The only
difference is the square or circle cannot be flanked, and in the
skirmishing formations case, cannot move. Archers are
typically in the centre. The DC for ordering this formation is 15.
Wedge
A wedge is an offensive formation commonly used as a shock
tactic. Close-knit troops form a triangular shape, with a point
towards the enemy. The troop will rush towards the enemy
formation and attempt to break it if this succeeds, enemy
morale with drop and combat will take place as if in skirmishing
formation. A wedge may be spearheaded by a PC, who will

suffer 1d4 opportunity attacks as they penetrate the line. The


DC for ordering this is 20, or 15 if a PC leads the wedge.
Tortoise
The tortoise is a slow-moving formation that provides
protection against arrows. All troops must possess a shield.
Outside members of this box-shaped formation level their
shields outwards, while interior members hold theirs upwards,
thus warding off any arrows. The formation provides +4 AC
against ranged weapons, but cannot attack in melee without
breaking. It moves at half speed. The DC for ordering a tortoise
is 20.
Other Tactics
Formations such as a phalanx or the horns of the bull have a DC
of 20 and above. They may have special considerations for PCs,
but in general, the formation is for roleplaying or tactical
purposes that the DM will abstract and form a conclusion based
around.
Miscellaneous
These are not hard and fast rules. It is, as it is always, up to the
DM to decide what happens. This is no more important that in
mass combat. Taking the time to fight out everything is a
waste, and therefore tactical decisions should be more
important than individual combat in deciding the outcome.

Sample Mass Combat Sheet


Army One: Caratheras Guard
Composition
Troop Type
Longbowmen
Light Cavalry
Light Infantry

Troop Quality
Trained
Trained
Untrained

Troop Size
50
20
100

Old Guard

Veteran

50

Longbowmen, Light Cavalry (no dis/advantage)


Formation
None
Shield Wall/Pike
Line
Skirmish Line
Square/Circle

Morale
Charge!
High

Casualties
1d4 (rear, in cover)
1d6 (in cover)

Average
Poor

Other

Retreat!

1d8 (standard)
1d10 (under
attack)
1d12 (under heavy
attack)

Light Infantry (disadvantage)


Formation
None
Shield Wall/Pike
Line
Skirmish Line
Square/Circle

Morale
Charge!
High

Casualties
1d6 (rear, in cover)
1d8 (in cover)

Average
Poor

Other

Retreat!

1d10 (standard)
1d12 (under
attack)
2d8 (under heavy
attack)

Old Guard (advantage)


Formation
None
Shield Wall/Pike
Line
Skirmish Line
Square/Circle

Morale
Charge!
High

Casualties
1d2 (rear, in cover)
1d4 (in cover)

Average
Poor

1d6 (standard)
1d8 (under attack)

Other

Retreat!

1d10 (under heavy


attack)

Totals
Archers
(tally)

L/Cavalry
(tally)

L/Infantry
(tally)

Old Guard
(tally)

Army Two: Orcish Marauders


Composition
Troop Type
Rabble
Berserkers

Troop Quality
Untrained
Veteran

Troop Size
150
25

Rabble
Formation
None
Shield Wall/Pike
Line
Skirmish Line
Square/Circle

Morale
Charge!
High

Casualties
1d6 (rear, in cover)
1d8 (in cover)

Average
Poor

Other

Retreat!

1d10 (standard)
1d12 (under
attack)
2d8 (under heavy
attack)

Berserkers
Formation
None
Shield Wall/Pike
Line
Skirmish Line

Morale
Charge!
High

Casualties
1d2 (rear, in cover)
1d4 (in cover)

Average

1d6 (standard)

Square/Circle
Other

Poor
Retreat!

1d8 (under attack)


1d10 (under heavy
attack)

Totals
Rabble
(tally)

Berserkers
(tally)

Example of play
Round 1
The rabble rushes forward out of formation and is met by
withering fire from the archers (add one casualty die). The
l/infantry meets them in a shield wall (defence, subtract one
casualty die). The Berserkers stay out of range. The orcs have
no ranged units so only the l/infantry takes casualties. (Rabble
1d10 = 142, l/infantry 1d8 = 99)

Round 2
Rabble continues to fight 1/infantry, but are no longer being
fired on by archers (minus one casualty die). The berserkers
charge through the l/infantry lines in a wedge on a DC15 check
taken with advantage (standard casualty die). The shield wall
collapses (add one casualty die, drop to poor morale). The
l/cavalry begins to flank the orcs. (Rabble 1d8 = 136,
l/infantry 1d10 = 95, berserkers 1d6 = 23)
Round 3
The l/infantry moves into two circles on a DC10 check taken
with disadvantage (minus one casualty die). The archers can

now fire on the rabble and the berserkers (add one casualty die
for both). The l/cavalry (standard casualty die) now charges on
the rabble with a DC10 check, (add one casualty die) which
drops to poor morale. (L/infantry 1d8 = 89, rabble 1d12 =
131, berserkers 1d8 = 18, l/cavalry 1d8 = 15)
Etc., etc., etc.
The rabble routs when 37 more orcs die. The l/infantry routs
when 25 more people die. In both cases, a commander could
urge them on with a DC15 check taken with disadvantage, and
so stave off defeat.

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