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Cnnr1ru Stx:
Mnss Couun1
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uNt1 un1tNc
Unit Rating ranges between Untrained and Elite, and is based on several factors such as train-
ing, experience, and toughness. Te table gives the starting Unit Rating for each type of unit.
Each year a unit stays active and does not disband, it gains a new Rating level, up to a
maximum of Average. Te only way a units Rating can increase from Average is by win-
ning battles. Each victory raises its Rating by one level. Any time a unit is routed in battle,
its Rating drops by one level.
Cavalry was not used in the French and Indian War, but it was used in some European
battles at that time. In a coioN:ai co+n:c vvvNcn aNo :No:aN wav campaign, it is pos-
sible that the Heroes or some wealthy NPCs may decide to raise and train cavalry units,
or that regular cavalry units are shipped to North America in response to non-historical
events.
utxtNc uNt1s
All units need to replace losses from
battle, and new recruits are of lesser qual-
ity than the seasoned veterans. Some-
times, two or more depleted units must
be combined to create a single unit of
full strength. Tis always has an eect on
Unit Rating.
When troops of lower quality are added
to a unit, the Unit Rating is reduced by one
step. So, for example, if a Good infantry
unit is brought up to strength with recruits
of Fair quality, the overall Unit Rating
becomes Average.
Te battles of the French and Indian War ranged from woodland skirmishes to immense
sieges, but most of them had one thing in common: they involved too many combatants
on either side for a roleplaying games combat system to handle them well.
Tis chapter presents a set of rules for determining the outcome of mass battles quickly
and easily. Te mass combat rules focus on the eect the Heroes have on the battle, and
vice-versa, rather than trying to emulate the scope of tabletop miniatures rules. An entire
battle can be played out with just a handful of dice rolls.
1nr unstcs
Te following paragraphs give a brief overview of the mass combat rules, to make the rest
of the chapter easier to follow.
uNt1 cnnunc1ruts1tcs
Just as Heroes are represented in the game by nve ability scores, units have nve charac-
teristics although not all are expressed in numbers. Tey are Unit Type, Unit Rating,
Quality, Size, Engagement Score, and Hooks.
Unit Type, describes what kind of troops a unit contains: light/medium/heavy infantry,
light/medium/heavy cavalry, artillery, and so on.
Unit Rating describes how well-trained and experienced the unit is. A units Rating
can improve over time, depending upon its performance in battle.
Quality is partially based on the Unit Rating, but also takes into account its equipment
and any special training or abilities.
Size is simply the number of troops in the unit.
Hooks are similar to the Fate Cards that individual Heroes have.
couun1
Mass combat in coioN:ai co+n:c proceeds in rounds. Each round follows a four-step
process:
.. Declare Tactics: Both sides declare the tactics they will use for the round. Tis
modines their Engagement Scores.
a. Calculate Engagement Scores: Engagement Scores are calculated for both
sides, based on the size and quality of each force, the tactics declared, and other
circumstances like terrain and weather.
. Battle: Each side rolls ad.a and adds the result to their Engagement Scores. Te
side with the higher total wins the round.
. Aftermath: Te eect of this rounds outcome on the overall battle is calculated,
and if the battle has not yet been won or lost the results are carried forward into
the next round.
nuutrs
Armies are composed of a number of units, ranging in size and type. In a typical battle,
the GM controls the enemy army while the players control the army to which their
Heroes are attached. Alternatively, the GM might choose to control all units except those
which are commanded by the Heroes.
TABLE 6 .1: UNIT TYPE
Tvvv Dvscv:v+:oN Exaxviv
IN:+:ai UN:+
Ra+:Nc
Skirmishers
Good oense, poor defense,
fast movement
Scouts, native allies Below Average
Militia
Poor oense, poor defense,
cheap
Colonial Militia, Canadiens Fair
Line Infantry
Good oense, good defense,
average cost
British and French infantry Average
Superior Infantry
Great oense, great defense,
expensive
Highlanders, Grenadiers,
Troupes de Marine
Good
Artillery Good oense, poor defense British Average
Light Cavalry
Good oense, poor defense,
cheap
Hussars, light dragoons Fair
Heavy Cavalry Great oense, great defense Dragoons Average
TABLE 6 .2: UNIT RATING
Ra+:Nc Quai:+v
Untrained c
Poor 6c
Below Average c
Fair .ac
Average .c
Good .c
Excellent a.c
Elite ac
64 65
or1toN: uNt1 1nc1tcs
At the GMs option, tactics can be decided on a unit-by-unit basis, so that, for example,
one unit Attacks while another Holds. is option allows a little deeper strategy, although
it does make a battle slower to resolve.
In battle, the unit with the highest Quality chooses its opponent, and this is followed
by the next highest Quality, and so on. ere is no limit to the number of units which can
attack an opposing unit.
n11nc
A straightforward attack is one of the better tactics to use against forces that are Holding
or Retreating, but it is more risky against other types of tactics.
suuuouNo
Surround allows you to hem the enemy in and attack from all sides. It is most eective
against a force that is Holding.
noto
Holding your ground and letting the enemy come to use is an eective tactic when your
force is in a strong position, such as on high ground or behind the walls of a fortication.
cnnucr
Charging allows you to try to overrun an opponent and break through their defenses.
Charging is high risk and high reward: it can kill many troops, but it leaves the attacker
open to a counter-attack.
sNnur
is tactic lets you try to lure the opponent into making an attack when they are not
ready, or do not know the full extent of your forces. A snare is a classic blu that is often
employed against an opponent who might be unwilling to commit to an attack.
ur1urn1
You are leaving the eld of battle, and your forces are more concerned with getting out of
harms way than with ghting.
s1rr 1wo: rNcncrurN1 scour
An armys base Engagement Score is always equal to the armys Quality (see above). is
is modied according to each sides Tactics, and further modiers are added according to
the circumstances of the battle.
un1tNc & quntt1v
Unit Rating aects the Quality score which is the basis for dice rolls in battle. e follow-
ing table gives the Quality score associated with each Unit Rating value.
stzr
How many troops does the unit have? If you have the money to eld that many troops,
that is the size of the Unit.
couun1
e rst step in combat is to determine whether either side is defending which is to say,
whether either side is waiting for the other to arrive. ey might be manning a fort, or
they might be holding high ground or some other advantageous position.
If one side is defending, the other side automatically has the rst turn. If neither side is
defending, roll for Initiative: each side rolls a d, and the highest number moves rst.
ere are three steps to all battles: Determine Tactics, Calculate Engagement Score,
and then Battle! (that is, roll the dice and decide the outcome!)
s1rr oNr: 1nc1tcs
Each side in a battle decides what their tactics will be for the battle. is is a single deci-
sion made for the army as a whole. e tactics of both sides are then compared, and each
side receives modiers to its Engagement Score (ES) and to the casualties (CA) it will
receive from the battle. e following table lists tactics and modiers.
Each side writes down their chosen Tactic, and then both sides declare their Tactics
simultaneously. en, the table is consulted to determine whether a battle even takes place
(No Battle), and if so, what modiers apply to each sides Engagement Score and casual-
ties.
TABLE 6 .3: TACTICS
ENEMY TACTIC
Tac+:c A++acx SuvvouNo Hoio Cnavcv SNavv Rv+vva+
Attack + CA + CA - ES + CA + ES
Surround - ES + CA, + ES + CA - CA + ES
Hold - CA + CA No Battle + CA + CA No Battle
Charge + CA + ES + CA, + ES + CA + CA + ES
Snare + ES - ES - ES + CA - CA
Retreat CA - CA No Battle + CA - CA No Battle
66 67
rou1s & strcrs
Te following changes are applied when an army is attacking or defending a fortined
position such as a fort or a walled town:
When calculating troop ratios to determine the Engagement Score, the defender is
counted as having three times as many troops. Tis reects the advantage oered by a
fortined position.
Te defender takes only one-half the indicated casualties each round.
Te defender ignores Retreat and Rout results, as there is nowhere to go.
Attackers wishing to lay siege can do so, and each week their Engagement Score is
adjusted by +.c.
Defenders, when they run out of food, suer not only a -. adjustment to their Engage-
ment Score each week, but also suer double the indicated number of casualties in combat.
Defenders are able to attack at any time as long as their Tactic is not Hold. If the De-
fender does attack, this gives them a one-time +. Engagement Score bonus due to surprise.
s1rr 1nurr: un11tr!
Once each side calculated its nnal Engagement Score, each side rolls ad.a and adds the result
to the Engagement Score. Te side with the highest total has won the battle.
To determine the results of the battle, subtract the losing sides total from the winning sides
total, and consult Table X.X.
s1rr rouu: nr1ruun1n
Once each side has attacked, both sides note their casualties. Te winner of the round
can decide whether to continue nghting, and if so, another round is fought. Te process is
repeated until one army retreats or routs, is destroyed, or surrenders.
rn1tcur
Both armies start the battle fresh, unless there is cause to rule otherwise: the end of a long
chase, for example. As a battle wears on, though, the two sides will become fatigued ac-
cording to Table X.X.
Fatigue modines an armys ES as follows:
Medium Fatigue: -a ES
Severe Fatigue: -c ES
TABLE 6 .4 : NUMBERS
S:+ua+:oN Moo:v:vv
Army outnumbers opponent less than a to . +.c
Army outnumbers opponent a to . +ac
Army outnumbers opponent to . +c
Army outnumbers opponent to . +c
Army outnumbers opponent to . +c
Army outnumbers opponent 6 to . +6c
Army outnumbers opponent , to . +,c
Army outnumbers opponent to . +c
Army outnumbers opponent to . +c
Army outnumbers opponent .c to +.cc
Army outnumbers opponent .. to . +..c
Army outnumbers opponent .a to . +.ac
Army outnumbers opponent . to . +.c
Army outnumbers opponent . to . +.c
Army outnumbers opponent . or more to . +.c
TABLE 6 .5: WEATHER
S:+ua+:oN Moo:v:vv
Battle is at night -ac
Army has sun at their back +ac
Battle being fought in snow -.c
It is raining -.
It is snowing -ac
TABLE 6 .7: SITUATION ES CHANGE
S:+ua+:oN Moo:v:vv
Unit Rating is two Ranks higher than opponent +ac
Army has artillery +c
Army has Medium Fatigue -.
Army has Severe Fatigue -c
Army is advancing +c
Army is on home ground +c
Army has beaten this enemy before +ac
Attacker is springing an Ambush +.
Surprise attack by defender +.
Allied force has been Routed -c
Army is Retreating -c
Army is Routed -.cc
Army is advancing +c
Army is defending +.c
Army has the high ground and is defending +ac
Defending a fort +c
Defending a town +.
Defending a narrow gap or pass +c
Defending a Bridge +c
Attacker besieging defenders fort or town +.c/week of siege
Siege defender has no food -./week of siege
TABLE 6 .6 : TERRAIN
S:+ua+:oN Moo:v:vv
Cavalry nghting in woods, mountains,
swamp or fort
-a
Infantry nghting in swamp -a
Artillery nghting in swamp or woods -a
Must cross shallow water -.c
Must cross deep water -ac
68 69
uoos1 quntt1v uv i trvrt
By playing the Hook, the Unit is able to raise their Quality for that battle by . Rank.
uuttotNc nuutrs
If the Heroes wish to emulate Benjamin Franklin and found their own militia or raise
any other military force, for that matter they will need money, and plenty of it.
To nnd the cost of raising a military unit, consult the relevant character backgrounds
in this book and the coioN:ai co+n:c vuivnoox, and add the cost of any necessary
equipment to ./.ath of the stated pay per year. Ten multiply that ngure by the number of
people in the unit. Tis is the cost of raising the unit and keeping it active for one month.
For reference, Table X.X shows the typical strength of various military units at the
time of the French and Indian War.
Once the unit is raised, the monthly cost of keeping it active is ./.ath of the stated
yearly pay, multiplied by the number of men in the unit.
For example, John Jenkins wants to raise a platoon of c Colonial Militia, armed with
muskets and bayonets. Te yearly pay for a Colonial Militiaman is .a, making the monthly
pay .. Te cost of a musket and bayonet is a + = . So it costs . + = 6 per man to
raise the troops, or 6 x c = cc to raise a platoon c strong. Uniforms cost extra the cost
depends on how luxurious the commander wants his troops uniforms to be.
Once the unit is raised, keeping it active for one month costs . x c = c per month,
plus the cost of food, powder, shot, and other supplies.
nruors & uNt1s
Your Heros skills have a direct eect on any unit or
the units they command. When a Hero commands
a unit, the Heros Tactics Skill raises the units ES
according to Table 6..
In addition, a Unit led by a Hero can never be
Routed. Rout results are treated as Retreat instead.
noos
Every unit has a Hook. Hooks are similar to the
Hooks Heroes have, but for units, they have the following eects.
+go rs uoNus
By playing the Units Hook, the Unit can give themselves a +c ES Bonus for one battle;
any follow-up combats due to pressing the attack do not receive the bonus.
TABLE 6 .8 : BATTLE RESULT
W:NNvv Losvv
ES D:vvvvvNcv Casuai+:vs Ac+:oN Fa+:cuv Casuai+:vs Ac+:oN Fa+:cuv
.-.a c Hold None .c Hold None
.-a c Hold None ac Hold None
a-6 .c Hold None ac Retreat Medium
,- .c Hold None c Retreat Medium
-6c ac Retreat Medium c Retreat Medium
6.-,a* c Hold None c Retreat Medium
,- ac Advance Medium c Retreat Severe
-6 c Advance Medium 6c Retreat Severe
,-.c .c Advance None c Retreat Severe
.c-.ac c Advance None c Rout Severe
.a.-.a .c Advance None ,c Rout Severe
.-. .c Advance None ,c Rout Severe
.+ .c Advance None .cc Rout Severe
* Maximum Result if winners Tactic was Hold.
Notes:
Casualties is the number of troops the army loses.
Action tells you the action each army takes as a result of the battle.
Hold - Army is standing its ground.
Retreat - Army is leaving the battleneld, but is still able to nght.
Rout - Army is eeing the battleneld, and is unable to nght.
Advance - Army is pressing the attack, and can continue to attack retreating or routed enemy units.
TABLE 6 .9 : HEROES ES EFFECT
Tac+:cs Sx:ii ES BoNus
.- +ac
6-.c +c
..-. +6c
.6-ac +c
a.+ +.cc
TABLE 6 .10 : UNIT STRENGTH
UN:+ Tvv:cai S+vvNc+n Lvaovv RaNx
Platoon a-c Captain
Company c-aa Major
Battalion cc-.,cc Lieutenant Colonel
Regiment ,ccc-,ccc Colonel
Brigade ,ccc-,ccc Brigadier
Division .c,ccc-.,ccc Major General
70 71
1nc1tcs
Washington: Attack vs. Hold (no modiner)
Jumonville: Hold vs. Attack (-.c CA)
Final Engagement Scores
Washington: Milita (.ac + ) = ac and Mingo (.c +) = a
Jumonville: .ac + c = .6c
un11tr
Washington rolls . for a total of aac (Milita) and ac (Mingo).
Jumonville rolls .a for a total of .a.
Te dierence is and points in Washingtons favor. Referring toTable 6., the result
is Rout on the nrst round. Because Jumonville is counted as a Hero, the result is treated
as Retreat instead. Te Canadians take c casualties, reduced by .c because of the Tactics
used for a total of ac casualties.
couun1 rxnurtr
Te Battle of Jumonville Glen (see p. XX) pitted Washingtons force of c Colonial
militia and .a Mingo (Iroquois) warriors against Canadian militia. Heroes on either
side were Washington (Tactics .a) and Jumonville (Tactics .c). Washington surprised the
Canadians in their camp.
1nr roucrs
wnsntNc1oN:
c Colonial Militia, Unit Rating Fair, Quality .ac.
.a Mingo Warriors, Unit Rating Average, Quality .c
uuoNvtttr:
Colonial Militia, Unit Rating Fair, Quality .ac
unsr rNcncrurN1 scours
Washington: Milita .ac and Mingo .c
Jumonville: .ac
rs uootrtrus
Washington:
Army outnumbers opponent less than a to . +.c
Attacker is springing an Ambush +.
Tactics .a +6c
Total: +
Jumonville:
Tactics .c +c
Total: +c

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