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This system is designed to augment the existing Mass Combat rules in the system. Instead of abstract measurements, the strength of a side engaged in Mass Combat is defined by easily understood and tracked values, removing the arbitrary nature of Mass Combat in favor of a more player-accessible system.
That said, only use these rules if Mass Combat is a common and central focus of your campaign. For occasional set-pieces, especially if the players are only peripherally involved, use the existing rules as defined.
Units have three characteristics that they calculate their stats from.
- Size
- Quality
- Armament
Size is a measure of how large the unit is. From squads of infantry and single armored vehicles at 1, to whole battalions at 5. Sizes of 6+ are possible, but those groups would be more effective broken up into smaller operational units.
Quality represents the training and conviction of the unit. It ranges from conscript soldiers at 1, to cybernetic killing machines at 5. Qualities of 6+ are possible, but should be reserved for only the most elite of forces such as Jedi.
Armament represents the unit's weaponry and support equipment. This ranges from civilian blaster pistols and improvised weapons at 1, to weapons like custom fabricated fusion shell launchers at 5. Armament of 6+ is unlikely, but could represent beings armed with significant supernatural forces or wildly experimental weapons.
Stats are calculated from the three Characteristics.
- Strength
- Morale
- Loss Threshold
Round(Average(Size, Quality, Armament))
This is a pool of a number of eight-sided dice equal to the average of the three characteristics rounded to the nearest whole number. (i.e. 3, 3, 4 would give a Strength of 3). This pool is used to represent the unit in mass combat checks as either the attacker or defender.
Size + (Quality * 2)
This is a number that the unit starts with that represents it's will to fight. Threat and talents can reduce this, while advantage can increase it. Morale cannot be increased over the starting value. If it ever reaches zero, the unit Breaks and flees the field or surrenders as applicable. Morale is equal to Size + (Quality * 2)
Quality + (Size * 3)
This represents the number of Losses a unit can take before being destroyed. If the threshold is exceeded, the unit is removed from the battle and any remaining members are either captured or flee the field.
Units can have a number of Talents to further customize them. See the examples below but feel free to make up new ones as needed.
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Terror
- Whenever this unit inflicts Morale damage, add 1 per rank of Terror.
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Assault
- On a successful Attack action, inflict one additional Loss per rank of Assault.
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Elite
- Whenever this unit would suffer Morale damage, suffer one less per rank of Elite.
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Guerrilla
- Add ■per rank of Guerrilla to Attacks made in Urban or Rugged terrain.
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Dig In
- As a maneuver, this unit can increase its defense by up to one. Lose this bonus if the unit moves.
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Dig In (Improved)
- The effects of Dig-In apply to all allied units within Close range.
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AT Launcher
- As a Maneuver, ignore a point of armor per rank of AT Launcher until this unit's next turn.
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Fortify
- As an Action, add up to 1 Armor to all Allied Infantry units within Close range.
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Droid
- Does not have Morale. Cannot suffer Morale damage and cannot Break. Immune to chemical attacks.
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Fast
- Once per round, may take a free Move maneuver.
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APC
- When taking a Move Maneuver, may move a single Infantry Unit in Close range to the same destination.
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Anti Armor
- This Unit's attacks ignore a point of armor per rank of Anti Armor.
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Breakthrough
- After a successful Attack action, may perform a move maneuver as an incidental. This move may be through an enemy unit.