Mass Combat alternate rules


Kingmaker


Hi everyone,
Just wanted to share the idea I put into practice. Background is that I've dumped kingdom building. My players got well past the point of no return (in succeeding), and it was getting boring for all. So no more access to consumption. Secondly, at least half my players were interested in deeper skirmish rules. I'd tried out a very complicated system when we did a side-quest into the Realm of the Felnight Queen, so that got scrapped too. (Which allowed player characters to participate on an individual level... it was slow bloaty and unfun)

So what I came up with was a system as close to normal combat as possible (as I use Fantasy Grounds I wanted something that would fit on the combat sheets, and I could parse effects into) and that let the players have armies that level up with use.

The rules aren't comprehensive, but I'll share what I've got. :)

Combat changes:
No combat maneuvers.
Speed is reduced to squares from x5 feet. Approximately; 20' per round = 1, 30'-35' per round = 2, 40-55' = 3 per round, 60'+ = 4 per round (or more maybe, but this should be the most for player armies)
Double move grants a flat +2 speed.
Charge grants +2 speed and an attack in a straight line.
Armies make full attacks as a standard action.

The armies I gave out:
These were listed and given to my players based on friends, allies and actions they'd done leading up to chapter 5. (Selected at the end of chapter 3, actually!)

Lothar's Sleepless Knights Army of human knights (paladins)
hp: 50 AC: 18 To hit: +10/+5 Dam: 1d10+5 Lances (+1 to hit, 2d10+12 damage), mounted (fast 4 speed), 1/day smite (Increase damage to 2d10+20 vs. evil army), 1/day lay on hands (heal 4d6)

Kyria's Woodland Defenders Army of mixed dryads, centaurs, unicorns and satyrs
hp: 37 AC: 17 To hit: +5 Dam: 1d8+1 unicorn charge (+1 to hit, 2d8+8 damage), mounted (fast 4 speed), debuff abilities 5/day stun enemy army for 1 round, 1/day teleport, healing (3d8+9)

Borg's Lovers' Scorned Large army of mixed female barbarians
hp: 73 AC: 17 To hit: +10/+5 Dam: 2d6+4 3/day swift action: Rage (+2 to hit, +3 damage, -2 AC for 1 round), barb speed (medium 3 speed)

Elohra's Holy Blades Huge army of mixed humanoids (mostly human) warriors
hp: 67 AC: 15 To hit: +7/+7/+2 Dam: 1d8+2 Short range weapons (+6/+6/+1 1d8+2) (range 2)

Zakko's Brute Squad Large army of fighters with some rogues
hp: 63 AC: 16 To hit: +9/+4 Dam: 1d8+2 3/day swift: intimidate (-2 to hit, -2 AC for one round), flank bonus damage (+2 to hit, +2d6 damage)

Viraqk's Sootchems Army of kobold alchemists
hp: 37 AC: 14 To hit: +7 Dam: 1d4 7/day Swift Fire Bombs (Ranged touch +7 5d6 damage), 1/day Smokebombs (gain total concealment for 1 round 50% miss chance)

For the most part I winged making them. I used approximately level 4 characters as a basis, but also combined size for their HD (medium 5, large 7, huge 9, etc.)

From there they have a bunch of upgrades to choose from each time they 'level up' - every time they win a battle is the current idea (the list is reduced based on each army) but most of the common ones are are:

New army abilities
Definitions L: Level up, T: Tactics, R: Resources, S: Special ability
L: Level up +1 to hit, HP up +1/2 HD +CON
*L: Size up: hp up, +1 attack
T: Cautious Combat: 20% miss chance while in open terrain (hills or plains)
T: *Cavalry Experts: +2 to hit, +2 damage vs. nonmounted (requires mounts)
T: Dirty Fighers: +6 to hit on first attack, +6 to AC until first attack
T: Expert Flankers: +2 to hit and damage, -2 AC
T: False Retreat: Move special ability: Enemy moves instead of AOO into the hex you left. Further move may provoke AOO
T: Hold the Line: -2 to hit, +2 AC
T: Relentless Brutality: +4 STR, -4 AC (stacks with Rage)
T: Sniper Support: During melee you also make one ranged attack. *requires ranged weapons
T: Spellbreaker: +4 AC vs. armies that use magic
T: Taunt: SWIFT: Targetted adjacent army must attack you next round
R: Mounts: Some of your troops are provided mounts, increasing your army's speed to 3
*R: Mounts: All of your troopers are mounted, increasing your army's speed to 4
R: Imp. Weapons: Exotic weapons and proficiency upgrade your troops with +1 to hit and damage to 1d10+STR damage
*R: Magic weapons: +1 to hit and +1d6 damage
R: Imp. Armour: Chainmail +2 AC
*R: Imp. Armour: Field plate +2 AC
**R: Imp. Armour: Full plate +2 AC
R: Imp. Shields: Heavy Shields +1 AC
*R: Imp. Shields: Tower Shields +2 AC (Cannot be mounted)
*R: Magic Armour: Enchanted shields and armor +2 AC
R: Imp. Ranged weapons: Increase range to 3 hexes, and damage to 1d8+STR
R: Potions: 1/battle regain 3d8+3 hp
S: Break formation: FULL: Skirmishers break lines and charge into the enemy ranks. They immediately get 6 attacks (their normal 3 attacks twice) but suffer an automatic hit. With increased size, this becomes 8 attacks.
(Each army has a selection of its own specials to choose from)

GM armies for Ch5 Kingmaker:

The human armies are based on a heroic NPC build, then size = approx level. Monsters use their own HD and CON, but the number of HD = size of army. Note that an army of large creatures has less present, but since they can take and dish much more damage, I figure they work out about the same.
To hit is tough. For the most part I used size as HD, with STR mod, but I fudged them a bit. Still don't know how well they'll go.

name, size, hp, ac, to hit, damage

ATTACK ON PLAYER LANDS:
Pitax Regiment Colos13 110 17 +12/+12/+7/+7/+2 1d10+2
Tactics Dirty Fighters, Relentless Brutality, Sniper Support;
Resources improved weapons, ranged weapons

If the characters want a duel, they fight the leaders:
Leader Avinash Jurrg, male ogre mage bard 10 (Cha +6)
5 lieutenants who use the Terrion/Ameon statblock from Ch4

2x Troll Marauders Medium5 52 16 +8/+8/+3 1d8+5
Tactics Relentless Brutality
Special Abilities Regen 5

2x Wyvern Flight Medium5 52 19 +10/+10 2d6+4
Tactics Relentless Brutality
Special Abilities mobility advantage (flight, 4 speed), poison (Deal 1d6 damage next turn per poison hit)

I) Tusker Riders CR 7
5x Tusker Raide Medium5 47 21 +14 2d8+10 Ranged, Mounted Speed 3
Tactics Cavalry Experts
Resources mounts, improved armor (masterwork)
Leader Kob Moleg, advanced hill giant (Cha +0)

J) Pitax Horde CR 9
3x Tiger Lord Garga11 93 19 +11 1d8+5 Rage +4 STR, -2 AC, Speed 3
Tactics Dirty Fighters
Resources improved armor (masterwork), improved weapons (masterwork), ranged weapons
Leader Armag (Cha +1) / Villamor Koth (Cha +0) / Tolg Koth (Cha –1)

K) Reserve Wyvern Flight (As above!)

O) Catspaw Camp CR 9
XP 6,400
NE Huge army of humans (rogue 4/fighter 2)
3x Fighters Huge9 67 18 +9 1d10+2 3 attacks, intimidate, ranged
3x Rogues Large7 38 18 +8 1d8+1 2 attacks, flank attack deals 3d6+1 damage, ranged
Tactics Sniper Support;
Resources improved weapons (masterwork), improved armor (magic), ranged weapons
Leader Lady Alasen (Cha +1)

Pitax defense:
Regiment
2x Troll Marauders
+other fleeing troops

Other troops:
Centaur Outriders Medium5 37 18 +8 1d8+2 ranged, mounted 4
Tactics: Cavalry experts
Resources: Light ranged weapons (range 2 only)

Centaur Cavalry Medium5 42 20 +9 1d8+2 ranged, mounted 3
Tactics: Cavalry experts
Resources: Light ranged weapons (range 2 only)

Kobold Skirmishers Garg11 60 15 +9 1d6-1 4 attacks, ranged
Tactics: Dirty tricks
Resources: Light ranged weapons (range 2 only)

Boggard swarm Garg 11 71 14 +10 1d8+3 4 attacks, 1 speed, 2 in water/swamp
Tactics: Expert Flankers
Resources: Healing potions

Thoughts? Comments?

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