Armies and Mass Combat

Listed below are additional rules and clarifications for:

  • Army Resources
  • Special Abilities
  • A table of Abilities arranged by class and level
  • Vassal Armies of Dun Malta

Army Resources

Army SizeNumber of UnitsACRResource Cost Multiplier
Fine1CR —8×1/8
Diminutive10CR —6×1/6
Tiny25CR —4×1/4
Small50CR —2×1/2
Medium100CR ×1
Large200CR +2×2
Huge500CR +4×4
Gargantuan1000CR +6×10
Colossal2000CR +8×20

Improved Weapons (5 BP): The army is armed with masterwork weapons, increasing OM and Consumption by 1. For 50 BP, you can outfit the army with magic weapons, increasing OM and Consumption by 2 instead. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.

The masterwork weapon resource can be bought multiple times. Each time after the first the army’s weapons gain one special material for the purpose of over coming DR. This does not affect consumption.

Dun Malta: The Kobold Armies of Dun Malta gain Silver Weapons at half cost.

Fortification Builders (2 BP): This resource represents each member possessing shovels, hand axes and similar basic tools to dig trenches plant wooden spikes. As long as a unit does not use its full movement in a single day, the unit can build quick fortifications, increasing their DV by +2. This resource increases consumption by 2. This resource require a smith to be in the city this resource is added.

Poison (6 BP): When a poison-using army damages an enemy army, the enemy army takes an automatic 1d6 points of damage on the round immediately following any round it took damage from the army with poison. This resource requires an herbalist to be in the city this resource is added. If the poison is natural, poison is listed as a special ability, costs nothing and has no perquisite.

Each time an army uses its healing potions, increase its Consumption that week by 3. To purchase this resource, a settlement in your kingdom must have an Alchemist, Herbalist, or Witches Hut.

Row Boats (10 BP per 100 soldiers): This army is capable of moving over water through a single body of water (and connected bodies that a ship could reasonable reach) at a rate equal to their normal speed +1. The army receives +4 DV and – 4 OM if on the water and battling an army on land. Having ranged weapons negates the penalty to OM. This resource requires a waterfront to be in the city this resource is added.

Special Abilites

Listed here are new special abilities and changes to existing abilities.

Armor Training (Fighter 3): Armor Training allows the soldiers to wear heavier armor without additional encumbrance. The effect is an increase in DV by 2.

Damage Reduction: See the entry for significant defense. Alternativly, the Army gains half the DR (rounded down) of the average unit.

Significant Weakness: Varies by army. Examples are day light powerlessness, and sunlight vulnerability.

Uncanny Dodge (Barbarian 2, Rogue 4): An army with this ability negates the sneak attack and rogue talent abilities. This army does not take penalties to DV when being attacked by armies with the invisibility special ability. This ability is negated by the Expert Flanker tactic.

Units

A kingdom can field armies but this requires infrastructure and build points. A kingdom can field any number of armies that it can afford. Below is a table that summarized special abilities based on class level. For a full description all the abilities Click Here.

REQUIRED BUIDINGUNIT TYPELEVELSADescription
AlchemistAlchemist1Alchemy 1/battle; healing potions at no cost
  1Bomb +1d4 Damage, Gains ranged weapons
  1Brew Potion Can create healing potions at regular cost
  1Spells I +1 OM and DV
  2Discovery Gain Bleed special ability
  2Poison Resistance Reduce damage from poison by half
  4Spells II +2 OM and DV
NoneBarbarian1Rage1/battle; +2 OM, +1 Morale, -1DV and Tactics Restricted
  2Uncanny DodgeNegates Sneak Attack, Invisibility, and Expert Flanker
TheaterBard1Inspire Courage +1 OM and +2 Morale
  1Spells I +1 OM and DV, Gains ranged weapons
  4Spells II +2 OM and DV
StableCavalier1Challenge & Order1/battle; +2 OM, +1 DV. -1 DV vs unchallenged armies
  1Mount Mounts grant extra +1 OM and DV
  1Tactician Gain free tactic
Temple or CathedralCleric1Channel EnergySee Channel Negative Energy and Channel Positive Energy
  1Spells I +1 OM and DV, Gains ranged weapons
  3Spells II +2 OM and DV
  5Spells III+3 OM and DV
Temple or CathedralDruid1Animal Companion +1 OM
  1Spells I +1 OM and DV, Gains ranged weapons
  3Spells II +2 OM and DV
  4Wild ShapeSee Wild Shape
  5Spells III+3 OM and DV
NoneFighter2Bravery I+1 Morale
  3Armor Training+2 DV
  4Weapon Specialist1/battle; +2 OM
  6Bravery II+2 Morale
Temple or CathedralInquisitor1Judgment1/battle; Increase OM, DV, heal half ACR, or treat weapons as magic
  1Spells I +1 OM and DV
  2TrackAdd ACR to moral check vs withdraw, ambush, and fog
  4Spells II +2 OM and DV
MonasteryMonk1Flurry of Blows+1 OM for ranged attacks, +2 OM for melee attacks
  1Stunning FistGain paralysis special attack
  2EvasionTake half damage from breath weapon and Spells
  4Ki PoolArmy’s weapons are treated as magic weapons
Black MarketNinja1Ninja Talent1/battle; gain Invisibility special ability
and Monastery 1Sneak Attack+1 OM with certain tactics and conditions
  4Uncanny DodgeNegates Sneak Attack, Invisibility, and Expert Flanker
Witches HutOracle1Oracle’s Curse-1 OM or DV
  1Spells I +1 OM and DV, Gains ranged weapons
  3Revelation+1 DV and +2 Morale
  4Spells II +2 OM and DV
  6Spells III+3 OM and DV
Temple or CathedralPaladin1Smite Evil1/battle; +2 or +4 OM vs evil army
  2Lay on HandsFunctions identically to Channel Positive Energy
  3Aura of CourageImmune to Fear. Always avoids rout
  3Divine HealthImmune to Disease
  3Mercy1/battle; Cure Disease
  4Spells I +1 OM and DV
NoneRanger1Favored Enemy+1 OM vs army of favorite enemy
  1TrackAdd ACR to moral check vs withdraw, ambush, and fog
  2Combat Style1/battle; +1 OM
  3Favored TerrainReduce enemy’s bonus from advantageous terrain by half
  4Hunter’s Bond+1 OM
  4Spells I +1 OM and DV
Black MarketRogue1Sneak Attack+1 OM with certain tactics and conditions
  2Rogue TalentGain Bleed special ability
  2EvasionTake half damage from breath weapon and Spells
  3Trap SenseAdd ACR/2 to Siegebreaker tactic
  4Uncanny DodgeNegates Sneak Attack, Invisibility, and Expert Flanker
Monastery and StableSamurai1Challenge & Order1/battle; +2 OM, +1 DV. -1 DV vs unchallenged armies
  1Mount Mounts grant extra +1 OM and DV
  1Tactician Gain free tactic
Caster Tower Sorcerer1Spells I +1 OM and DV, Gains ranged weapons
or Magic Academy  4Spells II +2 OM and DV
  6Spells III+3 OM and DV
Caster Tower Summoner1Eidolon +1 OM
or Magic Academy  1Spells I +1 OM and DV, Gains ranged weapons
  4Shield Ally +1 DV
  4Spells II +2 OM and DV
Witches HutWitch1Spells I +1 OM and DV, Gains ranged weapons
  1HexSee Text. Choose Healing or Cauldron
  3Spells II +2 OM and DV
  5Spells III+3 OM and DV
Caster Tower Wizard1Spells I +1 OM and DV, Gains ranged weapons
or Magic Academy  3Spells II +2 OM and DV
  5Spells III+3 OM and DV

Vassal Armies of Dun Malta

The actions of a kingdom allow it to gain access to special units.

  • Kobolds

Dun Malta can build on army of kobolds per month in the city of Capitol One Ventura.

Kobold armies have darkvision are light sensitive. All kobolds armies start with the Dirty Fighters tactic, this does not count against the limit for tactics known. Kobold armies pay half the cost and consumption (rounded up, min 1) for the I*mproved Weapons* resource to gain silver weapons.

Silver Eaters (Druid 4, Kobold, Mount): These kobold druids have taken rust monsters as their animal companions. Silver eater armies start with the Siegebreaker tactic, this does not count against the limit for tactics known. A Silver Eater army pays double for the Improved Armor and Improved Weapon resources (does not affect cost of magic weapons). This does not affect the consumption increase. Silver Eaters use the Cave Druid Archetype, they do not gain the ability to use wild shape until 6th level.

Rust: Any time that a silver eater army deals damage to an opposing army it also damage their weapons. A successful attack that deals damage removes either Improved Armor or Improved Weapons resource (attackers choice). A defending army that lack these resources instead takes a -1 penalty to both OM and DV. This penalty is applied once and does not stack with itself. The penalty remains until the defending army either defeats another army (taking their weapons) or visits a friendly city with a smith.
kobold_rustmonster.png

  • Centaurs

Dun Malta can build one centaur army per three months in the city of Varnhold.

All centaur armies gain the Mount resource at no additional cost. All centaur armies start with the Calvary Experts tactic, this does not count against the limit for tactics known.

Centaur armies have darkvision.
saladino__centaur_colt_by_iririv-d6erg2b_1_.jpg

Armies and Mass Combat

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