Army movement is biased on the speed of the average unit. Moving into a hostile army’s square initiates Mass Combat, but does not end its turns for the day.
Moving across a river counts as two squares. This penalty is negated if the hex contains a road or if the armies has an ability that would allow it to by pass the river.
|Party Speed||Plains||Plains with road||All Other Terrains||All Other Terrains with road|
|15 feet||1 hex||2 hex||1 hex||2 hex|
|30 feet||2 hex||4 hex||1 hex||2 hex|
|45 feet||4 hex||8 hex||2 hex||4 hex|
|60 feet||6 hex||12 hex||3 hex||6 hex|
|75 feet||8 hex||16 hex||4 hex||8 hex|
|90 feet||10 hex||20 hex||5 hex||10 hex|
Armies can raze structures and improvements. An army can take no other actions while razing improvements.
- Razing a city district Any army can spending 2 days to raze a district to ground. This destroys every building (denying their bonuses to the kingdom) and increases Unrest by 5. If the city is re-taken, buildings can be rebuilt as usual by paying half their cost in BP. The Unrest can be dealt with normally.
- Razing Improvements An army that spends 1d3 days in a single hex can destroy all improvements in that hex (farms, roads, mines, etc)
- An army that takes no actions can recover up to its ACR in hit points.
- Once per day a kingdom can attempt an Loyalty check against its Control DC. If successful one recovering army is healed its ACR in additional hit points.
- Reserve Army
The costs in this section assume an active, deployed army. You may instead convert an army into a reserve army, placing it in a settlement. This reduces the Consumption cost for the army to once per month (or kingdom turn) instead of once per week. A commander has to spend only 3 days per month with a reserve army to remain active with it. The Morale penalty for an absent commander happens every month instead of every week.
The size of an army you can put in reserve depends on the buildings you have available in the settlement. A Watchtower can hold a Small or smaller reserve army, a Barracks can hold Medium or smaller, a Castle can hold Large or smaller, and a Garrison Huge or smaller. A Gargantuan or Colossal army can’t be put in reserve—it must remain deployed (though it can be indefinitely deployed in one of your own hexes). A Temple counts as a Watchtower for the purpose of holding special religious troops (clerics, druids, inquisitors, or paladins), and a Cathedral counts as a Barracks in those cases. You may split an army (see Splitting an Army) to allow you to divide its units among several buildings.
If you move the army outside the settlement, it immediately counts as an active army and the costs must be paid per week as normal.
- Allowing Resources Expire
A kingdom can elect to not pay the increased consumption cost associated with the resources on an given army. In this event the resource is removed from the army at the end of the week that the resource’s consumption was not paid. This represents the equipment breaking form lack of maintenance, the army trading the equipment for other resources, and soldiers misappropriating the items.
- Combine Army
If you have two armies of the same type and of equal size, at any time outside of combat you can combine them into a single army that is one size larger than the original armies.
Choose one of the two commanders to command this combined army. The other commander may be assigned to a different army; otherwise, her boons are lost.
Calculate the new army’s statistics based on its new size. If both smaller armies had a boon, resource, or tactic, the new army has it as well; otherwise the boon, resource, or tactic is lost. The new army’s Morale is equal to the average of the Morale of the two smaller armies. If one army has an affliction (such as a disease), the new army now has it.
Determine what percentage of its full normal hit points each smaller army had. The new army’s hit points is the average of these percentages. For example, if one army is at 50% and the other is at 100%, the new army is at 75% of the full hit points for its size.
- Reforming an Army
Reformation converts a wounded army into a smaller, healthy army. The army hit point rules are abstract and represent wounded units, incapacitated units, and dead units. For an army with a very low hit point total, the number of active units in the army can even be equal to or fewer than those of an army of a smaller size. For example, a Large army normally has 200 units, but if that army is very wounded, it could have only 100 or fewer units able to fight—the same number as a Medium army. Because an army’s Consumption is based on its ACR (which is based on its size), you might be able to reduce your Consumption costs if you reform an army into a smaller size.
At any time outside of combat, you can reform a wounded army (at half hit points or fewer) into an army one size smaller with full hit points. This act represents you choosing only the healthiest units to continue fighting. The wounded survivors disperse, typically heading home to recuperate.
Calculate the smaller army’s statistics based on its new size. The smaller army retains all of the larger army’s statistics and effects (including tactics, boons, resources, commander, and so on) except those based on its size (such as ACR and statistics based on ACR). The army reduces its Morale by 1 (as reforming is a blunt indication of misfortune).
There is no limit to how many times you can reform an army. Even a Colossal army can be whittled away and reformed several times until the CR of its individual units is too small to actually count as an army.
- Splitting an Army
You can divide an army into smaller armies. At any time outside of combat, you may split an army into two armies that are each one size category smaller. One of these armies retains the larger army’s commander; you must assign a commander to the other army.
Calculate each smaller army’s statistics based on its new size. The smaller armies retain all of the larger army’s statistics and effects (including tactics, boons, resources, commander, and so on) except those based on size (such as ACR and statistics based on ACR). Each smaller army reduces its Morale by 1.
Determine what percentage of its full normal hit points the larger army had. Each smaller army has this proportion of hit points for its new size. For example, if the large army was at 70% (28 hp out of 40), each smaller army is at 70% of the full hit points for its size.
There is no limit to how many times you can split an army. Even a Colossal army can split several times until the CR of its individual units is too small to actually count as an army.
Mass combat takes place over the course of two battle phases: the Planning Phase, the Attack Phase. A phase doesn’t denote a specific passage of time, leaving the GM latitude to determine how long a mass combat takes to resolve. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules. If there is an extended break (such as stopping at nightfall to resume combat in the morning) or the battle conditions change significantly (such as the assassination of a commander, the arrival of another army, and so on), the GM should treat each period of combat between armies as one battle. The battle phases are as follows.
Battlefield: The GM decides what battlefield modifiers apply to the battle. Battlefield conditions can change during battle.
- Planning Phase: The commanders each select a Tactic and Strategy their respective armies will use during the battle. The first tactics phase requires no check.
- Determine what boons your commander will be using. A commander grants the army all the boons she knows (he doesn’t have to select just one).
- The commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.
- Changing Strategy by one step automatically succeeds. If the commander wants to adjust strategy more than 1 step, then the army must succeed a DC 20 Morale check.
- Attack Phase: The armies clash in this phase. The first attack phase is typically a ranged attack phase. If neither army has ranged weapons proceed directly to melee.
- Ranged: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield’s shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee (at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens). Armies without ranged capability can’t attack during this phase, but may still rush forward.
- Melee: The armies finally clash with melee attacks. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.
An army is victorious if all of its enemy armies flee the battlefield or are defeated. The aftermath of the battle can be different for each army, and depends on whether it was defeated, routed, or victorious.
- Victorious: If your army is the last one left on the battlefield (not counting other friendly armies), it is victorious.
- Each time an army wins a battle, you can attempt a Loyalty check against your kingdom’s Control DC. If you succeed at this check, your army learns a new tactic and its Morale increases by 1 (maximum of Morale +4).
- If the army’s current hit points are lower than the army’s ACR, increase its hit points to its ACR.
- You may attempt a second Loyalty check; if you succeed, the army’s commander learns a new boon.
- Defeated: If an army’s hit points are reduced to 0, it is defeated. A defeated army may have a few survivors, but they are so demoralized and wounded (and probably captured by the enemy) that the army no longer exists as a cohesive unit and can’t be used again in mass combat. If your army is defeated, reduce your kingdom’s Economy, Loyalty, and Stability according to the size of the army.
Penalties accumulated from losing armies to defeat remain in affect for the duration of the war. Defeating an army reduces these penalties by the same amount that would have been inflicted on the opposing kingdom. Once all penalties have been removed no additional benefits are accumulated from defeating armies.
- Routed: If the army routs, reduce its Morale by 1. If the army’s current hp are lower than the army’s ACR, increase its hit points to its ACR. A routed army refuses to fight until you succeed at a Loyalty check during your kingdom’s Upkeep phase (you may attempt this check once per turn). Note that a routed army can still be attacked by enemy armies, and can attempt Offense checks in battles—it just can’t initiate a battle.