Recruting an Army
Building an Army
The following section is designed to be a quick reference guide for building an army. Listed below is an example army.
1st Armored Division Army of Human Fighters 4 AL N SIZE Large ACR 5 (+3 CR, +2 Size) Combat------------------------------------------------------------------- hp 27/27 Morale +1 (+0 Confindence, +1 Leader) DV 16 OM +6, Ranged . Tactics False Retreat Resources MWK Weapons, MWK Armor, Ranged Special Armor Training, Bravery, Weapon Specialization (1/day) Logistics---------------------------------------------------------------- Speed 2 Consumption 5 Recruit 23 Leader------------------------------------------------------------------- Sgt Hurley Bigerton ‘The Burlington Coat Factory’ Human Fighter 4 Cha +0 Prof Solider +7 . Leadership +0 (Level + Cha + Feat) Morale Bonus +1 (Cha + Prof/5) Boon Triage
The first line displays the name of the army and what it is composed of.
The second line describes the army’s Alignment, Size, and ACR.
- AL – Alignment, mostly for flavor.
- Size – Determines number of units, provides a bonus to ACR, and adjust the cost of Resources.
- ACR – The base score for the army’s Offense Modifier (OM) and Defense Value (DV).
Type: This lists the nature of the army’s individual units, such as “orcs (warrior 1)” or “trolls.” These rules assume all units in an army are essentially the same; if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has no effect on the army’s statistics. If an army has a large number of units that are different than the typical unit in that army, and these differences are enough to change the army’s stat block, it is generally best to treat the group as two separate armies with different stat blocks.
Depending on the kingdom special classes and races are made available. Special Units for Dun Malta are found here.
hp: An army’s hit points equal its…
ACR × the average hp value of 1 HD of the army’s units
3.5 for d6 HD
4.5 for d8 HD
5.5 for d10 HD
6.5 for d12 HD
For example, warriors have d10 HD, so an ACR 1 army of warriors has 5.5 × 1 = 5.5 hp, rounded down to 5 hp. Note that only damage from other armies can reduce an army’s hp; a non-army attacking an army is mostly ineffective, though you can treat the attacker as a Fine army if you want to determine the outcome of the attack. As with standard game effects that affect hit points, abilities that reduce hp damage or healing by half (or any other fraction) have a minimum of 1 rather than 0.
Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army’s size, and scales like CRs for monsters. To determine ACR, see Table 4—15: Army Sizes and apply the modifier for the army’s size to the CR of an individual unit in the army. If an army is cavalry, use the mount’s CR or the rider’s CR, whichever is higher. For example, an individual orc warrior 1 is CR 1/3, so an army of 100 orc warriors 1 is ACR 1/3; an army of 500 orc warriors 1 is ACR 3 (4 steps greater than the standard 100-unit army). If a group’s ACR would be lower than 1/8, it doesn’t count as an army—add more troops until you reach an ACR of 1/8 or higher.
Size: The army’s size determines how many individual units exist in the army, the army’s ACR, and the cost of resources added to the army.
|Army Size||Number of Units||ACR||Resource Cost Multiplier|
Defense Value (DV): This is a static number the army uses to resist attacks, much like an individual creature’s AC. The army’s DV is equal to ACR + 10 + any bonuses from fortifications or a settlement’s Defense score.
Offense Modifier (OM): This is a modifier added to a d20 roll to determine the army’s chance of success, much like an individual creature’s attack bonus. The army’s OM is equal to its ACR. If the army has the ability to make ranged attacks, that’s mentioned here. Melee attacks and ranged attacks use the same OM unless an ability says otherwise.
Speed: This number indicates how many 12-mile hexes the army traverses in a day’s march. Marching through difficult terrain halves the army’s speed. An army can march through 1 hex of terrain for every 15ft of base speed that it possess.
Morale: This number represents how confident the army is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. An army’s Moral is determined by its confidence and by the bonus provided by its leader.
An army’s confidence is a modifier from —4 (worst) to +4 (best). Each battle that an army wins increases confidence by one, each battle lost lowers it by one. Failing to pay an army’s consumption lowers its confidence by one for each week they are not paid. Consumption based penalties can only be negated by providing the army its back pay. A new army’s starting confidence is +0. If an army’s Morale is ever reduced to —5 or lower, the army disbands or deserts and you no longer control it.
Consumption: An army’s base Consumption is equal to its ACR divided by 2 (minimum 1). If you fall behind on paying the army’s Consumption, reduce its Morale by 2; this penalty ends when you catch up on the army’s pay. Consumption is how many Build Points (BP) an army consumes each week (unlike most kingdom expenses, this cost is per week, not per month), representing the cost to feed, hydrate, arm, train, care for, and pay the units.
Recruit: This is the cost to recruit a new army. This amount replaces the first week’s consumption. It is equal to the regular consumption plus any other cost associated with creating the army (typically from the addition of resources)
Commander: An army’s commander helps maximize its effectiveness and can provide special bonuses to an army. The commander can be a PC or NPC. Unless you decide to command an army personally or the GM allows you to recruit an exceptional commander through adventuring and roleplaying, a new army’s commander is an unexceptional leader who provides no bonuses to the army.
The Mass Combat Army Sheet has a space to record information about the commander of each of your armies. In addition, there’s also a space to record information for a general—a general is a character (often you) assigned to administrate your armies, but is primarily a figurehead and grants no bonuses herself unless actively leading a particular army. The relevant information is as follows (assume a value of 0 unless otherwise specified).
- Name: This lists the commander’s name (and class and level, if notable).
- Charisma Modifier: This lists the commander’s Charisma modifier. It is added to the army’s Morale checks.
- Profession (soldier): This is the commander’s ranks in Profession (soldier). Divide the number of ranks by 5 (minimum 0) and add that number to the army’s Morale checks.
- Leadership: The commander’s character level + Charisma modifier. If the commander is a monster, use HD instead of character level. If the commander has the Leadership feat, increase this value by 3. This number is a prerequisite for some boons.
- Boons: This lists the boons the commander knows (see below). A commander’s maximum number of boons known is 1, plus 1 for every 5 ranks in Profession (soldier). A new or unexceptional commander might know no boons at first, but can gain them from victories in battle. If you’re a kingdom leader acting as a commander, you automatically have one boon appropriate to your leadership role (see below).
The commander must be active with the army to grant a bonus on Morale checks or a boon to the army. Being active requires spending at least 3 days per week with the army. An army without a commander (whether because the commander is dead or because she isn’t spending enough time with the army) loses 1 Morale per week. You may offset this loss by doubling the army’s Consumption that week.
If you have an army without a commander and you have no commanders available to fill that role, you may promote a unit from the army to be an unexceptional commander. This commander has a +0 Charisma modifier, 0 ranks in Profession (soldier), and a Leadership score based on the level or HD of a typical unit in that army.
Additionally, when kingdom rulers directly command an army they bring additional boons. Click here to learn more.
Special: This section lists any special abilities the army has. See Below.
Resources: These are any army resources the army has at its disposal. See Below.
Tactics: These are any army tactics the army has at its disposal.
Resources are physical assets the army can use to improve its abilities. You must spend the BP for a resource before you can apply it to the army. Some armies can’t use certain resources—an army of wolves can’t use healing potions or improved weapons, mindless creatures can’t use siege engines, and so on.
The cost of a resource doesn’t end when you purchase it. Units must be trained to use new equipment, elite units demand higher pay, expensive items are more costly to maintain and repair, and so on. Each resource added to an army increases the army’s weekly Consumption by the listed amount.
: 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.
: The costs listed are for a Medium army. Resources for a smaller or larger army cost proportionately less or more than this amount. Please see Table 1 for size multipliers.
Healing Potions (10 BP): Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn’t attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR. 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, Caster’s Tower, Cathedral, Herbalist, Magic Shop, Magical Academy, or Temple.
Improved Armor (3 BP): The army is armed with masterwork armor, increasing DV and Consumption by 1. For 15 BP, you can outfit the army with magic armor, increasing DV and Consumption by 2 instead. To purchase this, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.
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 require a smith to be in the city this resource is added.
Mounts (BP = Mount’s ACR): The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2, and increase its Consumption by 1. If your army uses mounts that are more powerful than the units themselves, your army’s ACR and derived scores might increase. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Stable, or Stockyard.
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. Each time an army uses its poison, increase its Consumption that week by 3. To purchase this resource, a settlement in your kingdom must have an Alchemist, Herbalist, or Witch’s Hut.
If the poison is natural, poison is listed as a special ability, costs nothing and has no perquisite.
Ranged Weapons (2 BP): The army is equipped with ranged weapons (such as crossbows, slings, or bows), gaining ranged attack capability. Increase its Consumption by 1.
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.
Siege Engines (15 BP per engine): Your army includes catapults, rams, trebuchets, ballistae, and other siege engines designed to break down fortifications. Increase OM by 2 (regardless of the total number of siege engines in the army) and Consumption by 3 per siege engine. Each Melee phase, reduce the enemy’s bonus to DV from fortifications by 1d4 per siege engine in your army. Unlike other resources, the cost of a siege engine doesn’t scale with the army’s size. To purchase this resource, a settlement in your kingdom must have an Academy, Foreign Quarter, Military Academy, or University.
Tactics are options an army can use to influence aspects of a battle. A newly recruited army doesn’t know any of these tactics unless specified by the GM. An army learns new tactics by being victorious in battle (see Victory, Rout, or Defeat). An army can know a number of tactics equal to half its ACR, minimum 0.
When a battle begins, the commander selects one tactic to use for that battle (if the army doesn’t know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, 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.
As with battlefield conditions, gaining benefits from a tactic is subject to GM discretion. (For example, you may not get the expert flankers benefit if you cannot actually flank your enemy).
All armies know Standard and Withdraw tactics these do not count toward the number of tactics an army knows.
Standard: Your army’s attacks have no additional modifiers to its OM, DV, or damage.
Withdraw: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.
Cautious Combat: Your army fights cautiously in order to maintain morale. Decrease its OM by 2, and add 2 to all its Morale checks.
Cavalry Experts: Your army’s OM increases by 2 against armies that aren’t mounted. The army must have the mount resource to use this tactic.
Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.
Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)
Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
False Retreat: Once per battle, your army can make a false retreat, luring a target enemy army deeper into your territory. On the phase your army makes a false retreat, it doesn’t attempt an Offense check. On the phase after it uses this tactic, increase its OM and DV by 6 against the target army.
Full Defense: Your army focuses on total defense of the battlefield. Increase its DV by 4, and decrease its OM by 4.
Relentless Brutality: Your army throws caution to the wind and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.
Siegebreaker: Your army targets another army’s siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target’s siege engines. This tactic has no effect on enemy armies without siege engines.
Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks. The army must have ranged attacks to use this tactic.
Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.
Taunt: Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army’s ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it’s immune to this tactic for the remainder of the battle.