Open Mass Combat System Open Game Content All of the material in this document regarding the Open Mass Combat S ystem is designated as Open Game Content, as detailed under the Open Gaming License. NOTE: This Open Mass Combat System (OMCS) is based on Mongoose Publishing's Open Mass Combat System. Special thanks to the Ishka Campaign website (http://homepages.paradise.net.nz/bleybour/) (http://homepages.paradise.net.nz/bleybour/) for the document that served as the foundation for this one.
The Open Mass Combat System is provided as a means for the gaming group to handle large arge scal scalee com combats ats durin ring the game, ame, allowing PCs to lead troops and fight grand battles. This system will also allow the group to handle Ship-To-Ship fighting between the crews crews of large large saili sailing ng vessel vesselss on the High High Seas. In essence, the system treats units (of like like memb member ers) s) as bein being g very very simi simila larr to char charac acte ters rs - the the grou group p as a whol wholee has has a statistics block and fights as a single entity. Indivi Individua duals ls may be attach attached ed to a unit, unit, not only only sign signif ific ican antly tly incr increa easi sing ng the the comb combat at might might of the unit, unit, but also bolste bolsterin ring g unit unit morale and providing leadership. This guide will not contain the full rules of the OMCS, but will contain enough information for the players to be able to use it. Contents Unit Roster Combat Melee Ranged Magic Turning Undead Morale Recovering Casualties Unit Types War Machines Ships Player Characters
Unit Hit Points: 88 (+10%: Con Bonus +1) Initiative: +4 (Improved Initiative) Movement: 20' Attacks: Hand Axe +3 (+1 Strength, +1 BAB, +1 Weapon Focus) Damage: Hand Axe 1d6+1 (+1 Strength) AC: 13 (Leather armour + Shield) Ability Scores: Str 13, Dex 10, Con 12, Int 9, Wis 11, Cha 8. Saves: Fort +3, Ref +0, Will +0. Feats: Improved Initiative, Weapon Focus: Hand Axe. Skills: Profession(sailor) +1. Notes on the Unit Roster format: Race, Class, Level: Self explanatory Unit Size: The number of figures in the unit. Unit Type: Archers, Cavalry, Crew, Infantry or Skirmishers.
Unit Hit Points: Total hit dice of all members of the the unit unit (i.e. (i.e. unit unit size size * hit dice/le dice/level vel). ). Modi Modifi fier erss appl applyy for for havi having ng cons consti titu tuti tion on bonuse bonuses, s, for cavalr cavalryy (each (each man+ho man+horse rse is treated as a single figure), and so on.
Unit Roster The unit roster keeps the vital information of each each unit unit in the the army army. A samp sample le rost roster er is shown below: Race: Dwarven Class/Level: Warrior 1 Unit Size: 80 Unit Type: Infantry
Initiative, Movement, Attacks, Damage, AC, Ability Scores, Saves: Self explanatory, based on averages for the unit.
Only some some skills skills,, feats feats and Feats, Feats, Skills: Skills: Only special abilities apply to mass combat. These will be noted where appropriate.
Combat
Ten times or more enemy's Five times enemy's Three times enemy's Double Enemy's
Melee
Comb Combat at work workss very very much much like like stan standa dard rd D&D3E combat, except that the map is on a larger larger scale scale and the men are more more tightly tightly packed that the usual "one man per 5' square" rule (due to the confusion and close quarters of comb combat at). ). All All movem movemen entt rule rules, s, such such as running, charging, double moves etc apply to each unit. To enter combat with another unit on land, land, a unit unit must must charg chargee howeve however, r, they cannot cannot simply simply walk walk up to anothe anotherr unit unit and start fighting (the charge grants the usual +2 to attack and -2 to AC for one round and allows only as single attack). To enter combat with another unit in ship-to-ship combat, the attacking ship must make a boarding action against the target vessel before combat can be engaged. Once engaged, the only options are to Attack Attack (Allows (Allows as many attacks per round as the unit is entitled to), or to attempt to Withdraw. Defenders in a boarding action in Ship-to-S Ship-to-Ship hip combat may not Withdraw Withdraw,, as there is no place to retreat. If a unit Withdra Withdraws, ws, the opposing opposing unit gets a single single free attack on them. This is the only time atta attack ckss of oppo opport rtun unit ity y are are used used in unit unit combat.
+5
+3
x5
+3
+2
x3
+2
+1
x2
+1
Ranged
Unit Unit Rang Ranged ed atta attack ckss are are made made as per per the the standard rules, including the range modifier to the attack roll. If a hit is scored, damage is rolled as normal and applied directly to the opposing unit hit points score. However, the damage is modified for particularly large unit sizes of archers, as shown below: Unit size of attacker 5-10 11-20 21-50 51-100 101-200 200+
Damage Modifier -5 -3 x2 x3 x4
The followi following ng rules rules are not used used in Open Open Mass Combat between units (they still apply in individual combat against a backdrop of Open Mass Combat): Flat-footed Opponents, Magic Actions, Miscellaneous Actions, Injury and Death, Flanking, Aid Another, Another, Bull Rush, Disarm, Grapple, Mounted Combat, Overrun, Trip.
When When a unit unit outmat outmatche chess anothe another, r, either either in terms of number or ability, they find they are abl able to infl nflict sever everee damag amagee on thei their r opponents while receiving little in return. The table below grants attack, damage and morale modifiers to units who heavily outmatch or are outmatched by their opponents: Attack Damage modifier modifier
x10
50% of -1 x1 -1 enemy's 33% of -2 x1 -2 enemy's 20% of -3 x1 -3 enemy's 10% or less of -5 x½ -5 enemy's These bonuses may need to be adjusted during the combat as a unit loses unit hit points - the new level level of unit should ld allo allow w you you to unit hit points points shou determine the new (even if approximate) unit size.
Units attack as a single entity, making a single attack roll against the opposing unit's AC. If the the hit hit is succ succes essf sful ul,, stan standa dard rd damag damagee is rolled, and applied directly to the opposing units Unit Hit Points. This simulates many men striking and possibly killing many men at once. A unit reduced to 0 unit hit points is considered beaten, either killed off or forced to scatter and flee, either way it's out of the combat, but not necessarily slaughtered to a man, see the rules for determining surviving numbers.
Unit size is is...
+5
Magic
Morale Modifier
2
Magica Magicall attac attacks ks can be devast devastati ating ng on the battl battlefi efield eld,, partic particula ularly rly area area effect effect spells spells,, which which deal deal hideou hideouss amount amountss of damage damage on
tightly packed men. Any offensive spell that target targetss one subject subject will will cause cause damage damage to a unit unit's 's hit hit poin points ts equa equall to one one quar quarte terr the the damage inflicted by the spell, rounded down. Any offensive spell that targets more than one subj subjec ectt will will caus causee dama damage ge to a unit unit's 's hit hit points equal to the damage of the spell, due to the close density of fighting men. Spells that have effects other than damage (such as Bless or Bane) only provide their bonus or penalty if a majority of the members of the unit can be affected. Other aspects of spellcasting in Open Mass Combat will be adjudicated on a case-by-case basis.
Mor Morale ale Modif odifie ier* r* Unit Unit Leade eaderr with with Leadership feat Play Player er Char Charac acte ter r actions Unit al already fleeing Enslaved Unit **
** Includes any unit whose members have been forc forced ed into into combat combat agains againstt their their will will and/or and/or without pay or rewards. For ship-to-ship combat, this includes pressganged crew or crew that have force rowed in the last 24 hours.
Clerics may attempt to turn or rebuke undead, despit despitee the far greate greaterr number numberss than than might might normally be faced. The rules for turning are used used to dete determi rmine ne how how many many hit hit dice dice of undead are affected as normal, and as long as the undead in question are able to be affected by the clerics turning attempt, this is deducted directly from the Units Hit Points.
If a mora morale le chec check k is fail failed ed,, a unit unit will will automatically attempt to Withdraw during its next action, and then will continue and leave the battle battlefie field ld as soon soon as possi possible ble (doubl (doublee movement each round). Note that, in Ship-toShip Ship combat combat,, the defend defenders ers of a boardi boarding ng action action can't can't withd withdraw raw,, becaus becausee they have have nowhere else to go. In these cases, the unit will surrender (though there is no gaurantee the attack attackers ers won't won't contin continue ue to attack attack the surrendered unit.) A unit can rally by making a Morale check against a DC of 20, which is rolled at the start of each of its turns. PC's do not have to flee with units they are attached to. It is quite possible to charge an already flee fleein ing g unit unit agai again n (and (and agai again n and and agai again n and...). Attacking routed units in this manner gives a +2 circumstance bonus to the attack roll roll and and of cour course se they they will will not not reta retali liat atee unless they rally.
Morale
Mora Morale le chec checks ks must must be made made for for unit unitss in combat combat when when variou variouss circums circumstan tances ces come about. A morale check is a Will save. Save DC 15
20 10
15
Recovering Casualties 15
Unit Hit Points do not track actual deaths in a unit. They are more a measure of its ability to keep fighting through individual death, injury and surrender. At the end of each combat, a per perce cent ntag agee of the the lost lost hit hit poin points ts may be automatically recovered as those injured are helped, those who ran come out of hiding and the death toll is finally tallied.
20 20
The follow following ing modifi modifiers ers apply apply to morale morale checks: Morale Source Unit Leader
-4 -4
* Morale modifiers can come from any source. For example, the Bless spell grants a +1 morale attack bonus, but in this case would also give +1 to morale checks.
Turning Undead
Morale Circumstance Unit hit points reduced to half original score Unit Unit Hit Point Pointss reduce reduced d to quarter original score Unit Unit suff suffer erss more more dama damage ge than enemy in one round of melee combat Unit is hit by enemy of three times times (or greate greater) r) Unit Unit Hit Points. Unit sees friendly unit fleeing nearby Unit sees friendly unit wiped out nearby Unit attempting to rally
+/+/- mora moralle modi modifi fier er + Leader's character level See PC section
Modifier + Le Leaders Ch Charisma modifier
Ranged Combat: At the end of any combat invol nvolvi ving ng only only ran ranged ged weap weapon ons, s, 50% 50% 3
(rounded down) of lost Unit Hit Points can be recovered.
War Machines are treated as if each were a unit in its own right in the OMCS. They have their own profile, eg:
Winning Melee Combat: At the end of any melee, the victor may recover 50% (rounded down) of lost Unit Hit Points.
Medium Catapult Structure Dice: 1d10 (5sp) Hardness: 5 Size: Large AC: 12 (-1 size, +3 natural) Attacks: 1 catapult shot Damage: Catapult shot 4d6/2d6 Rate of Fire: 6 Crew: 3 Special Qualities: none
Losing Melee Combat: At the end of any melee, melee, the the defeat defeated ed side side may recove recoverr 25% 25% (rounded down) of lost Unit Hit Points.
These percentages are modified as follows: Cleric with healing spells present: +2% per level per cleric (max +10%)
Notes on the War Machine Profile:
Character with Heal skill rank 4 or greater present: +1% per character (max +10%)
machin ines es use SP Struc Structur turee Dice: Dice: War mach (Structure Points) instead of Hit Points. An attack by a single character or creature must do 10 full hit points of damage to do one structure point of damage to a war machine. Some Some war war mach machin ines es do actu actual al stru struct ctur uree damage, and this damage is therefore therefore applied directly directly to another another war machines machines structur structuree points. Hardness never applies in this case. Attacks by units in the OMCS automatically cause cause struct structura urall damage damage to war war machin machines es because of the large numbers of men fighting together.
Unit withdrew from combat: -20%
Unit Types Archers: Any unit unit armed armed with with a miss missil ilee weapon with a range increment of at least 50' is an archery unit. Cavalry: Any unit riding any kind of mount into battle is a cavalry unit. Any ride checks are made by the unit as a whole.
Only appli applies es when when attack attacked ed by Hardness: Only single characters, not when attacked by units or other war machines.
Standard rd shipbo shipboard ard crew crew. Any unit unit Crew: Standa onboard a vessel is a crew unit. Infantry: Standa Standard rd foot foot soldi soldiers ers.. Any unit unit that is not an archer, cavalry or skirmisher unit is an infantry unit.
Size, AC: Self explanatory.
Some war war mach machin ines es can can caus causee Damage: Some structural damage to other war machines (or to wall wallss etc) etc).. If a war war mach machin inee has has two two dama damage gess sepa separa rate ted d by a slas slash, h, the the firs first t damage damage ratin rating g is versus versus units units and single single characters, while the second is for structural damage to other war machines or strongholds.
Skirmishers: Any unit wearing light or no armo armour ur may may be desi design gnat ated ed skir skirmi mish sher ers. s. Skirmishers are more spread out than other unit units, s, and and as such such only only rece receiv ivee norm normal al damage from ranged attacks, regardless of the size of the attacking attacking unit. unit. Skirmishe Skirmishers rs also gain gain a +2 competa competance nce bonus bonus to initia initiativ tivee checks. Skirmisher units may never number more more than than 20 member memberss howeve howeverr. Cavalry Cavalry units with light horses or war horses with no barding may be designated skirmishers and gain these bonuses and penalties.
Rate of Fire: How many full round actions the crew must spend to reload and fire the machine. Crew: The number needed for peak efficiency. A war machine crew can lose 25% of its number without any loss of rate of fire.
War Machines 4
Aft After er this this,, the the ROF ROF is doub double led d for for each each additional crewman lost.
Building Time: 4 months Cost: 16,000 gp
Special Qualities: Self explanatory.
Notes on the Ship Profile:
Notes
Ship Name: Name of the vessel, either the actual name or the class of vessel.
•
•
•
•
•
All war machines have an initiative of -4 (minimum 1) War machines are usually assumed to be ready to fire at the start of combat, unle unless ss ther theree has has not not been been time time to prepare (e.g. in the case of a surprise attack). Ballistae attack all units as if they had an AC of 10, and damage is deducted direct directly ly from from the Unit Unit Hit Point Points, s, howe howeve verr, othe otherr war war mach machin ines es are are attacked by a Ballistae as if it were a single character, needing to do 10 full points of damage to do one Structure Poin Point, t, unle unless ss,, of cour course se,, the the war war machine lists structural damage under the Damage entry of its profile. Cata Catapu pult ltss and and Trebu rebuch chet etss hit hit all all targets as if they had an AC of 10. War machines do not make attacks of opportunity.
Size: Self-explanatory. Ship sizes correspond to crea creatu turres size size cate catego gori ries es thr three leve levels ls larger. Thus, a Medium ship is the same size as a Gargantuan creature. Ship Type: Defines the ship's function in the gam game, e, whic which h furt furthe herr defi define ness its its relat elativ ivee durabili durability ty,, seaworth seaworthiness iness and agility agility in the water. •
•
•
Ships Ships Ships are treate treated d as their own units units in the OMCS. OMCS. They have descri described bed by their their own Ship Profile, eg:
•
Catch-all all term coveri covering ng Auxillary: Catchmany smaller vessels found in rivers, in harbou rbours rs,, or on boar board d larg arger vessel vesselss as lifebo lifeboats ats,, etc. etc. Struct Structure ure Dice: d4, AC -2. Coastal: Vessels essels design designed ed only only for shallo shallow w water waterss near near the coastl coastline ine.. Structure Structure Dice: Dice: d6, Manueverab Manueverability ility -1, AC -1. Merchantman: Vessels essels designed designed to ply the High Seas conducting trade. Structure Structure Dice: Dice: d8, Manueverab Manueverability ility -2, AC -2. designed to Warship: Vessels con conduct duct war on the High High Seas Seas.. Structure Dice: d10.
Furtherr defin defines es the ship' ship'ss Ship Subtype: Subtype: Furthe function in the game.
Orca Trading Ship Medium Merchantman (Sailed) Structure Dice: 4d8 (18sp) Hardness: 5 Manueverability: -2 (-2 Merchantman) Speed: 20 ft/48 miles Turn Rate: 80 ft AC: 8 (-2 Merchantman) Weapons Fore: None Weapons Aft: None Weapons Broadside: None Damage: None Special Qualities: None
•
•
•
Crew: 30 Passengers: 10 Cargo: 150 tonnes
5
Cumbersome: These These vessel vesselss aren't aren't designed for fast and agile movement at sea, such as a barge or raft. Manueverability -2. essels ls inte intent ntio iona nally lly buil builtt Light: Vesse with withou outt many any of the stru tructu ctural ral reinfo reinforcem rcement ents, s, in order order to create create a fast faster er,, more more agil agilee ship ship.. Stru Struct ctur uree Points: Points: -1 per SD, Manueverab Manueverability ility +1. essels els that that use use oars ars to Oared: Vess provide motion, thus not being reliant on the wind for propulsion.
•
•
Special Qualities: Self explanatory.
Sailed: Vess essels els that hat use use sails ails to provi provide de motion motion,, thus thus not relian reliantt on manpower for propulsion. Submersible: Very rare vessels that can can trav ravel unde underw rwat ater er thro hrough ugh magical or mechanical means.
Crew: The number of crewmen required to operate the ship under optimum conditions. Any ship may set sail with a skeleton crew numbering no less than 25% of this figure (rounded up), but there are inherent dangers.
Shipss use use SP (Str (Struc uctu turre Structure Structure Dice: Ship Points) instead of Hit Points. An attack by a single character or creature must do 10 full hit points of damage to do one structure point of dama damage ge to a ship ship.. Some Some ship shipss have have weapons weapons that do actual actual structur structuree damage, damage, and this damage is applied directly to another shi ship' p'ss stru struct ctur uree poin points ts.. Har Hardnes dnesss neve never r applies in this case. Attacks by units in the OMCS OM CS auto automa mati tica call llyy caus causee stru struct ctur ural al dama damage ge to ships hips becau ecause se of the the lar large numbers of men working together.
Listss how how many many pass passen enge gers rs Passengers: List (including troops) that a ship may carry in relative comfort in addition to its crew. For every two passenger spaces not taken up, an additional tonne of cargo may be carried. Cargo: Lists how much cargo the vessel may normally carry. For every tonne of cargo not taken up, two additional passengers may be carried. Building Time, Cost: Self explanatory.
Only applie appliess when when attack attacked ed by Hardness: Only single characters, not when attacked by units or other sources of structural damage.
Player Characters Charac Character terss may join units in the the OMCS OMCS to provide leadership to the unit and assist it in combat combat.. They They may also range range out out on their their own. own. This This system system is design designed ed to allow allow the PC's PC's to be hero heroes es,, and and as such such does does not not featur featuree instan instantt death death situat situation ionss that that many large large scale scale battle battle rules rules force force on indiv individu idual al characters. That said, an individual character charged by an entire unit of men is going to have a hard time, so it should be avoided at all costs.
Manueverability: Works orks the the same same way way as Initiative does for creatures. Speed: Lists the maximum speed the ship may reach under normal conditions. The first rate is the base speed per round, and the second rate is the amount of miles per day. Turn Turn Rate: Rate: Indicates how far a ship must travel travel in a straight straight line before before it can make a singl singlee 45 degre degreee turn. turn. A ship ship volunt voluntari arily ly moving at less than half its speed may halve its turn rate.
PC's are never considered "part of the unit" when attached to a unit. This allows them to act indepe independe ndently ntly if they they wish. wish. When When two units are in combat, PC's may choose to help one side or the other. To To do so, the y may enter in combat with one or members of the other side side.. Beca Becaus usee every everyon onee acts acts in init initia iati tive ve order, the PC may well have the chance to act befor beforee the units involved involved (he may need need to delay delay his action action to move move with with the unit, unit, of course) and any he kills will not be involved in the combat.
AC: Self explanatory. Weapons fore, aft and broadside: Lists all of the ship's ship's attacks attacks by location location/firi /firing ng arc. arc. It should be noted that all ship's weapons are considered primary weapons, no matter how many are used in a round. Damage: Lists the damage for each weapon. If a shipbo shipboar ard d weapon weapon has two damage damagess separated by a slash, the first damage rating is versus units and single characters, while the second is for structural damage to other ships and strongholds.
e.g.: While leading his heroic unit to attack a mercen mercenary ary ogre ogre unit, unit, Durgor Durgoran an the dwarf dwarf (who has the highest initiative) attacks a big ogr ogre as his his me men n enga engage ge the the rest est of the the enemies. The unit hit points of the Ogres is 6
87. Durgoran dispatches his foe in one round of combat - a normal ogre has 4HD and thus the the me merrcena cenari ries es lose lose 4 Unit Unit Hit Hit Poin Points ts immediately, bringing them down to 83. Now the units units can fight, fight, in remain remaining ing initiativ initiativee order.
Slayi aying 10% or more ore of +1 enemy unit in one attack Cutt Cuttin ing g down down one one of the the +1 enemy's sails
PCs earn earn experi experienc encee point point awards awards in Open Open Mass Mass Comb Combat at scen scenar ario ioss by two two mean means: s: through normal combat awards for creatures that they themselves defeated in combat, and thro hrough ugh story tory awar award ds given iven based ased on character level and challenge of the scenario.
PCs may also affect unit morale through their actions, as shown on the following table: PC Action
Morale Bonus to Unit Slaying enemy unit leader +2 Slaying enemy +1 officer/spellcaster Seen destroying destroying enemy war +1 machine/shipboard weapon Fleeing battle/going -4 down/diving overboard
Important NPCs, whether whether allies allies or NOTE: Important enemies, follow the same rules as PCs. They act as individuals, not as part of a unit, and can can infl influe uenc ncee the the dire direct ctio ion n of open open mass mass combat in much the same ways as PCs.
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