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Birthright-L
05-28-2005, 07:30 PM
The following was adapted from a homebrew combat system designed for

warhammer RPG. I`ve taken all of the same ideas and charts and

modified them and tweaked them a little. Please let me know if you

have any ideas for improving this system.



---



This system uses Army Strength Points (ASP) to represent the combat

forces of each army in a battle. An army`s Army Strength Points (ASP)

is calculated by adding together the total Troop Strength Points (TSP)

for each military unit engaged in a battle. Equipment, training, and

experience can all influence the Troop Strength Points (TSP) of a

military unit. Additional influences such as a leader`s tactical

skills, unit morale, or magic used on the battle field may effect the

ASP of armies over the course of a battle.



Each type of military unit has a base "average" TSP value associated

with it. If a unit is trained to a greater or lesser degree than

average, you can modify its TSP value as follows:



Unit Experience TSP Modifier

----------------------- -------------------

Elite TSP x2

Veteran TSP x1.5

Average Base TSP

Green TSP x .5

Untrained TSP x .25



For your convinience, these calculations have been done for you on the

following table:





Troop Type Untrained Green Average Veteran Elite

----------------------------------------------------------------------------------------------

Heavy Cavalry 2 4 8 12 16

Medium Cavalry 1.5 3 6 9 12

Light Cavalry 1 2 4 6

8

Heavy Infantry 1.25 2.5 5 7.5 10

Medium Infantry 1 2 4 6 8

Pikemen 1 2 4 6

8

Light Infantry 0.75 1.5 3 4.5 6

Skirmishers 0.5 1 2 3 4

Light Archers 1.25 2.5 5 7.5 10

Heavy Archers 2 4 8 12 16

War Engine - - 15-50 - -





A champion hero can also influence the ASP of an army by contributing

its own TSP. A monster or special character with character classes

can calculate their TSP using the following table. If a character

possesses a special item, artifact, or relic of significance, that too

can add TSP. Note that it is possible for a character to die in

midbattle, and if this happens then the character will no longer

contribute TSP to the army`s ASP.



Hero Type TSP

---------------------------------------

Hero/Villain 0.5 per character level

Magical Item/Relic 1 per 100,000xp

Special Monster 1 per Hit Die

Minor Bloodline +2 TSP

Major Bloodline +5 TSP

Great Bloodline +10 TSP

Leadership Feat Total TSP * 1.25 (only the Commander of an army

can recieve this bonus)





Each battle is decided by turns which last 1 hour. Each turn, both

players will roll a 1d10. The higher role will be considered to be

winning the battle turn, and the difference between the values will

determine the casualties for the turn. Special circumstances may add

to your army`s ASP for that turn. A hold on superior terrain, a

spellcaster weilding his magics, or a leader making a crucial decision

at a decisive moment may influence the army`s battle roll for the

turn.



Circumstance Battle Roll Bonus

----------------------------------------------------------

--------------------------

PC Resolves "HF" Encounter (see below) +1

Defender has terrain advantage +1-6 (-1 bonus per

battle turn after first)

Successful casting of any battle spell* +1 per spell level

(bonus * .5 after first spell in battle turn)

Superior Numbers (x2, x3, x4, etc...) +1 per multiplier

(minimum +2 for x2 forces)

Commander`s Bloodline is Major +1

Commander`s Bloodline is Great +2

Troops restricted to honorable combat -1

Troops subject to stupidity -1

Troops subject to insanity -1

Troops suffering from magical fear -2



* Note that the bonus for casting a spell is not commulative with any

other effect. For example, if a spell casts fear on enemy troops, you

do calculate the modifier for "troops subject to magical fear" if you

are already calculating the modifier for "casting a battle spell".



Required Unit Special Actions / Battle Roll Bonus

--------------------

---------------------------------------------------

Cavalry Charge: +1, plus an additional +1 per 3

Cavalry units

Pikemen Negate two Cavalry`s units ability to charge

Archers Temporary bonus of +1 per 10 TSP, -1 from

bonus per turn thereafter





The DM should make a note of each army`s respective status at the end

of each battle turn. These are:



* VICTORY - When the enemy is routing, fleeing the field of battle, or

almost completely eliminated. This status signals the last turn of the

battle.

* WINNING- Winning a normal battle turn results in this status. The

tide of Battle is in your favor.

* DEADLOCK- If the adjusted roll for both sides results in a tie. The

two armies are both locked tooth and nail.

* LOSING - Losing a normal battle turn results in this status. The

tide is turning against you.

* DEFEAT - Your army is in tatters, the survivors rout, leaving the

dead and wounded on the field.





Turn Casualties



To determine the casualties to the loser of each turn`s battle roll,

compare the difference in the two sides` dice roll. The difference is

subtracted from the winner`s total ASP. The loser suffers twice this

much. Fifty percent of these casualties are considered dead and the

remainder are wounded, routed, or otherwise suppressed. The side in

control of the battlefield at the end of the battle can recover the

remainder.



--------------------



PC Actions in Battle



--------------------





If any PC is directly involved in the battle, then the following

system can be used to help keep track of their heroic exploits from

turn to turn. Each character participating in a battle should

describe their actions in general detail before each turn result is

determined. The GM should then decide on one of the following four

`modes of behaviour` for that character:



Courageous- The character is found at the front lines, rushing the

enemy, seeking out the most challenging foes for hand to hand combat,

and generally engaging in heroics. This mode is the most dangerous but

it also holds the most chance for reward and special honor.



Average- The character does not fight with notable courage or

cowardice. The character will usually work in formation with larger

military units.



Hang Back- The character tries to stay well away from the thick of the

battle and generally only tries to defend themselves. This mode may be

considered cause for dishonor in some cases, especially if the

character was depended upon to provide leadership or engage in

heroics.



Run Away- The character attempts to flee at the first chance of

escape. This mode may later be considered desertion from duty or at

the least, cause for dishonor. Only if the character is severely

wounded should this mode be considered justified in the eyes of the

other troops.



Two charts are used to calculate the result of these behaviors. The

result of rolling on the first chart gets you an action number. Roll

1d6 and use the next chart to cross reference the action number with

the d6 result. This fleshes out some details as to the character`s

heroic actions, and may possibly spring up a threat on the PCs.



To acquire the PC`s action number:



PC Behavior Victory Winning Deadlock Losing Defeat

Courageous 1 2 2 5 8

Average 1 3 3 6

9

Hang Back 4 4 4 7 10

Run Away 10 10 10 10 10





_________________________D6 Roll_______________

Action Number 1 2 3 4

5 6

---------------------- ------- ------- -------

------- ------- -------

1 2-7 2-7/W 2-7/W 2-12/W 2-20/HF 2-20/HF

2 1-6 1-6/W 1-6/W 1-6/W 1-6/F

1-6/F

3 1-3/W 1-6/W 1-3/WW 1-3/WW 1-3/HF 1-3/HF

4 N 1-6/W N 1

1 1

5 1-6/W 1-6/W 1-6/W 1-6/WW 1-5/W 1-6/1F

6 1-3/W 1-6/W 1-3 1-3/W 1-3

1-3/1F

7 N 1-6/W 1 1

1 1

8 HF 1-6/W ESC/WWW ESC/SUR ESC/HF ESC

9 F 1-6/W SUR WW ESC/F ESC

10 F 1-6/F ESC/W ESC/WW ESC ESC



#-# : This is the number of common enemies killed in the heat of

battle. In general, dispatching these foes does not earn an

individual experience award, although the DM may decide to grant story

award bonuses if the total record for the player, over the course of

his career, totals an excessively "heroic" number. A DM may want to

adjust these numbers for higher level characters. For every four

character levels the character possesses, multiply this number x2.



W: Each "W" indicates the character has suffered a wound. Generally,

each wound will inflict 1d6 damage plus 1d6 for each 40 ASP of the

enemy forces.



F: The character engages a single foe of equal ability in hand to hand

combat, or faces a confrontation will multiple weaker forces with

equivilent difficulty to an equally matched foe. Fight the combat

using standard D&D combat rules.



HF: The character engages a single or a group of foes in an act of

heroics. Generally this will result in an encounter or situation of

signficant difficulty. If the PC or PC group successfully resolves

this encounter in some way that will benefit his army (i.e.,

dispatching a difficult foe or distracting some part of the enemy`s

force), then next turn that character`s army will recieve a +1 bonus

to his battle roll result.



N: The character has no special encounters this turn, possibly as a

result of being lost in the crowd or purposely hanging back.



ESC: The character escapes from the battle- either as a deserter or

routing with the rest of the army.



SUR: The character is surrounded by a mass of enemy troops. The PC can

either attempt to breakout or surrender. To attempt a breakout roll on

1d6 on the above table, assuming an action number of 9. Any ESC

result means the character fought their way out tooth and nail, and

should probably gain a small experience award. Another SUR result

means the character has been captured by the enemy. Any other results

should be resolved as normal followed by another roll on action number

9 until the character breaks out, is killed, or is captured.









Example of Play: The Battle at Groen`s Mill

-------------------------------------------



The wealthy nobleman Lord Berrl is waging war on the Vale Knights

competing for his land. For this purpose he has mustered 2 units of

Heavy Cavalry, 2 units of Medium Infantry, and 2 units of Heavy

Archers. All of these units are "average" units, for a total of 40

TSP. He has assigned an unblooded 8th level PC fighter named Otto to

command the army, and two of his 8th-level companions accompany him,

Black Kellri the Trollslayer, and Edna Hurst, a priestess of Neserie.

Each PC contributes 4 TSPs for their character levels, except Otto who

contributes 6 TSPs because he is the Commander and has the Leadership

feat. The total ASP for Lord Berrl`s army is 54 ASP.



The Vale Knights, for their part, have 10 units of Medium infantry and

one unit of Virtuous Champions (Heavy Infantry) for a total of 45 ASP.

Again, all of average experience.



The two armies meet in a clearing near Groen`s Mill. With neither

side wishing to parley, the battle ensues immediately. Lord Berrl`s

forces charge the Vale Knights who are advancing slowly across the

clearing. Otto, seeking glory (and a promotion) decides to

courageously lead the cavalry charge. Black Kellri, screaming a

dwarven battle-cry courageously charges as well. Edna, a frail, wispy

sort decides to hang-back and tend to any wounded.



Each side rolls 1d10. Lord Berryl`s forces recieve a +1 bonus due to

their successful charge (since the Vale Knights have no pikemen).

Because the Vale Knights have almost twice as many military units as

Lord Berryl`s forces, the DM decides to give the Vale Knights the +2

Superior Numbers bonus. Lord Berryl rolls a 6 for his d10 roll,

giving a final result of 7. The Vale Knights roll a 2, with a +2

bonus, modifying the total to 4.



The casualties for the first hour of battle are 6 ASP for the Vale

Knights, and 3 ASP for Lord Berryl`s forces. Now, the DM determines

the results for the 3 PC`s.



As Otto is acting courageously, and his army is winning he checks for

his action number and gets an action number of 2. Otto then rolls a

6. He has managed to kill 4 (1-6) footmen in the heat of battle. He

also encountered a lone Virtuous Champion who he battles one-on-one

using the normal D&D system.



Black Kellri will use the same action number as Otto as both are

courageous this turn. He rolls a 2. He has slain 5 (1-6) footmen and

taken 1 wound (2d6 damage).



Finally, Edna will have an action number of 4 because her force is

winning but she is hanging back and avoiding confrontation. She rolls

a 5. She has beaten a single footman, who was probably threatening a

wounded soldier.



This concludes the first hour of battle.

Benjamin
06-17-2005, 05:24 AM
Wow...

I had to read this all twice to think I have a grasp of what you are doing.

It seems to have a bit of complexity to it which I am sure some will love. Yet it is still somewhat simple. The hard part is setting up the battle (doing the math) with a variety of units. After that, it's just familiarity with the rules. The way BR.net screws up tables makes it quite hard for me to figure out the resolution table you put together. Any chance you can put it in pdf or doc file and attach a link?

Demonizer
06-17-2005, 06:41 AM
This is an extremely simple, and quite lovely, system, especially as far as it concerns heroes. I like it how superior numbers give an almost logarithmic bonus, which suggests the difficulty of maneouvering a huge, lumbering army against a tight little force. The only problem is that, unless I missed something, it ignores fortification modifiers - these could be factored into the terrain bonus, but I tend to see them as extra units instead, which can only be killed (to a certain point) by siege engines. There's also the question of how you decide who gets to be the casuality each turn... Do you just pick units at random, or is there an order in which they die?

I'll be using a different set of combat rules for my campaign, which I'll post sometime in July or August. They still give units a basic "combat prowess" value (no distinct value for melee, archery or anything), but provide them with a heap of bonuses depending on whether they're good for urban warfare, sieges, wilderness encounters, cold weather and the like.

RaspK_FOG
06-17-2005, 07:31 AM
Seems at least viable and relatively realistic; in other words, it's very good! :D

Birthright-L
08-20-2005, 11:18 PM
Right after I posted it, I began re-writing it from scratch to include
some options I`ve always wanted to throw in and to work on the
terminology to make the whole thing easier to read and play. I`m
almost completely done with it and when it`s done I`ll be posting it
on a website for your review.

I have enough of the document written up to address any points or
questions you might have though:

The process to choose where your damage is assigned takes a little
getting used to but I think is easy to learn once played:

Once your army recieves one or more hits, each hit inflicts one point
of damage against your army. You may assign this damage to any Hero
or Villain in your army. Engaged Heroes must be killed before any
Supporting Heroes can be damaged, and any Supporting Heroes must be
killed before any Reserve Heroes can be damaged. You may opt not to
damage a Hero or Villain, but may instead choose to assign the damage
to any fortification unit, war engine, or military unit. If any of
your military units (infantry, cavalry, etc.) are damaged, the damaged
unit must recieve any further damage and be killed before any
undamaged units may recieve any further damage.

The fortification rules are as follows:

For each level of the fortification, you recieve a fortification unit
at the beginning of combat. Each fortification unit has 25 hitpoints.
At least one fortification unit must be destroyed before any military
units may recieve damage. At the end of the combat, all fortification
units are lost and for every fortification unit "killed" in battle,
the fortification loses one level.

A note on military units:

You may still have heroes, villains, war engines, and fortification
units at the end of a battle. If you have no military units left,
though, the battle is over and you have lost. Also, Heroes, Villains,
War Engines, and Fortification Units do not count in determining your
superior numbers bonus.