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Kingmaker: Mass Combat

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Kingmaker: Mass Combat Empty Kingmaker: Mass Combat

Post by Oblivion Fri Nov 02, 2012 7:29 pm

The Army Stat Block
Like NPCs, Monsters and Kingdoms, Armies have their own stat block. Here are the various part of the stat block and what they mean.

Name and CR: The army’s name is presented first, along with its Challenge Rating (CR). To determine an army’s CR, simply adjust the CR of
an individual member of that group by the appropriate modifier depending on the army’s size, as shown on the Army Sizes table on page 2. If, after modifiers apply, the group’s CR is lower than 1, it does not count as an army—add more troops until you reach a CR of 1. If an army is mounted, the army’s CR is set by the combined rider’s and mount’s CR score.

XP: This lists the XP awarded for defeating the army.

Alignment, Size, and Type: An army’s alignment has no effect on its statistics and is essentially just a convenient way to summarize its attitude with two letters.
The army’s size determines not only how many individual units exist in the army, but also the army’s Challenge Rating.
The army’s type is defined by the nature of its individual soldiers. An army must be made up of identical creatures.

hp: An army’s hit points equal its CR × the average hp from the HD type of the army’s units (3.5 for d6 HD, 4.5 for d8, 5.5 for d10, and 6.5 for d12). If an army is composed of units with multiple HD (such as the case of multiclassed characters, monsters with class levels, or mounted armies), use the lowest HD type. Drop any fractions from the final total. Note that only damage from other armies can reduce an army’s hp—treat individual creatures who attack an army as a fine-sized army.

Defense and Offense: These entries list an army’s Defense Value (this is always a static number used to resist an attack) and its Offense
Modifier (this is always a modifier that’s applied to a d20 roll during an attack). If the group has ranged capability, it is indicated here. The army’s Defense Value (DV) is equal to its CR + 10 + any additional modifiers (such as resources, see below) + 1 per 5 ranks of Profession (soldier) of the army's commander. The army’s Offense Modifier (OM) is equal to its CR + any additional modifiers (such as resources, see below) + 1 per 5 ranks of Profession (soldier) of the army's commander.

Tactics and Resources: Armies learn tactics and gain resources as they grow more seasoned from battles.

Special Abilities: Any special abilities the army possesses.

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. The speed is equal to 12 divided by the number of hours an individual member of the army would require to travel across a
grassland hex (see page 3).

Morale: An army’s morale is a modifier ranging from –4 (the minimum) to +4 (the maximum). Morale can be further modified by the army’s
leader or other factors. A new army’s starting morale is +0.

Consumption: Consumption lists how many Build Points an army consumes each week, representing the cost to feed, hydrate, arm, train,
care for, and pay the soldiers. An army’s consumption is equal to its CR divided by 2 (minimum of 1; consumption can be further modified by tactics and resources). You must pay the army’s consumption value at the start of each week it is active (meaning x4 per month). Each week you fail to pay an army’s consumption, reduce its morale by 2 points. If this penalty causes an army’s morale to drop to –5 or lower, the army disbands. Each army that disbands in this fashion causes the kingdom’s Unrest to increase by +1.

Leader: This line lists the army’s leader and her Charisma modifier.


Last edited by Oblivion on Sat Jan 05, 2013 12:44 pm; edited 1 time in total
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Post by Oblivion Fri Nov 02, 2012 7:30 pm

Tactics
Each time an army wins a battle, you can attempt a Loyalty check against your nation’s Control DC. If you succeed, your army learns a new tactic. An army can know a number of tactics equal to half its CR. When a battle begins, the army must select one tactic to use for that battle.

Cautious Combat: Your army fights cautiously in order to maintain morale. –2 OM, +2 on all Morale checks.

Cavalry Experts: The army must have the mount resource to use this tactic. +2 OM against armies that are not mounted.

Close Quarters: The army is use to fighting in tight spaces, be it narrow terrain, inside ships or in underground tunnels. The army gains a +2 DV when in such narrow terrain.

Defensive Wall: The army fights defensively, taking actions to protect their fellow soldiers as needed. –2 OM, +2 DV.

Dirty Fighters: An army that fights dirty uses trickery and unfair tactics to gain an advantage at the start of a battle. +6 OM on first round of the melee phase.

Expert Flankers: The army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and increasing its vulnerability. +2 OM, –2 DV.

False Retreat: Once per battle, your army can make a false retreat, luring the enemy deeper into your territory. On the round you make a false retreat, you cannot make an Offense check. On the round after a False Retreat, you gain +6 OM and +6 DV.

Hold the Line: Your army focuses on total defense of the battlefield. +4 DV, –4 OM.

Relentless Brutality: You throw caution to the wind and attack with savage and gory vigor. +4 OM, –4 DV.

Siegebreaker: You target the enemy’s siege engines in an attempt to destroy them. Each time you damage an enemy army in melee, you may make a second Offense check. If this second check is successful, you destroy one of the enemy army’s siege engines. This tactic has no effect on armies without siege engines.

Sniper Support: An army must have ranged capability to use this tactic. Each round you successfully damage an army with an Offense
check, you inflict an additional 2 points of damage from archers held in reserve.

Spellbreaker: You adopt tactics to disrupt spellcasting. Against an army with the spellcasting ability, you gain a +4 OM. You must possess Spell Defense to take this tactic.

Spell Defense: You know the way spellcasters fight and know how to defend against them. Against armies with spellcasting ability, you gain
+4 DV.

Taunt: You are skilled at taunting the enemy, provoking stupid mistakes and overconfidence in battle. The enemy must make a Morale check (DC = 10 + your army’s CR) at the start of each round to avoid taking a –2 penalty to DV and OM for the round. Once the enemy makes two
consecutive Morale checks against your taunt, it is immune to this tactic for the remainder of the battle.
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Post by Oblivion Fri Nov 02, 2012 7:30 pm

Resources[/]
Resources are various upgrades an army can possess. The BP cost listed increases the army’s Consumption. This cost must be paid for before
an army can be outfitted with the resource. Resources can only be made in cities that are capable of making the resource. As such, resources can only be added to an army in citiesthat possess the prerequisites. Resources can be added to an army after its initial training. If the cost of a resource is not paid weekly, the army loses the benefit the resource provided. The army can only regain a resource that was previously dropped by going to a city that can produce the resource and paying the BP cost.

[b]Fortification Builders (2 BP):
This resource represents each member possessing shovels, hand axes and similar basic tools to dig trenches
and 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.

Improved Weapons (5 BP/50 BP): For 5 BP, the army is armed with masterwork weapons (increase OM by +1). For 50 BP, you can instead
outfit the army with magic weapons (increase OM by +2). Masterwork weapons require a smith in the city this resource is added. Magic weapons
require a smith and a caster’s tower in the city.

Improved Armor (3 BP/15 BP): For 3 BP, the army is armed with masterwork armor (increase DV by +1). For 15 BP, you can instead outfit the army with magic armor (increase DV by +2). Masterwork armor requires a smith in the city this resource is added. Magic armor requires a smith
and a caster’s tower in the city.

Healing Potions (10 BP): Each soldier is equipped with several healing potions. At any point during a battle (but no more than twice per
battle), you can order your soldiers to drink their potions—they cannot make an Offense check this round, but they regain hit points equal to twice
their CR. This resource requires shrine, temple, alchemist, or cathedral to be in the city this resource is added.

Mounts (BP = Special): The army is mounted on horses or other war-trained animals. Increase DV and OM by +2. If the combined soldier and mount CR is greater than the CR of the soldiers themselves, your army’s CR (and all derived scores, including Consumption) will increase. If
the mount can fly, the army gains the mobility advantage (flying) special ability. For land mounts, this resource requires a stable to be in
the city this resource is added. For aerial mounts, this resource requires an aviary 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 alchemist or 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 prerequisite.

Ranged Weapons (2 BP): Your soldiers are equipped with ranged weapons (such as crossbows or bows). Your army gains ranged capability. This resource requires a Fletcher to be in the city this resource is added.

Shields (1 BP): This army possesses shields to help guard against ranged attacks. Units equipped with shields gain a +2 DV against
ranged weapons. This resource requires a mill to be in the city this resource is added.

Ships (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, trebuchets, ballistae, rams, and other siege engines designed to break down fortifications. Increase OM by +2 (regardless of the total number of siege engines you control); each round of the melee phase, reduce the
enemy’s bonus to DV from fortifications by 1d4 points per siege engine your army controls. This resource requires a carpenter to be in the city this
resource is added.
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Post by Oblivion Fri Nov 02, 2012 7:33 pm

Special Abilities
Most armies also possess special abilities that they can use during a battle, or that provide constant bonuses. Special abilities do not increase an army’s Consumption (unless specifically stated). You can use the following special abilities as inspirations to generate additional army abilities of your own.

Bleed: When a bleed damage-dealing army successfully attacks an enemy army, the enemy army takes an automatic 1d4 points of damage
on the round immediately following any round it took damage from the army with this special ability.

Breath Weapon: The army gains ranged capability and inflicts +1d4 points of damage on every successful hit against an enemy army.

Construct/Plant/Undead: These armies always make Morale checks, but can never change their strategy from normal.

Crusader: Whether a legion of holy warriors or a band of freedom fighters, this army is particularly dedicated to its cause. Its Consumption is reduced by –1 (to a minimum of 0).

Energy Drain: An army that can energy drain reduces its enemy’s OV and DV by 1 each time it damages them. This reduction vanishes after 24 hours.

Fast Healing/Regeneration: Fast healing and regeneration allow an army’s hit points to recover in the same way that they restore hit points for individual creatures. The fast healing/regenerating army regains the listed number of hit points per phase to a maximum of their normal total. A regenerating army that is reduced to 0 hit points is still considered defeated, assuming the victors can move among the defeated creatures
and finish them off.

Fear: An army that uses a fear attack forces the enemy army to make a Morale check (DC = 10 + attacking army’s CR) or be unable to make an Offense check in the next round. If an army fails a Morale check from fear in a round when it cannot make an Offense check due to fear, the army flees.

Mercenary: This army fights for the highest bidder. Its weekly consumption points can be paid in either Build Points or gold. A mercenary army can be overpaid to increase its morale. For every additional Build Point (or its worth in gold) paid in addition to its normal consumption, the army gains +1 Morale for that week (to a maximum Morale bonus equal to half the army’s CR). Paying a mercenary army in gold requires 1000gp
x the army’s CR for every 1 BP of Consumption the army requires.

Mobility Advantage: If the creatures in an army have unusual mobility (such as flight, swimming, climbing, burrowing, teleportation, and so on) that actually gives an advantage in the battle, increase that army’s DV by +1. If all armies possess the same mobility options, this advantage does not apply.

Paralysis: If an army can paralyze foes, each time it damages an enemy the army’s DV is reduced by 1. This reduction vanishes at the end
of a battle.

Rock Throwing: An army that can throw large rocks or similar objects gains the ranged capability (at no additional Consumption) and
inflicts +4 damage during the Ranged phase.

Significant Defense: If an army’s component creatures possess a significant defense (such as powerful damage reduction, incorporeal, or
numerous immunities and/or resistances), increase its DV by +10, but only when it fights against an army that would have a significantly difficult time overcoming the army’s significant defense. In some cases, you might even wish to rule that an army is simply undefeatable by an enemy army because of its defenses - but you should never pit the PCs against such an army.

Spell Resistance: If an army’s units have spell resistance, they gain a +6 bonus to their DV against armies that have the Spellcasting ability.

Spellcasting: If an army’s units can use magic (either from spell-like abilities or actual spellcasting), it gains a bonus to its DV and OM
equal to the level of the highest level spell its individual units can cast. In addition, if any of its offensive spells have a range of greater than
touch, the army gains ranged capability (at no additional Consumption) and can attack during the Ranged phase. Spellcasting units that can
choose their own spells (not races that gain spelllike abilities), may cast spells with the Mass Combat descriptor instead of a damage spell. The
unit may cast 2 non-damage dealing spells from any spell level that is lower than their highest level of spell level available to them. All other
available spells are reserved for damage dealing spells. The spellcasting unit must meet the minimum size requirement to cast the spell.
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Post by Oblivion Fri Nov 02, 2012 7:37 pm

Training Armies
The kingdom can train 1 army at a time per barracks, temple, or caster’s tower and 2 per garrison, cathedral, or academy in any given city.
Barracks and garrisons can train any martial unit. Temples and cathedrals train divine spellcaster. Caster’s towers and academies train arcane
spellcasters. The army begins play in the city in which it was trained.

Training time varies depending on the level of army being trained. These times include:
* 1 week per level of NPC class the army possesses (except commoner)
* 2 weeks per level of PC class the army possesses
* 1 week per 2 resources the army possesses.
The maximum size army a kingdom can get train is limited by the kingdom’s size and the buildings in a city. These maximum sizes are found Table 3-1. A mounted unit’s maximum size is always 1 smaller than the normal type of unit the kingdom can produce.

Table 3-1. Maximum Army Size
Kingdom Min. Size: Marshal Units - Divine Casters - Arcane Casters
1 Hex: Medium - Tiny- Diminutive
21 Hexes: Huge - Medium - Small
81 Hexes: Gargantuan - Large - Medium
151 Hexes: Colossal - Huge - Large
201 Hexes: Colossal - Gargantuan - Huge

Vassal Armies
Whether the vassal community joins your kingdom through normal game play or from the New Vassals Kingdom Event, you can draw upon them to produce an army. Vassal armies begin play where the vassal community is located in your nation. You are limited to 1 Large army per vassal community. Unless the players have taken a direct hand in how the vassal community has developed, the communities are assumed to possess all the necessary building prerequisites to produce the armies listed in the Sample Armies section starting on page 25. The PC’s nation is still required to fund the vassal army’s Consumption.

All vassal armies are limited to a maximum size of Large except as following races: goblins, kobolds, and mites. Goblins and kobolds are limited to Gargantuan size, and mites are limited to Huge size. All vassal mounted armies are limited to 1 size smaller than the race’s normal maximum. Vassals that occupy 3 or more adjoining hexes can produce a single army of 2 sizes larger than their normal. These armies require no training time.
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