User:Quincy/Massive Battle System
Massive Battle System[edit]
These combat rules are an alternative method of resolving large-scale battles for players and DMs who feel that other published systems aren't crunchy enough or don't have enough "weight".
Units[edit]
A group of individuals which moves and acts in relative unison is called a unit. Units can be comprised of dozens or hundreds of individuals, and can be disciplined, well-oiled fighting machines, or ragtag, disorderly mobs.
- Unit Composition
Assume that for the most part, the statistics of a unit are determined by simple majority. Thus, a unit composed of 44 orcs and 6 trolls is considered a unit of orcs. The trolls only count for hit points and hit dice, as discussed below.
- Unit Hit Dice and Hit Points
A unit has a number of hit points determined by combining the hit dice of each individual creature with the following modifiers applied to each component creature:
- An individual is Tiny Sized: -50%
- An individual is Small Sized: -25%
- An individual is Large Sized: +25%
- An individual is Huge Sized: +50%
- An individual is Gargantuan Sized: +150%
- Individual has a Constitution modifier: +10% times the creature's Constitution modifier; this can be negative.
Thus, in the previous example, that unit of 44 orcs and 6 trolls would have 2.6 hit points per orc (2 hit dice plus a 30% bonus due to the orcs' Constitution scores), for a total of 114 hit points, and 14 hit points per troll, for a total of 84 hit points (8 hit dice plus a 50% Constitution bonus plus a 25% bonus for being Large size). Thus, the unit has 198 hit points. In this example we can see that a few big, tough creatures can drastically increase the strength of a unit, just like they should be able to. Make sure you keep track of the individual hit points of the creatures making up a unit; this will help you adjudicate the effects of spells and special actions.
- Unit Attacks, Damage, & Hit Points
As previously stated, use a simple majority. Therefore that unit of orcs would have an AC of 13 and the following attacks:
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Damage is applied as normal but remember that damage is done in hit dice, not hit points.
Formations[edit]
There are three formations a unit can use: Skirmish formation, Open formation, and Close formation, each with advantages and disadvantages. Open formation is assumed to be the norm. A unit can change its formation as an action, provided it isn't engaged.
- Skirmish Formation
Skirmish formation is loose, allowing for unrestricted movement, but is easily overrun and has difficulty holding its position. A unit in skirmish formation has advantage on Dexterity saving throws and takes half damage from ranged attacks. Skirmish units can move normally in any direction, and has no "rear" which can be taken advantage of.
- Open Formation
Open formation is a comfy balance between maneuverability and security; no effects. Open units can move normally forwards in a straight line, but must expend 2 feet of movement for every 1 foot it moves in any other direction. An open unit can use half its movement to change its facing; once it does, it can move in a straight line in that direction at no penalty.
- Close Formation
Close formation is a tightly packed formation, in which the unit presents itself as a solid wall of troops. A unit in close formation has disadvantage on Dexterity saving throws and takes double damage from ranged attacks. On the bright side, a unit in close formation gains a +2 bonus to AC if the unit is equipped with shields, and breaking through its ranks is exceedingly difficult. Mounted creatures cannot assume a close formation. A close unit can move normally forwards in a straight line, but must expend 2 feet of movement for every 1 foot it moves in any other direction. A close unit can change its facing at the cost of all of its movement allowance; once it does, it can move in a straight line in that direction at no penalty.
Breakthrough Action[edit]
The Breakthrough Action is a special action that a unit can take after moving at least 10 feet in a straight line and ending its movement adjacent to another unit, representing an attempt to (as the name suggests) smash through an enemy's lines. A unit that takes the Breakthrough action must make a Strength check opposed by the defender's Strength check. A mounted unit, whether attacking or defending, may use the Strength of its mounts instead of the Strength score of its riders. Whichever side has the high ground has advantage on its check. Units in Skirmish formation have a -2 penalty to this check, while units in Close formation have a +2 bonus to this check when defending (only), increased to +4 if the Close unit is using shields. A breakthrough attempt succeeds automatically if the unit making the breakthrough attempt can attack the defender's rear.
Relative Damage Chart[edit]
Attacker Size (Attack/Damage): Under 1.5:1 - Even 1.5:1 - +1 to attack, +50% damage 2:1 - +2 to attack, x2 damage 3:1 - +3 to attack, x3 damage 4:1 - +4 to attack, x4 damage 5:1 - +5 to attack, x5 damage 10:1 - +6 to attack, x10 damage 15:1 - +7 to attack, x15 damage 20:1 - +8 to attack, x20 damage
Ranged Damage Chart[edit]
Unit Size (Damage): 5-10: -5 11-20: -3 21-50: Even 51-100: x2 101-200: x3 201-500: x4 501-1,000: x5
Sample Units[edit]
Peasant Conscripts[edit]
Unit Hit Points: 100 (100 Commoners Individual Hit Points: 1 AC: 10 Club: 1d4 (2) damage Strength: 10 (+0)
Guards[edit]
Unit Hit Points: 220 (100 Guards Individual Hit Points: 2.2 AC: 16 Club: 1d4 (2) damage Strength: 10 (+0)