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.Cry
Havoc Unit Combat System Free Preview!
By
Skip Williams
This excerpt is taken from Chapter Three: Unit
Combat of Cry Havoc by Skip Williams. It features
a broad overview of the unit combat system. In addition,
this preview includes the beginning of the section
describing a fighting unit's statistics. As you will
see through this excerpt, the beauty of this system
is that it maintains the feel of d20 gameplay. That's
because it uses the standard d20 rules for individual
combat (Chapter Eight of the Player's Handbook),
exploded out to handle units of troops rather than
single characters. I hope you like it as much as I
do. Monte
Combat
between units works much like combat between individuals.
Unit combat, however, requires a slightly more abstract
approach in order to keep battles running smoothly
and quickly.
General
Principles
The guidelines presented in this chapter allow quick
resolution of battles involving anywhere from several
dozen to a few hundred troops. Since speed of resolution
is paramount, this system glosses over certain elements
of battle that miniature wargames might handle in
some detail.
The
unit combat system takes standard d20 character combat
concepts and expands them to unit scale. This approach
keeps the terms, procedures, and die rolls familiar
to players who already know the d20 System, and it
allows character-to-character interactions and roleplaying
within the scope of a much larger battle.
The
Fundamentals
A few fundamental assumptions form the basis for the
rules presented here.
1.
A unit has an attack bonus, an Armor Class, a speed,
and all other statistics that an individual creature
has. Each of a unit's statistics is the average of
that statistic over all the creatures in the unit.
2.
A unit in combat acts in much the same way as an individual
would. A unit can take almost any action in combat
that a character can, and resolution of its actions
occurs in much the same way.
3.
A unit in combat seldom can assess the battle as a
whole. Thus, it remains preoccupied with what's happening
immediately around it.
What
Is a Unit?
Any collection of creatures moving and fighting together
can be considered a unit. A typical unit (called a
homogeneous unit) consists of at least 10 creatures
of the same kind, all with identical armor and weapons.
It's quite possible, however, to form a unit with
mixed equipment, mixed spells, or even mixed creatures
(called a mixed unit).
A
unit works like a character in many ways. A unit is
the building block of a force in the same way that
a PC is the building block of an adventuring party.
A single figure on a battle mat represents a unit
in a battle just as it does a character in an adventure,
except that a unit figure represents anywhere from
10 to 50 actual creatures.
A
unit on the battlefield can attack other units, or
it can attack individuals. Conversely, both individuals
and units can attack a unit. The term "combatant"
refers to any entity fighting on the battlefield --
either a unit or an individual.
Unit
Combat Sequence
Like combat between individuals, unit combat is cyclical-that
is, the order in which units act does not change from
battle round to battle round. Generally, unit combat
runs as follows.
1.
Unless an ambush or other circumstance makes the troops
and commanders on one side of a battle unaware of
their enemies, units begin ready to fight and are
not flat-footed, as creatures in individual combat
often are.
2.
The commander-in-chief for each division involved
in a battle makes a command check (see page 20) to
determine initiative for the battle.
3.
The commander-in-chief for each division directs the
units under her command to act. The commander-in-chief
with the highest initiative check result acts first,
followed by the one with the next highest, and so
on. Units on each side make morale checks as necessary
when they or their foes act.
4.
When all the commanders-in-chief have acted, Steps
2 and 3 repeat until the battle ends.
Unit
Combat Basics
The following sections outline the basics of unit
combat for the convenience of players and DMs during
play. But this sidebar is only an outline -- full
descriptions of the concepts in this section follow.
Except
where noted, unit combat follows the rules given for
combat between individuals in Chapter Eight of the
Player's Handbook.
Battle
Rounds
Unit combat takes place in one-minute battle rounds
rather than the six-second rounds used for combat
between individuals. This slower pace represents the
lengthy grind of battle and the difficulty of coordinating
large groups in a combat situation.
Initiative
During the first battle round of a fight, the commander-in-chief
of each division involved makes a command check (see
Giving Orders, page 35) that serves as an initiative
check. Each round that the fight continues, divisions
act in initiative order.
Attacks
A unit can move and attack once (one full attack)
per battle round. A unit that does not move can make
a double attack (two full attacks) each battle round.
Attack
Roll
A unit attacks as a group, making one attack roll
for all the creatures in it and using their average
attack bonus. This roll represents how effectively
the creatures in that unit fought. The higher the
unit's attack roll, the more hits it scores (see Table
3-3). Because the creatures in a unit attack more
or less in unison over the course of a one-minute
battle round, the unit can hit an opponent more than
once with each attack.
Damage
Each hit from a unit deals one damage factor (5 hit
points) to an enemy unit, or standard damage for the
weapon and wielder to an enemy individual.
Armor
Class
A unit's Armor Class is the average of the Armor Class
values of the creatures in it.
Hit
Points (Damage Factors)
A unit's ability to withstand damage is roughly equal
to the total hit points of all the creatures in it.
Divide the hit points of each creature by 5 and round
down to find the number of damage factors the unit
has. The sum of all the individual creatures' damage
factors equals the damage factors of the whole unit.
Successful attacks against a unit reduce its damage
factors. The unit's total decreases as creatures in
it die or drop out because of injuries.
Attack
Options
An attacking unit has the following basic options
available.
Attack:
A unit can move and make a full attack (melee
or ranged), or make a full attack and move. A unit
that does not move can make two full attacks (see
Double Attack, below). In unit combat, a unit always
makes a single attack at its highest melee attack
bonus for an attack of opportunity or the first attack
of a charge, and a full attack in most other cases
(see Chapter Eight in the Player's Handbook).
Charge:
A charging unit attacks twice-once with a single melee
attack as part of the move, and once with a full attack
after the move. When making the charge, the unit moves
up to its speed in a straight line or gentle curve,
then makes a single melee attack with a +2 charge
bonus on the attack roll. The unit also takes a -2
penalty to its Armor Class until its next turn. It
then makes a full attack (just like a standard unit
attack) immediately after charging, but without the
charge bonus.
Double
Attack: A unit that does not move (except to adjust
its position) can make two full attacks.
Double
Move Charge: A unit can move up to double its
speed in a charge and make a single melee attack.
Spells
A unit can move and cast a spell that would normally
have a casting time of one standard action in individual
combat. A unit that does not move (except to adjust
its position) can cast a spell with a casting time
of up to one minute. To cast a spell with a longer
casting time, a unit must remain stationary (except
for adjusting its position) for the entire time required
to complete the casting.
Saving
Throws
Each of a unit's saving throw bonuses equals the average
of that saving throw bonus for all the creatures in
it.
Movement
Each unit has a speed measured in feet. It can move
that distance as well as attack or cast a spell with
a casting time of one standard action. The unit can
move before or after attacking or casting.
A
unit can also move twice in a battle round (that is,
move twice its speed), provided that it does not attack
or cast a spell. It can also run, but only if ordered
to do so.
Unless
it is under orders to the contrary, a unit must move
toward the closest enemy it can see.
A
unit in melee contact with an enemy unit (that is,
within 50 feet of it) cannot move away unless ordered
to do so. If so ordered, it breaks melee contact,
usually provoking an attack of opportunity from the
enemy unit.
Death,
Dying, and Healing
Each time a unit takes damage from a melee or ranged
attack, it suffers casualties, losing one damage factor
(5 hit points) worth of creatures for each successful
hit against it. When a unit consists only of creatures
with more than 5 hit points each, every hit the unit
takes wounds a creature. Wounded creatures in a unit
take damage from melee or ranged attacks before nonwounded
creatures do, but a unit loses a creature only when
it runs out of hit points. Some kinds of terrain and
spells that affect areas may wound several creatures
in a unit without killing any of them.
Wounded
creatures in a unit can receive magical healing, which
reduces the damage they have suffered.
Unless
otherwise noted, consider any creatures that are eliminated
from units as dying (between -1 and -9 hit points,
inclusive). Use of the Heal skill during a battle
cannot return such a creature to the unit, though
the quick application of a healing spell may allow
recovery (see Injury and Death, page 44).
A
unit continues functioning at its full capacity until
it has no more creatures in it. Do not remove a unit
from the battlefield until it has lost its last creature.
Grids
and Miniatures
Unit combat takes place on a square grid with one
square equal to 50 feet. Simply place markers or figures
on the grid to indicate the positions of units.
Orders
In the noise and confusion of battle, units do not
always do exactly the right thing. When left to its
own devices, a unit attempts to attack whichever enemy
happens to be closest to it. A skilled commander,
however, can order a unit to attempt more intricate
maneuvers than it could manage on its own.
Morale
Morale is a measure of how well the unit stands up
to adversity. A unit checks morale whenever it takes
damage, and in certain other circumstances as well.
Base
Line and Rendezvous Point
Each force involved in a battle treats one edge of
the battlefield as its base line -- usually the edge
from which it entered the battle. A unit that fails
a morale check often retreats toward its base line.
The
troops in any unit have orders to go to a prearranged
place on the battlefield when they don't know what
else to do. Troops that find themselves without orders
and without nearby enemies to attack can move toward
this rendezvous point.
Unit
Combat Statistics
Several fundamental statistics determine how well
a unit performs in combat. This section summarizes
these statistics, and the following sections detail
how to use them. You can keep track of each unit's
statistics using copies of the unit
record sheet on page 133 (downlod PDF, 60k).
Unit
Attack Bonus
A unit's melee attack bonus is:
Average base attack bonus + average Strength modifier
+ size modifier + weapon damage modifier + miscellaneous
modifiers.
A
unit's ranged attack bonus is:
Average base attack bonus + average Dexterity modifier
+ size modifier + range modifier + weapon damage modifier
+ miscellaneous modifiers.
Average
Base Attack Bonus
A unit's base attack bonus equals the average base
attack bonus of all the creatures in it. For a homogeneous
unit, this value equals the base attack bonus of a
single member. To determine the average base attack
bonus for a mixed unit, first find the base attack
bonus for each creature in it. Then multiply each
of these values by the number of creatures to which
it applies, add up the results, divide by the total
number of creatures in the unit, and round down.
A
base attack bonus of 6 or higher allows a unit to
attack more than once when it uses a standard unit
attack , just as it allows an individual to attack
more than once when using the full attack action (see
Chapter One of the Player's Handbook).
Examples:
The following examples demonstrate how to calculate
a unit's base attack bonus.
1.
A unit of 10 ogres has a unit base attack bonus of
+3. Each ogre has a base attack bonus of +3. Since
this value is the same for all creatures in the unit,
the average equals +3.
2.
A unit of five ogres and five bugbears has a unit
base attack bonus of +2. Each ogre has a base attack
bonus of +3, and each bugbear has a base attack bonus
of +2. Multiplying +3 by 5 (the number of ogres) gives
a result of 15, and multiplying +2 by 5 (the number
of bugbears) gives a result of 10. Dividing the total
of those values (15 + 10 = 25) by 10 (the number of
creatures) gives a final result of +2 (25 / 10 = 2.5,
rounded down).
Average
Strength Modifier
Use the general procedure described above to determine
this value.
Examples:
The following examples demonstrate how to calculate
a unit's average Strength modifier. Use the same method
to calculate its average modifier for any other ability
score, substituting the appropriate value for the
Strength modifier.
1.
A unit of 10 ogres has an average Strength modifier
of +5. Each ogre has a Strength score of 21, which
provides a +5 Strength bonus. Since this value is
the same for all creatures in the unit, the average
equals +5.
2.
A unit of 5 ogres and 5 bugbears has an average Strength
modifier of +3. Each ogre has a Strength modifier
of +5, and each bugbear has a Strength modifier of
+2. Multiplying +5 by 5 (the number of ogres) gives
a result of 25, and multiplying +2 by 5 (the number
of bugbears) gives a result of 10. Dividing the total
of those values (25 + 10 = 35) by 10 (the number of
creatures) gives a final result of +3 (35 / 10 = 3.5,
rounded down).
Size
Modifier
This modifier works exactly like the size modifier
for individuals. In a mixed unit, use the size modifier
of the majority of creatures. If there is no majority,
use the size modifier for the largest creature.
Range
Modifier
This modifier works exactly like the range modifier
for individuals.
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this excerpt is Open Game Content."Cry Havoc
" ©2003 Skip Williams. All rights reserved.
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