Sunday, October 11, 2026

Abstract Mass Combat (2026 take)




BASICS 

Armies are composed of homogeneus groups called Squads. Squads have a base amount of HP from 1 to 4, depending on the number of men on them. A small squad has 1 hp, while a complete one has 4. Having even more men makes you start another squad. (Use incomplete squads when you want to represent poor or unstable armies, use complete ones normally for convenience)

HPs do not represent an actual number of people, but a fraction of a serious contingent. There is more people on a 4 HP footmen squad than in a 4 HP cavalry one. 

When two squads collide, they deal damage to the enemy by rolling 1d6 each:

1,2,3 means no damage
4 means 1 damage unless the victim has a shield
5 means 1 damage
6 means critical hit (damage depends on weapon) 

Sword: crit 2

Spear: crit 3

Bow: crit 2, but can fire volleys from behind another squad.

Crossbow: crit 3

Musket: crit 4 

Armor gives +1 or +2 hp to each squad, depending on the quality. 

 

SQUAD TYPES 

Squad types work like pokemon types: they have advantage (+1d6, keep both) and resistance (+1d6, keep worst) versus a type of squad, or in certain situations.

Cavalry: +1d6 vs footmen, both melee or ranged. If forced to leave the horses because of the terrain, they count as a footmen squad of half the HP. 

Spearmen: +1d6 vs cavalry. Once hit in melee, they are considered in close quarters and must become footmen (if they have backup weapons) or have their critical capped at 1. A levy of peasants might not have weapons beyond some bamboo spears, but one of trained samurai will. 

Footmen (Ranged): Muskets, crossbow and bow. +1 damage to spearmen on formations or horse archers if they are kiting, but -1 damage to a charge of cavalry. When they are in close combat, ranged footmen can become melee ones if they have side weapons, but they count as a unit of -1hp. 

Footmen (melee): Sometimes, the terrain will impose disadvantages for charging, shooting, mantaining formations, etc; such as in a forest. Footmen get +1d6 then. 

Horse archers: +1 damage vs spearmen, only bow allowed.

 

ADVANCED:

I don't want to use this system to simulate realistic battles, but to have the PCS and NPCs have enough factors to consider it as one. Normally, unless I/you want to complicate the scenario with different points of interest, the basic battle will be a 2d line where squads clash in order.

*  Generals choose an order in which the squads will march. They do so without knowing which order will the other general use, nor which kind of squads, unless they have done espionage through PCs or others, which they historically did. It is also a great idea to find out if they have any Hero that is bestowing any mantle on a specific squad (see below)

* Heroes are named NPCs (or PCs!) that lead a squad. Certain character skills or spells can affect the squad performance, such as a valkyrie summon (1-3 free re-rolls per combat), +1d6 on a single charge or +hp to a squad. 

* Tactical actions during the combat can impact the whole scenario, such as breaking a bridge or shooting at a nest of giant wasps, use common sense. 

* Flanking; (insert rules for flanking here, will edit soon) 

I DONT PLAY WARGAMES. HOW ARE PCS INTERTWINED IN A BATTLE SCENE?

If PCs are involved on the battle, they will have a first person encounter for each battle their squad fights. If they lead a squad, they can also use any leadership-related skills at will. 

It is possible for a PC to live while his squad failed and die while his squad won. A squad at 0 hp is considered to be disbanded, but there will be some survivors unless the enemy is dedicated to exterminate them. 

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