Mass Battle in Skorne

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The Players' Regiment (or Army, if you want a larger scale) has 3 Hits.
The Bandits, with their blades and bows, have 4 Hits.
The Hogoblins, with their steel weapons and armors and gunpowder, have 8 Hits.
The Indomitable Legion, with their high tech weaponry and superior strategies, have 16 Hits.

Each turn of battle (could be an hour, or a day, depending on the scale of things), both sides deal 1 Hit.
You will lose unless you tip the scales.

To do so, you must create or find an opportunity to hinder the enemy forces (so that they cause 0 Hits) or enhance your own army's fighting capability (so that they cause 2 Hits). Sending a squad to assasinate an enemy commander or poison the enemy army's water rations. Bringing in reinforcements, or interfering with enemy supply lines, are all things that will help or hinder, while putting your PCs' (or named characters you assume control of for the operation) lives at risk. Alternatively, larger scale manoeuver that involve a lot of your manpower being dedicated to a trick or complex strategy that could tip the scale but also will have dire consequences if failed can be a gambit. In this case you roll 2d6+WIL vs the enemy's commander 2d6+WIL and see where it leads. The default consequence for failure is that the manoeuver costs you 1 Hit and doesn't accomplish anything. If a manoeuver is simply likely to help and doesn't present an inherent risk (like using natural terrain to your advantage when you can, fighting uphill, etc), then it's just going to Enhance your army's next assault (and is what you should favor if you want your military campaigns to last).

Armies accumulate Fatigue when pressed or whenever difficult manoeuvers are attempted, as well as whenever command fails at their duties in a public manner, like neglecting their duties or proving themselves to not be trustworthy or worth following (will depend on the army's composition). If they accumulate 10 Fatigue, they Mutiny. Desertions will start happening before that count of 10 though.

Armies recover lost Hits when they can recruit or conscript more troops and have access to proper supplies. Fatigue is recovered after a successful military campaign ends.

When handling two NPC armies, simply assume that the Hit values you assign to both side take into account the military acumen of the commanders as well as equipment, preparedness, morale, etc etc. If the battle between the Fortress on the Wildlands' troops and the native tribesmen of the Wildlands' "chaotic" caves could last around 3 days, then give the tribes 3 Hits and the Fortress 4 Hits and voilà, military based adventure!

Sometime soon I'll try and figure out a way to add Mercantile Campaigns support to Skorne.

Also have a reaction mechanic.

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