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  1. Army Name
  2. Class
  3. Attack: = Army Level + Bonuses
  4. AC: = 10 + Equipped armor + Bonuses
  5. Movement
  6. Hardiness Save: = Army level + Base + Bonus
  7. Artillery Save: = Army Level + Base + Bonus
  8. Moral Save: = Army Level + Base + Bonus
  9. Commander Qualities:
  10. Special Abilities
  11. Attachments
  12. Cost:
  13.  
  14. Army Classes
  15. Light Infantry: +2 Artillery Save, +1 Moral and Hardiness. Can equipt Light and Medium armor. Speed: 2. Cost: 1BP. Consumption: 1
  16. Riflemen: +2 Artillery, +1 Moral and Hardiness. Equip Light armor and guns. Speed: 2 Cost: 2 BP Consumption: 1 + 1 unit of Guns
  17. Heavy Infantry: +2 Hardiness save, +1 Artillery and Moral save. Can equip Heavy and Medium armor. Speed: 1. Cost: 3BP Consumption: 2
  18. Calvary: +2 Artillery and Moral Save, +1 Hardiness. Can equip all armor. Speed: 4 Cost: 5BP. Consumption: 3
  19. Archers: +1 All saves, Ranged attack (3 squares), equips Light armor. Cost: 2BP, Speed: 1 Consumption: 1
  20. Artillery Crew: +0 All Saves, Ranged attack (5 squares). Speed: 1. Cost: 5 BP. Consumption: 2 + Guns
  21. Militia: +2 Moral save, equip light armor. Cost: 0 (automatically raised when settlement attacked.
  22. Special Units: These units can be Attached to a regular army, and grant bonuses.
  23. Healers: Clerics, Healers, and Organic Mechanics, dedicated to supporting army units, Automatically pass Moral checks to regroup at the end of the Turn. 5BP, 2 Consumption.
  24. Warders: Trained Arcanists who utilize magic to buff and fortify their companions. Gain a +2 Bonus to AC and 1 Save. 5 BP, 2 Consumption
  25.  
  26. Mass Combat Rules:
  27. Three phases in a Turn of mass combat: Tactics, Ranged, and Melee.
  28. In the Tactics phase, the GM applies battlefield modifiers, and the players determine what tactics they will use.
  29. In the Ranged phase, Artillery, Archers, and Riflemen fire their weapons, making their attack rolls. Artillery pieces utilize a set Attack DC, equal to 10 + Unit level + any relevant modifiers. The targeted unit must pass an Artillery Save of that DC or higher, or be knocked down to Shaken/Routed/Destroyed.
  30.  
  31. Damage: In Mass Combat, Hit Points are abstracted down to Damage Levels.
  32. An Undamaged Army is fighting at full strength. While they may have taken casualties, they have enough supplies and men to continue fighting.
  33. A Shaken Army has taken significant losses. They cannot attack, only dig in and attempt to ride out the enemy assault. They can make a Moral check to regroup and reinforce. However, this can only be made if there is an unbroken, unthreatened line between their side of the map and them, representing the supply lines needed to bring in more men, fuel, and weapons. Increase the DC of this save by 1 for each enemy unit within 1 tile. Additionally, Medical Units can automatically remove the Shaken status.
  34. A Routed Army has broken down completely, and will flee towards their side of the map. Any attack on them automatically succeeds, and destroys them.
  35.  
  36. THE DEFENSE OF SALTMARSH: the PCs have 2 weeks to raise a militia and defend Saltmarsh from the Sauguan threat.
  37. Moral: 50/100
  38.  
  39. Armies: Armie Limit: 3
  40.  
  41. BP Production:
  42. The Anvil: +4.
  43. Bakers: +2
  44. Carpainter: +1
  45. Masons: +1
  46. Total: +8 per day
  47.  
  48. Conscription: The maximum number of armies you can raise from Saltmarsh’s populace. Bonus armies do not count.
  49. Levels:
  50. Volunteers: 3 Armies (10% of pop)
  51. Conscription: 6 Armies (20% of pop)
  52. Extensive Conscription: 9 armies (30% of pop)
  53. All Hands on Deck: 15 Armies, -5 Moral (50% of pop)
  54. Scraping the Barrel: 21 Armies, -10 Moral. (70% of pop)
  55.  
  56. Edicts:
  57.  
  58. ARMIES:
  59. Army Name
  60. Class
  61. Attack: = Army Level + Bonuses
  62. AC: = 10 + Equipped armor + Bonuses
  63. Movement
  64. Hardiness Save: = Army level + Base + Bonus
  65. Artillery Save: = Army Level + Base + Bonus
  66. Moral Save: = Army Level + Base + Bonus
  67. Commander Qualities:
  68. Special Abilities
  69. Attachments
  70. Cost:
  71.  
  72. Town Hall Guards
  73. Heavy Infantry 4
  74. Attack: +6 = 4 + 2
  75. AC: 20 = 10 + Equipped armor (full plate) + 2
  76. Movement: 1
  77. Hardiness Save: +6 = Army level + 2 + Bonus
  78. Artillery Save: +5 = Army Level + 1 + Bonus
  79. Moral Save: +5 = Army Level + 1 + Bonus
  80. Commander Qualities: Geolin (Fighter, Bonus Level 2, Att + AC up)
  81. Special Abilities -
  82. Attachments -
  83. Cost: Consumption 2
  84.  
  85. Hoolwatch Rangers
  86. Archers 6
  87. Attack: 16 Artillery Save = 10 + 6 + Bonuses
  88. AC: 14 = 10 + Chainshirt + Bonuses
  89. Movement 1
  90. Hardiness Save: +7 = Army level + 1 + Bonus
  91. Artillery Save:+7 = Army Level + 1 + Bonus
  92. Moral Save: +7 = Army Level + 1 + Bonus
  93. Commander Qualities: Iborian, Bonus level 3
  94. Special Abilities -
  95. Attachments -
  96. Cost: Consumption 0
  97.  
  98. Northgate Garrison
  99. Light Infantry 4
  100. Attack: +6 = Army Level + 2
  101. AC: 18 = 10 + Breastplate + 2
  102. Movement 2
  103. Hardiness Save: +5 = 4 + 1 + Bonus
  104. Artillery Save: +6 = 4 + 2 + Bonus
  105. Moral Save: +5 = 4 + 1 + Bonus
  106. Commander Qualities: Lars Tannerson, Bonus level 2
  107. Special Abilities
  108. Attachments
  109. Cost: Consumption 1
  110.  
  111. Southgate Garrison
  112. Light Infantry 4
  113. Attack: +6 = Army Level + 2
  114. AC: 18 = 10 + Breastplate + 2
  115. Movement 2
  116. Hardiness Save: +5 = 4 + 1 + Bonus
  117. Artillery Save: +6 = 4 + 2 + Bonus
  118. Moral Save: +5 = 4 + 1 + Bonus
  119. Commander Qualities: Vera Orrenti, Bonus level 2
  120. Special Abilities
  121. Attachments
  122. Cost: Consumption 1
  123.  
  124. Total Consumption:
  125. 4
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