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- Army Name
- Class
- Attack: = Army Level + Bonuses
- AC: = 10 + Equipped armor + Bonuses
- Movement
- Hardiness Save: = Army level + Base + Bonus
- Artillery Save: = Army Level + Base + Bonus
- Moral Save: = Army Level + Base + Bonus
- Commander Qualities:
- Special Abilities
- Attachments
- Cost:
- Army Classes
- Light Infantry: +2 Artillery Save, +1 Moral and Hardiness. Can equipt Light and Medium armor. Speed: 2. Cost: 1BP. Consumption: 1
- Riflemen: +2 Artillery, +1 Moral and Hardiness. Equip Light armor and guns. Speed: 2 Cost: 2 BP Consumption: 1 + 1 unit of Guns
- Heavy Infantry: +2 Hardiness save, +1 Artillery and Moral save. Can equip Heavy and Medium armor. Speed: 1. Cost: 3BP Consumption: 2
- Calvary: +2 Artillery and Moral Save, +1 Hardiness. Can equip all armor. Speed: 4 Cost: 5BP. Consumption: 3
- Archers: +1 All saves, Ranged attack (3 squares), equips Light armor. Cost: 2BP, Speed: 1 Consumption: 1
- Artillery Crew: +0 All Saves, Ranged attack (5 squares). Speed: 1. Cost: 5 BP. Consumption: 2 + Guns
- Militia: +2 Moral save, equip light armor. Cost: 0 (automatically raised when settlement attacked.
- Special Units: These units can be Attached to a regular army, and grant bonuses.
- 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.
- 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
- Mass Combat Rules:
- Three phases in a Turn of mass combat: Tactics, Ranged, and Melee.
- In the Tactics phase, the GM applies battlefield modifiers, and the players determine what tactics they will use.
- 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.
- Damage: In Mass Combat, Hit Points are abstracted down to Damage Levels.
- An Undamaged Army is fighting at full strength. While they may have taken casualties, they have enough supplies and men to continue fighting.
- 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.
- 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.
- THE DEFENSE OF SALTMARSH: the PCs have 2 weeks to raise a militia and defend Saltmarsh from the Sauguan threat.
- Moral: 50/100
- Armies: Armie Limit: 3
- BP Production:
- The Anvil: +4.
- Bakers: +2
- Carpainter: +1
- Masons: +1
- Total: +8 per day
- Conscription: The maximum number of armies you can raise from Saltmarsh’s populace. Bonus armies do not count.
- Levels:
- Volunteers: 3 Armies (10% of pop)
- Conscription: 6 Armies (20% of pop)
- Extensive Conscription: 9 armies (30% of pop)
- All Hands on Deck: 15 Armies, -5 Moral (50% of pop)
- Scraping the Barrel: 21 Armies, -10 Moral. (70% of pop)
- Edicts:
- ARMIES:
- Army Name
- Class
- Attack: = Army Level + Bonuses
- AC: = 10 + Equipped armor + Bonuses
- Movement
- Hardiness Save: = Army level + Base + Bonus
- Artillery Save: = Army Level + Base + Bonus
- Moral Save: = Army Level + Base + Bonus
- Commander Qualities:
- Special Abilities
- Attachments
- Cost:
- Town Hall Guards
- Heavy Infantry 4
- Attack: +6 = 4 + 2
- AC: 20 = 10 + Equipped armor (full plate) + 2
- Movement: 1
- Hardiness Save: +6 = Army level + 2 + Bonus
- Artillery Save: +5 = Army Level + 1 + Bonus
- Moral Save: +5 = Army Level + 1 + Bonus
- Commander Qualities: Geolin (Fighter, Bonus Level 2, Att + AC up)
- Special Abilities -
- Attachments -
- Cost: Consumption 2
- Hoolwatch Rangers
- Archers 6
- Attack: 16 Artillery Save = 10 + 6 + Bonuses
- AC: 14 = 10 + Chainshirt + Bonuses
- Movement 1
- Hardiness Save: +7 = Army level + 1 + Bonus
- Artillery Save:+7 = Army Level + 1 + Bonus
- Moral Save: +7 = Army Level + 1 + Bonus
- Commander Qualities: Iborian, Bonus level 3
- Special Abilities -
- Attachments -
- Cost: Consumption 0
- Northgate Garrison
- Light Infantry 4
- Attack: +6 = Army Level + 2
- AC: 18 = 10 + Breastplate + 2
- Movement 2
- Hardiness Save: +5 = 4 + 1 + Bonus
- Artillery Save: +6 = 4 + 2 + Bonus
- Moral Save: +5 = 4 + 1 + Bonus
- Commander Qualities: Lars Tannerson, Bonus level 2
- Special Abilities
- Attachments
- Cost: Consumption 1
- Southgate Garrison
- Light Infantry 4
- Attack: +6 = Army Level + 2
- AC: 18 = 10 + Breastplate + 2
- Movement 2
- Hardiness Save: +5 = 4 + 1 + Bonus
- Artillery Save: +6 = 4 + 2 + Bonus
- Moral Save: +5 = 4 + 1 + Bonus
- Commander Qualities: Vera Orrenti, Bonus level 2
- Special Abilities
- Attachments
- Cost: Consumption 1
- Total Consumption:
- 4
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