Hi all, in an attempt to create a bunch of unique encounters for my campaign, I wanted a focus on small unit tactics and leading a group of men.
For my campaign that I am planning, I wanted to create a focus on small unit tactics and the ability to control squads of men. This focus on small unit tactics I hope will create some unique encounters on a large scale. Often large scale encounters/battles have very simplified rules and/or gimmicks, or a lot of dice rolling for averages or individual attacks.
So I decided to create rule set that utilises the PC's and turn them into section commanders, giving them the ability to make tactical decisions and operate on a battlefield as part of the battle as a whole, rather than just some small section of the battle off elsewhere, like in dragonlance at the battle of high hill.
Its very bare bones at the moment and only takes into account a section of melee fighters, additional rules can be created to command ranged units, cavalry, siege equipment, etc
Also stat blocks for different sections of units, a section of militia or a section of swordsmen mercenaries, heroes, etc.
And class abilities tailored to command to give bonuses or allow special actions.
Not sure how to incorporate magic though...
Let me know what you think and if you can think of any improvements;
Section command:
You command a section of up to 30 men, hit points equal 10 times the amount of men left, attacks equal 1d4 per 5 men, times 3. Per 10 hit points lost, your section loses a man in combat.
Section size:
A section of 30 men occupies a 15ft square, or 30ft line 5ft deep
Damage:
Attack rolls in large scale fights provide an insight into the effectiveness of the attack.
Rolls of natural 20 no longer crit, but do proved 1 additional damage die.
Attacks that are double the AC do double damage, replacing the crit functionality of a natural 20.
Attacks that meet the AC do normal damage
Attacks that roll less than 5 of the AC deal half damage. (AC 15, roll 10, half damage)
Attacks that roll less than 6 or more deal no damage. (AC 15, roll 9, no damage)
Moral shock:
Each section must succeed a constitution saving throw (DC 10) or cause a Rout upon receiving 10 or more casualties and again every 5 losses after that (eg, moral check at 20, 15, 10…), the DC of the moral check increases by +1 per 5 casualties.
Rout:
If a combat unit enters a rout, the section moves at half of their max movement away from the largest concentration of enemy.
Rally:
If a combat unit is in a rout, each round they can make a constitution saving throw to rally and regroup DC 13, each 5 losses increase the DC by +1
Flanking:
Flanking a target by contacting them on two sides separated by 90 degrees of rotation, flanked enemy’s have their AC decreased by -3 for as long as they are flanked. If a target is flanked on 3 sides or more they must make a moral shock check each turn they are surrounded.
Lead by example:
During saving throws, the section commander (player characters) will use their attribute modifiers to assist in the saving throws, minus mods are not applied.
Line cohesion:
Maintaining line cohesion in battle is vital for orders to be effective, soldiers rely on their battle brothers to protect them in the line, without that, they can become isolated from the line and easily killed, without cohesion, attack rolls and AC suffer a -5 penalty. Line cohesion cannot be regained whilst in active combat.
Withdraw: Action
Issue an order to tactically retreat from combat, this will provide an attack of opportunity from the opposing force. Section can move up to their max movement away from the enemy, line cohesion can be regained once fully disengaged.
Shield wall: Action
Your section locks together their shields into a formidable wall providing excellent protection at the cost of reducing their ability to fight back effectively.
Attacks rolls against section are reduced by -3, Disadvantage on attack rolls against your section but disadvantage on attack rolls against your targets,movement reduced to 10ft, immunity against lines being broken, immunity to non-siege weapon ranged attacks.
Advance: Action
Your section cautiously advances forward with their shields raised, movement is slow but protected.
Movement reduced by half, AC increased by +2 for that round
Fight Through: Action
Open attack on a target in an attempt to break their lines. Target must make a strength or constitution saving throw or have their lines broken. DC 15
Player section AC reduced by -3 for that round.
Double time: Action
Section moves at speed, focusing more on moving on to target than defending themselves.
Movement speed is doubled, AC reduced by -4 for that round
Charge: Passive
If a section has moved 30ft or more before contacting the target, they are granted a 1d6 attack per 5 men instead of a 1d4 for that round.
Counter attack: Reaction
If standing still, when a target enters combat range of your section you can use your reaction to carry out one of the following;
Phalanx, Raise pikes and spears (if available) to create a phalanx providing a 1d4 per 10 men times 3 damage upon approaching enemy
Brace, you can use your reaction to brace your shields granting advantage on line break saving throw, and will increase AC by +2 for the round
Charge, at the last moment you break your own lines and viciously counter charge the incoming advance granting a +3 to attack roll and 1d6 per 5 men times 4 damage, your line cohesion is lost at the end of your turn.
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Hi all, in an attempt to create a bunch of unique encounters for my campaign, I wanted a focus on small unit tactics and leading a group of men.
For my campaign that I am planning, I wanted to create a focus on small unit tactics and the ability to control squads of men. This focus on small unit tactics I hope will create some unique encounters on a large scale. Often large scale encounters/battles have very simplified rules and/or gimmicks, or a lot of dice rolling for averages or individual attacks.
So I decided to create rule set that utilises the PC's and turn them into section commanders, giving them the ability to make tactical decisions and operate on a battlefield as part of the battle as a whole, rather than just some small section of the battle off elsewhere, like in dragonlance at the battle of high hill.
Its very bare bones at the moment and only takes into account a section of melee fighters, additional rules can be created to command ranged units, cavalry, siege equipment, etc
Also stat blocks for different sections of units, a section of militia or a section of swordsmen mercenaries, heroes, etc.
And class abilities tailored to command to give bonuses or allow special actions.
Not sure how to incorporate magic though...
Let me know what you think and if you can think of any improvements;
Section command:
You command a section of up to 30 men, hit points equal 10 times the amount of men left, attacks equal 1d4 per 5 men, times 3. Per 10 hit points lost, your section loses a man in combat.
Section size:
A section of 30 men occupies a 15ft square, or 30ft line 5ft deep
Damage:
Attack rolls in large scale fights provide an insight into the effectiveness of the attack.
Rolls of natural 20 no longer crit, but do proved 1 additional damage die.
Attacks that are double the AC do double damage, replacing the crit functionality of a natural 20.
Attacks that meet the AC do normal damage
Attacks that roll less than 5 of the AC deal half damage. (AC 15, roll 10, half damage)
Attacks that roll less than 6 or more deal no damage. (AC 15, roll 9, no damage)
Moral shock:
Each section must succeed a constitution saving throw (DC 10) or cause a Rout upon receiving 10 or more casualties and again every 5 losses after that (eg, moral check at 20, 15, 10…), the DC of the moral check increases by +1 per 5 casualties.
Rout:
If a combat unit enters a rout, the section moves at half of their max movement away from the largest concentration of enemy.
Rally:
If a combat unit is in a rout, each round they can make a constitution saving throw to rally and regroup DC 13, each 5 losses increase the DC by +1
Flanking:
Flanking a target by contacting them on two sides separated by 90 degrees of rotation, flanked enemy’s have their AC decreased by -3 for as long as they are flanked. If a target is flanked on 3 sides or more they must make a moral shock check each turn they are surrounded.
Lead by example:
During saving throws, the section commander (player characters) will use their attribute modifiers to assist in the saving throws, minus mods are not applied.
Line cohesion:
Maintaining line cohesion in battle is vital for orders to be effective, soldiers rely on their battle brothers to protect them in the line, without that, they can become isolated from the line and easily killed, without cohesion, attack rolls and AC suffer a -5 penalty. Line cohesion cannot be regained whilst in active combat.
Withdraw: Action
Issue an order to tactically retreat from combat, this will provide an attack of opportunity from the opposing force. Section can move up to their max movement away from the enemy, line cohesion can be regained once fully disengaged.
Shield wall: Action
Your section locks together their shields into a formidable wall providing excellent protection at the cost of reducing their ability to fight back effectively.
Attacks rolls against section are reduced by -3, Disadvantage on attack rolls against your section but disadvantage on attack rolls against your targets,movement reduced to 10ft, immunity against lines being broken, immunity to non-siege weapon ranged attacks.
Advance: Action
Your section cautiously advances forward with their shields raised, movement is slow but protected.
Movement reduced by half, AC increased by +2 for that round
Fight Through: Action
Open attack on a target in an attempt to break their lines. Target must make a strength or constitution saving throw or have their lines broken. DC 15
Player section AC reduced by -3 for that round.
Double time: Action
Section moves at speed, focusing more on moving on to target than defending themselves.
Movement speed is doubled, AC reduced by -4 for that round
Charge: Passive
If a section has moved 30ft or more before contacting the target, they are granted a 1d6 attack per 5 men instead of a 1d4 for that round.
Counter attack: Reaction
If standing still, when a target enters combat range of your section you can use your reaction to carry out one of the following;
Phalanx, Raise pikes and spears (if available) to create a phalanx providing a 1d4 per 10 men times 3 damage upon approaching enemy
Brace, you can use your reaction to brace your shields granting advantage on line break saving throw, and will increase AC by +2 for the round
Charge, at the last moment you break your own lines and viciously counter charge the incoming advance granting a +3 to attack roll and 1d6 per 5 men times 4 damage, your line cohesion is lost at the end of your turn.