Advance.
Melee Weapon Attack: +2 to hit, reach 100 ft., 1 target. Hit: 20d100 bludgeoning damage.
Ranged Weapon Attack: +2 to hit, range 500/1000 ft., 1 target. Hit: 20d100 piercing damage.
Breakthrough.
The army group can attempt to break through the enemy lines of another group right after a successful advance.
Melee Weapon Attack: +4 to hit, reach 100 ft., 1 target. Hit: 40d100 bludgeoning damage.
Ranged Weapon Attack: +4 to hit, range 500/1000 ft., 1 target. Hit: 20d100 piercing damage.
Encircle.
The army group can attempt to encircle the enemy group right after a successful breakthrough. If the enemy successfully retreats, this action cannot be taken.
Melee Weapon Attack: +4 to hit, reach 100 ft., 1 target. Hit: 80d100 bludgeoning damage.
Ranged Weapon Attack: +4 to hit, range 500/1000 ft., 1 target. Hit: 40d100 piercing damage.
Exterminate.
The army group can attempt to completely destroy the encircled enemies.
Melee Weapon Attack: +8 to hit, reach 100 ft., 1 target. Hit: 160d100 bludgeoning damage.
Ranged Weapon Attack: +8 to hit, range 500/1000 ft., 1 target. Hit: 80d100 piercing damage.
Retreat.
The group can attempt to make an organized retreat to avoid encirclement. To do that, the group must succeed on a DEX saving throw with a base of 13 right after taking damage from a successful enemy Advance (DC 12), or a successful enemy Breakthrough (DC 17). If the group is encircled, it cannot retreat.
Description
Army groups are the fundamental army compositions. They represent a number of 3000 soldiers (20 army HP for every 1 soldier - adjust HP for different army sizes), a mix of pikemen, swordsmen, horsemen, spearmen, and archers. If digital dice is not available, assume: 1 soldier = 1 HP, so the damage is adjusted as follows: 20d100 => 1d100, 40d100 => 2d100 etc.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/23/2024 2:54:12 PM
|
19
|
11
|
1
|
Coming Soon
|
|
|
7/23/2024 3:46:57 PM
|
19
|
0
|
1.1
|
Coming Soon
|
Comments