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Open Mass Combat System

Open Game Content All of the material in this document regarding the Open Mass Combat System is designated as Open Game Content, as detailed under the Open Gaming License.
NOTE: This Open Mass Combat System (OMCS) is based on Mongoose Publishing's Open Mass Combat System. Special thanks to the Ishka Campaign website (http !!homepages.pa"adise.net.n#!bleybou"!) $o" the document that se"%ed as the $oundation $o" this one.

The Open Mass Combat System is provided as a means for the gaming group to handle large scale combats during the game, allo ing !Cs to lead troops and fight grand battles. This system ill also allo the group to handle Ship"To"Ship fighting bet een the cre s of large sailing vessels on the #igh Seas. $n essence, the system treats units %of li&e members' as being very similar to characters " the group as a hole has a statistics bloc& and fights as a single entity. $ndividuals may be attached to a unit, not only significantly increasing the combat might of the unit, but also bolstering unit morale and providing leadership. This guide ill not contain the full rules of the OMCS, but ill contain enough information for the players to be able to use it. Contents (nit )oster Combat Melee )anged Magic Turning (ndead Morale )ecovering Casualties (nit Types *ar Machines Ships !layer Characters

Unit Hit Points: .. %0-/1+ Con 2onus 0-' Initiative: 03 %$mproved $nitiative' Movement: 4/5 Attacks: #and A6e 07 %0- Strength, 02A2, 0- *eapon 8ocus' ama!e: #and A6e -d90- %0- Strength' AC: -7 %Leather armour 0 Shield' A"ility Sco#es: Str -7, ,e6 -/, Con -4, $nt :, *is --, Cha .. Saves: 8ort 07, )ef 0/, *ill 0/. $eats: $mproved $nitiative, *eapon 8ocus+ #and A6e. Skills: !rofession%sailor' 0-. %otes on t&e Unit Roste# 'o#mat: Race, Class, Level: Sel$ e&planato"y Unit Size: The numbe" o$ $igu"es in the unit. Unit Type: '"che"s( Ca%al"y( C"ew( In$ant"y o" Ski"mishe"s. Unit Hit Points: Total hit dice o$ all membe"s o$ the unit (i.e. unit si#e ) hit dice!le%el). Modi$ie"s apply $o" ha%ing constitution bonuses( $o" ca%al"y (each man*ho"se is t"eated as a single $igu"e)( and so on. Initiative, Movement, Attac s, !ama"e, AC, A#ility Sco$es, Saves: Sel$ e&planato"y( based on a%e"ages $o" the unit. %eats, S ills: Only some skills( $eats and special abilities apply to mass combat. These will be noted whe"e app"op"iate.

Unit Roster
The unit roster &eeps the vital information of each unit in the army. A sample roster is sho n belo + Race: , arven Class/Level: *arrior Unit Size: ./ Unit Type: $nfantry

Combat
Melee Combat or&s very much li&e standard ,;,7< combat, e6cept that the map is on a larger scale and the men are more tightly pac&ed that the usual =one man per >5 s?uare= rule %due to the confusion and close ?uarters of combat'. All movement rules, such as running, charging, double moves etc apply to each unit. To enter combat ith another unit on land, a unit must charge ho ever, they cannot simply al& up to another unit and start fighting %the charge grants the usual 04 to attac& and "4 to AC for one round and allo s only as single attac&'. To enter combat ith another unit in ship"to"ship combat, the attac&ing ship must ma&e a boarding action against the target vessel before combat can be engaged. Once engaged, the only options are to Attac& %Allo s as many attac&s per round as the unit is entitled to', or to attempt to *ithdra . ,efenders in a boarding action in Ship"to"Ship combat may not *ithdra , as there is no place to retreat. $f a unit *ithdra s, the opposing unit gets a single free attac& on them. This is the only time attac&s of opportunity are used in unit combat. (nits attac& as a single entity, ma&ing a single attac& roll against the opposing unit5s AC. $f the hit is successful, standard damage is rolled, and applied directly to the opposing units +nit ,it Points. This simulates many men stri&ing and possibly &illing many men at once. A unit reduced to / unit hit points is considered beaten, either &illed off or forced to scatter and flee, either ay it5s out of the combat, but not necessarily slaughtered to a man, see the rules for determining surviving numbers. *hen a unit outmatches another, either in terms of number or ability, they find they are able to inflict severe damage on their opponents hile receiving little in return. The table belo grants attac&, damage and morale modifiers to units ho heavily outmatch or are outmatched by their opponents+
Unit size is&&& Attac mo'i(ie$ !ama"e mo'i(ie$ Mo$ale Mo'i(ie$

Ten times or more enemy5s 8ive times enemy5s Three times enemy5s ,ouble <nemy5s

0> 07 04 0-

6-/ 6> 67 64

0> 07 04 0-

>/1 of "6"enemy5s 771 of "4 6"4 enemy5s 4/1 of "7 6"7 enemy5s -/1 or less of "> 6@ "> enemy5s These bonuses may need to be ad-usted du"ing the combat as a unit loses unit hit points . the new le%el o$ unit hit points should allow you to dete"mine the new (e%en i$ app"o&imate) unit si#e.

Ran"e' (nit )anged attac&s are made as per the standard rules, including the range modifier to the attac& roll. $f a hit is scored, damage is rolled as normal and applied directly to the opposing unit hit points score. #o ever, the damage is modified for particularly large unit siAes of archers, as sho n belo +
Unit size o( attac e$ >"-/ --"4/ 4-">/ >-"-// -/-"4// 4//0 !ama"e Mo'i(ie$ "> "7 " 64 67 63

The follo ing rules are not used in Open Mass Combat bet een units %they still apply in individual combat against a bac&drop of Open Mass Combat'+ 8lat"footed Opponents, Magic Actions, Miscellaneous Actions, $nBury and ,eath, 8lan&ing, Aid Another, 2ull )ush, ,isarm, Grapple, Mounted Combat, Overrun, Trip. Ma"ic Magical attac&s can be devastating on the battlefield, particularly area effect spells, hich deal hideous amounts of damage on

tightly pac&ed men. Any offensive spell that targets one subBect ill cause damage to a unit5s hit points e?ual to one ?uarter the damage inflicted by the spell, rounded do n. Any offensive spell that targets more than one subBect ill cause damage to a unit5s hit points e?ual to the damage of the spell, due to the close density of fighting men. Spells that have effects other than damage %such as 2less or 2ane' only provide their bonus or penalty if a maBority of the members of the unit can be affected. Other aspects of spellcasting in Open Mass Combat ill be adBudicated on a case"by"case basis. T)$nin" Un'ea' Clerics may attempt to turn or rebu&e undead, despite the far greater numbers than might normally be faced. The rules for turning are used to determine ho many hit dice of undead are affected as normal, and as long as the undead in ?uestion are able to be affected by the clerics turning attempt, this is deducted directly from the (nits #it !oints. Mo$ale Morale chec&s must be made for units in combat hen various circumstances come about. A morale chec& is a *ill save.
Mo$ale Ci$c)mstance (nit hit points reduced to half original score (nit #it !oints reduced to ?uarter original score (nit suffers more damage than enemy in one round of melee combat (nit is hit by enemy of three times %or greater' (nit #it !oints. (nit sees friendly unit fleeing nearby (nit sees friendly unit iped out nearby +nit attempting to "ally Save !C -> 4/ -/ ->

Morale ModifierC (nit Leader ith Leadership feat !layer Character actions (nit already fleeing <nslaved (nit CC

0D" morale modifier 0 Leader5s character level See !C section "3 "3

) Mo"ale modi$ie"s can come $"om any sou"ce. 1o" e&ample( the 2less spell g"ants a *3 mo"ale attack bonus( but in this case would also gi%e *3 to mo"ale checks. )) Includes any unit whose membe"s ha%e been $o"ced into combat against thei" will and!o" without pay o" "ewa"ds. 1o" ship.to.ship combat( this includes p"essganged c"ew o" c"ew that ha%e $o"ce "owed in the last /4 hou"s.

$f a morale chec& is failed, a unit ill automatically attempt to *ithdra during its ne6t action, and then ill continue and leave the battlefield as soon as possible %double movement each round'. Eote that, in Ship"to" Ship combat, the defenders of a boarding action can5t ithdra , because they have no here else to go. $n these cases, the unit ill surrender %though there is no gaurantee the attac&ers on5t continue to attac& the surrendered unit.' A unit can rally by ma&ing a Morale chec& against a ,C of 4/, hich is rolled at the start of each of its turns. !C5s do not have to flee ith units they are attached to. $t is ?uite possible to charge an already fleeing unit again %and again and again and...'. Attac&ing routed units in this manner gives a 04 circumstance bonus to the attac& roll and of course they ill not retaliate unless they rally.

Recove$in" Cas)alties
-> 4/ /0

The follo ing modifiers apply to morale chec&s+


Mo$ale So)$ce (nit Leader Mo'i(ie$ 0 Leaders Charisma modifier

(nit #it !oints do not trac& actual deaths in a unit. They are more a measure of its ability to &eep fighting through individual death, inBury and surrender. At the end of each combat, a percentage of the lost hit points may be automatically recovered as those inBured are helped, those ho ran come out of hiding and the death toll is finally tallied. Ran!e( Com"at: At the end of any combat involving only ranged eapons, >/1

%rounded do n' of lost (nit #it !oints can be recovered. )innin! Melee Com"at: At the end of any melee, the victor may recover >/1 %rounded do n' of lost (nit #it !oints. Losin! Melee Com"at: At the end of any melee, the defeated side may recover 4>1 %rounded do n' of lost (nit #it !oints. These percentages are modified as follo s+ Cle#ic *it& &ealin! spells p#esent: 041 per level per cleric %ma6 0-/1' C&a#acte# *it& Heal skill #ank + o# !#eate# p#esent: 0-1 per character %ma6 0-/1' Unit *it&(#e* '#om com"at: "4/1

*ar Machines are treated as if each ere a unit in its o n right in the OMCS. They have their o n profile, eg+ Me'i)m Catap)lt St#,ct,#e ice: -d-/ %>sp' Ha#(ness: > Size: Large AC: -4 %"- siAe, 07 natural' Attacks: - catapult shot ama!e: Catapult shot 3d9D4d9 Rate o' $i#e: 9 C#e*: 7 Special -,alities: none %otes on t&e )a# Mac&ine P#o'ile: St$)ct)$e !ice: 5a" machines use SP (St"uctu"e Points) instead o$ ,it Points. 'n attack by a single cha"acte" o" c"eatu"e must do 30 $ull hit points o$ damage to do one st"uctu"e point o$ damage to a wa" machine. Some wa" machines do actual st"uctu"e damage( and this damage is the"e$o"e applied di"ectly to anothe" wa" machines st"uctu"e points. ,a"dness ne%e" applies in this case. 'ttacks by units in the OMCS automatically cause st"uctu"al damage to wa" machines because o$ the la"ge numbe"s o$ men $ighting togethe". Ha$'ness: Only applies when attacked by single cha"acte"s( not when attacked by units o" othe" wa" machines. Size, AC: Sel$ e&planato"y. !ama"e: Some wa" machines can cause st"uctu"al damage to othe" wa" machines (o" to walls etc). I$ a wa" machine has two damages sepa"ated by a slash( the $i"st damage "ating is %e"sus units and single cha"acte"s( while the second is $o" st"uctu"al damage to othe" wa" machines o" st"ongholds. Rate o( %i$e: ,ow many $ull "ound actions the c"ew must spend to "eload and $i"e the machine. C$e*: The numbe" needed $o" peak e$$iciency. ' wa" machine c"ew can lose /67 o$ its numbe" without any loss o$ "ate o$ $i"e.

Unit Types
A#c&e#s: Any unit armed ith a missile eapon ith a range increment of at least >/5 is an archery unit. Caval#y: Any unit riding any &ind of mount into battle is a cavalry unit. Any ride chec&s are made by the unit as a hole. C#e*: Standard shipboard cre . Any unit onboard a vessel is a cre unit. In'ant#y: Standard foot soldiers. Any unit that is not an archer, cavalry or s&irmisher unit is an infantry unit. Ski#mis&e#s: Any unit earing light or no armour may be designated s&irmishers. S&irmishers are more spread out than other units, and as such only receive normal damage from ranged attac&s, regardless of the siAe of the attac&ing unit. S&irmishers also gain a 04 competance bonus to initiative chec&s. S&irmisher units may never number more than 4/ members ho ever. Cavalry units ith light horses or ar horses ith no barding may be designated s&irmishers and gain these bonuses and penalties.

War Machines 4

'$te" this( the 8O1 is doubled $o" each additional c"ewman lost. Special +)alities: Sel$ e&planato"y. Notes

0,il(in! Time: 3 months Cost: -9,/// gp %otes on t&e S&ip P#o'ile: S,ip Name: 9ame o$ the %essel( eithe" the actual name o" the class o$ %essel.

All ar machines have an initiative of "3 %minimum -' *ar machines are usually assumed to be ready to fire at the start of combat, unless there has not been time to prepare %e.g. in the case of a surprise attac&'. 2allistae attac& all units as if they had an AC of -/, and damage is deducted directly from the (nit #it !oints, ho ever, other ar machines are attac&ed by a 2allistae as if it ere a single character, needing to do -/ full points of damage to do one Structure !oint, unless, of course, the ar machine lists structural damage under the ,amage entry of its profile. Catapults and Trebuchets hit all targets as if they had an AC of -/. *ar machines do not ma&e attac&s of opportunity.

Size: Sel$.e&planato"y. Ship si#es co""espond to c"eatu"es si#e catego"ies th"ee le%els la"ge". Thus( a Medium ship is the same si#e as a :a"gantuan c"eatu"e. S,ip Type: ;e$ines the ship's $unction in the game( which $u"the" de$ines its "elati%e du"ability( seawo"thiness and agility in the wate".

Ships
Ships are treated as their o n units in the OMCS. They have described by their o n Ship !rofile, eg+ O$ca T#a(in! S&ip Me(i,m Me#c&antman .Saile(/ St#,ct,#e ice: 3d. %-.sp' Ha#(ness: > Man,eve#a"ility: "4 %"4 Merchantman' Spee(: 4/ ftD3. miles T,#n Rate: ./ ft AC: . %"4 Merchantman' )eapons $o#e: Eone )eapons A't: Eone )eapons 0#oa(si(e: Eone ama!e: Eone Special -,alities: Eone C#e*: 7/ Passen!e#s: -/ Ca#!o: ->/ tonnes

A,1illa#y+ Catch"all term covering many smaller vessels found in rivers, in harbours, or on board larger vessels as lifeboats, etc. Structure ,ice+ d3, AC "4. Coastal+ Fessels designed only for shallo aters near the coastline. Structure ,ice+ d9, Manueverability "-, AC "-. Me#c&antman+ Fessels designed to ply the #igh Seas conducting trade. Structure ,ice+ d., Manueverability "4, AC "4. )a#s&ip+ Fessels designed to conduct ar on the #igh Seas. Structure ,ice+ d-/.

S,ip S)#type: 1u"the" de$ines the ship's $unction in the game.

C,m"e#some+ These vessels aren5t designed for fast and agile movement at sea, such as a barge or raft. Manueverability "4. Li!&t+ Fessels intentionally built ithout many of the structural reinforcements, in order to create a faster, more agile ship. Structure !oints+ "- per S,, Manueverability 0-. Oa#e(+ Fessels that use oars to provide motion, thus not being reliant on the ind for propulsion.

Saile(+ Fessels that use sails to provide motion, thus not reliant on manpo er for propulsion. S,"me#si"le+ Fery rare vessels that can travel under ater through magical or mechanical means.

Special +)alities: Sel$ e&planato"y. C$e*: The numbe" o$ c"ewmen "e=ui"ed to ope"ate the ship unde" optimum conditions. 'ny ship may set sail with a skeleton c"ew numbe"ing no less than /67 o$ this $igu"e ("ounded up)( but the"e a"e inhe"ent dange"s. Passen"e$s: <ists how many passenge"s (including t"oops) that a ship may ca""y in "elati%e com$o"t in addition to its c"ew. 1o" e%e"y two passenge" spaces not taken up( an additional tonne o$ ca"go may be ca""ied. Ca$"o: <ists how much ca"go the %essel may no"mally ca""y. 1o" e%e"y tonne o$ ca"go not taken up( two additional passenge"s may be ca""ied. .)il'in" Time, Cost: Sel$ e&planato"y.

St$)ct)$e !ice: Ships use SP (St"uctu"e Points) instead o$ ,it Points. 'n attack by a single cha"acte" o" c"eatu"e must do 30 $ull hit points o$ damage to do one st"uctu"e point o$ damage to a ship. Some ships ha%e weapons that do actual st"uctu"e damage( and this damage is applied di"ectly to anothe" ship's st"uctu"e points. ,a"dness ne%e" applies in this case. 'ttacks by units in the OMCS automatically cause st"uctu"al damage to ships because o$ the la"ge numbe"s o$ men wo"king togethe". Ha$'ness: Only applies when attacked by single cha"acte"s( not when attacked by units o" othe" sou"ces o$ st"uctu"al damage. Man)eve$a#ility: 5o"ks the same way as Initiati%e does $o" c"eatu"es. Spee': <ists the ma&imum speed the ship may "each unde" no"mal conditions. The $i"st "ate is the base speed pe" "ound( and the second "ate is the amount o$ miles pe" day. T)$n Rate: Indicates how $a" a ship must t"a%el in a st"aight line be$o"e it can make a single 46 deg"ee tu"n. ' ship %olunta"ily mo%ing at less than hal$ its speed may hal%e its tu"n "ate. AC: Sel$ e&planato"y. -eapons (o$e, a(t an' #$oa'si'e: <ists all o$ the ship's attacks by location!$i"ing a"c. It should be noted that all ship's weapons a"e conside"ed p"ima"y weapons( no matte" how many a"e used in a "ound. !ama"e: <ists the damage $o" each weapon. I$ a shipboa"d weapon has two damages sepa"ated by a slash( the $i"st damage "ating is %e"sus units and single cha"acte"s( while the second is $o" st"uctu"al damage to othe" ships and st"ongholds.

Player Characters
Characters may Boin units in the OMCS to provide leadership to the unit and assist it in combat. They may also range out on their o n. This system is designed to allo the !C5s to be heroes, and as such does not feature instant death situations that many large scale battle rules force on individual characters. That said, an individual character charged by an entire unit of men is going to have a hard time, so it should be avoided at all costs. !C5s are never considered =part of the unit= hen attached to a unit. This allo s them to act independently if they ish. *hen t o units are in combat, !C5s may choose to help one side or the other. To do so, they may enter in combat ith one or members of the other side. 2ecause everyone acts in initiative order, the !C may ell have the chance to act before the units involved %he may need to delay his action to move ith the unit, of course' and any he &ills ill not be involved in the combat. e.g. 5hile leading his he"oic unit to attack a me"cena"y og"e unit( ;u"go"an the dwa"$ (who has the highest initiati%e) attacks a big og"e as his men engage the "est o$ the enemies. The unit hit points o$ the Og"es is

>?. ;u"go"an dispatches his $oe in one "ound o$ combat . a no"mal og"e has 4,; and thus the me"cena"ies lose 4 +nit ,it Points immediately( b"inging them down to >@. 9ow the units can $ight( in "emaining initiati%e o"de". !Cs may also affect unit morale through their actions, as sho n on the follo ing table+
PC Action Slaying enemy unit leader Slaying enemy officerDspellcaster Seen destroying enemy ar machineDshipboard eapon 8leeing battleDgoing do nDdiving overboard Mo$ale to Unit 04 00"3 .on)s

Slaying -/1 or more of enemy unit in one attac& Cutting do n one of the enemy5s sails

00-

!Cs earn e6perience point a ards in Open Mass Combat scenarios by t o means+ through normal combat a ards for creatures that they themselves defeated in combat, and through story a ards given based on character level and challenge of the scenario. %OT2: $mportant E!Cs, hether allies or enemies, follo the same rules as !Cs. They act as individuals, not as part of a unit, and can influence the direction of open mass combat in much the same ays as !Cs.

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