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Simple Mass Combat

Mass Battles Made Fast and Easy Army Value


This mass combat system provides a simple but mechanically CR of Creature Army Point Value (APV)
rigorous way to resolve large-scale battles in 5th edition. With 0 ½
this system, there's no need to break up armies into discrete
squadrons or "units" which then make individual attack rolls ⅛ 1
against one another, thus creating a pseudo-wargame which ¼ 2
5th edition is ill-equipped to handle. ½ 3
Instead, the two armies are treated as a whole and their
clash is resolved in a few meaningful die rolls. This allows 1 5
you to keep the focus on the PCs and their actions, while still 2 10
having a sound framework that resolves battles in a logical
but semi-random fashion. 3 20
The PCs can participate in the battle as officers or 4 30
combatants, in which case the battle can be resolved quickly 5 50
and present a fun minigame for your players, or the action
can "zoom in" on the PCs as they undertake special missions 6 60
amid the chaos of war, thus turning the battle into a climactic 7 80
event. 8 100
9 120
Mass Combat Basics 10 140
Army Tokens 11 160
Before the battle begins, use the table to the right to calculate 12 200
the relative strength of the two armies' constitutive forces, as
measured by Army Point Value (APV). Each combatant in an 13 240
army is worth a certain amount of APV: a lowly CR ⅛ 14 280
conscript is worth 1 AVP, while a CR 10 champion is worth
140 APV. Write down how much total APV is in each army. 15 320
Next, assign each army a certain number of Army Tokens. 16 360
Army Tokens are an abstract representation of each army’s 17 400
strength. It is best to use some physical objects you can place
on the tabletop as Army Tokens, like poker chips. Give the 18 440
more powerful army 20 Army Tokens. Give the opposing 19 480
army a proportional (smaller) number of Army Tokens. So if
the good army is 75% the strength of the bad army, give the 20 520
bad guys 20 Army Tokens and the good guys 15. +1 +40
Finally, jot down how much APV there is in a single Army
Token. This should be exactly 1/20 the amount of APV in the
larger army. This number will come in handy later.
The Engagement Morale
Battles are divided up into rounds called Engagements, After an Engagement, if an army lost 1 or more Army Tokens,
normally lasting one hour. Engagements can be longer or its Battle Commander must make a morale check. This can
shorter as determined by the DM: a quick skirmish might be a Wisdom (Insight) or a Charisma (Persuasion) check.
have Engagements of only 10 minutes, while Engagements
during a siege typically last one day. At the start of each Morale Modifiers
Engagement, the player characters discuss and outline their Modifier Circumstance
battle plan. -1 to -1 for each Army Token lost in the battle so far
Each army is led by a single Battle Commander, which -19 (not including any Tokens later regained)
can be a PC or NPC. At the end of each Engagement, the +1 to The side with more Army Tokens adds +1 for
rival Battle Commanders make an opposed Intelligence +19 each point of difference
check. This check is rolled in a special way: rather than
rolling a single d20, each Battle Commander rolls 3d20 and -2 to -4 The army is made up mostly of conscripts or
takes the middle result. POWs who are none too loyal
Battle Master Fighters, characters with the Soldier +2 to The army is made up partly or entirely of undead
background, characters trained in Intelligence (History), and +4 or other fearless troops
(at the DM’s discretion) other characters with a strong + 2 to The army is within fortifications or other
background in military command can add half their +4 prepared positions
proficiency bonus to this check. Characters with two or more
of these features can add their whole proficiency bonus. Morale Results
No other bonuses derived from the Battle Commander’s Check Result
personal abilities apply to this check, and Inspiration and
other similar abilities that grant advantage, multiple dice, -1 or The army routs and the battle is over. Lose 5
rerolls, or bonuses cannot be used with this check. less Tokens worth of troops immediately if the
opposing army did not also rout or retreat. If the
Engagement Modifiers army cannot flee, then it loses all Tokens.
Modifier Circumstance 0 to 4 The army retreats and the battle is over. Lose 2
Token immediately if the opposing army did not
+1 to Army Bonus: The side with more Army Tokens also rout or retreat. If the army cannot retreat, then
+19 adds +1 for each point of difference it fights on, but it still loses 2 Tokens.
+2 to Tactical Advantage: Add a +2 to +8 bonus for 5 to 9 The army loses 1 Token, but fights on.
+8 special circumstances such as air superiority,
fortifications, relative troop freshness, and other 10+ The army fights on.
conditions besides raw troop Challenge Rating.
+2 to Battle Plan: Add +2 to +4 if one side has a better Voluntary Disengagement
+4 battle plan.
If the armies are equally mobile, then one of the armies can
Engagement Results
voluntarily retreat after an Engagement at the cost of 1 Token
worth of troops. If one army is less mobile than the other (as
Check Result when a defending army is holed up in some fortification),
Tie Draw: Both sides lose 3 Tokens. then the attacking army can retreat after an Engagement
Win by Marginal Victory: The victorious army loses 2
without issue. The less mobile army can retreat at the cost of
1 to 3 Tokens, the defeated army loses 3. 2 Tokens worth of troops unless retreat is impossible or too
deadly to be plausible.
Win by Victory: The victorious army loses 2 Tokens, the
4 to 6 defeated army loses 4.
Casualties
Win by Resounding Victory: The victorious army loses 1
7 to 9 Token, the defeated army loses 4. When the battle ends, important NPCs who fought in the
battle must make a DC 15 Constitution saving throw, with a
Win by
10+
Crushing Victory: The defeated army loses 5
Tokens.
bonus of +1 for each Army Token left in that NPC’s army. On
failure, the NPC dies. If the NPC succeeds by a margin of 4
or less, he or she is captured by the enemy. A PC in the
vicinity can prevent one NPC from being captured by the
enemy and (if the PC is proficiency in Wisdom (Medicine) or
has access to magical healing) grant advantage on that NPC’s
saving throw.
For the common troops, unless the DM decides otherwise,
half of all lost troops (lost Army Tokens) were killed, one
quarter were captured by the enemy, and one quarter were
scattered and will wander back to the army (or to safer
territory) within 1d4 days. The DM decides how this applies
to each individual kind of troops that made up the army.

2 Engagements
Player Characters in Mass Fighting in the Engagement
A player character can fight in an Engagement. PCs who
Combat fights in an Engagement makes a special check to determine
Player characters who are not serving as the Battle how many enemies they slay in the Engagement, as
Commander of an army can fight in an Engagement or use measured by Army Point Value. Having any levels of
their skills and abilities to influence the tide of war. The exhaustion halves the results of this check, as do other
players choose the order in which they act. significant negative conditions like poisoned if they last for
Players have two basic choices for how their characters 50% or more of the Engagement. The check is:
participate in an Engagement. They can serve as cogs in the 4d6 x Character Level x Tier
war machine by commanding troops, spending time among
the rank-and-file shoring up morale, or fighting on the front "Tier" is equal to 1 for characters of levels 1-4, 2 for levels
line. Or alternatively, they can undertake a special mission in 5-10, 3 for levels 11-16, and 4 for levels 17-20.
order to accomplish some particular strategic objective. Compare the PC’s check result to the amount of Army
Point Value in a single Army Token:
Commanding Troops If the PC’s check result equals at least 25% of an Army
A player character can spend an Engagement commanding Token, then subtract 1 from the opposing Battle
troops as a lieutenant or advising the Battle Commander on Commander’s Engagement or morale roll for this round
tactics. The character makes an Intelligence check. A result (player’s choice).
of 5, 15, or 25 adds 1, 2, or 3 to the Battle Commander’s If the PC’s check result equals at least 50% of an Army
Engagement roll at the end of the current Engagement. Token, then subtract 2 from the opposing Battle
Battle Master Fighters, characters with the Soldier Commander’s Engagement or morale roll for this round
background, characters trained in Intelligence (History), and (player’s choice).
(at the DM’s discretion) other characters with a strong If the PC’s check result equals at least 100% of an Army
background in military command can add half their Token, the opposing army immediately loses 1 Army
proficiency bonus to this check. Characters with two or more Token.
of these features can add their whole proficiency bonus. If the PC’s check result equals at least 200% of an Army
Player characters can use other skills for this check (with Token, the opposing army immediately loses 2 Army
full proficiency bonus), but only if certain conditions are met: Tokens. At 300%, it loses 3. And so forth.
Wisdom (Animal Handling) if the battle includes an Attrition from Fighting in an
unusually large number of mounted combatants. Engagement
Intelligence (Arcana) if the battle includes many arcane Player characters who fight in an Engagement suffer the
spellcasters or constructs. following effects if possible:
Intelligence (Nature) if the battle includes many beasts,
elementals, fey, or plant combatants. PCs suffer half their maximum hit points in damage. If
Intelligence (Religion) if the battle includes many divine this reduces a PC to 0 hit points, he or she instead ends
spellcasters, celestials, fiends, or undead. the Engagement with 1 hit point and suffers a level of
Wisdom (Survival) if the battlefield includes an unusually exhaustion.
large amount of complex natural terrain. PCs expend a number of spell slot levels equal to their
effective spellcaster level, distributed as the player sees fit.
Shoring Up Morale Effective spellcaster level is calculated as with multiclass
A player character can spend an Engagement among the PCs, so Paladin and Ranger levels only count as half, and
troops shoring up morale. The player makes a Wisdom or Eldritch Knight and Arcane Trickster levels only as one
Charisma check. A result of 10 adds 2 to the Battle third. So for example: a level 19 Ranger would have to
Commander’s morale check. A result of 20 adds 4 to the expend 9 spell slot levels, and could choose to expend a
Battle Commander’s morale check. A result of 30 adds 6 to 3rd level slot, two 2nd level slots, and two 1st level slots.
the Battle Commander’s morale check or instantly restores 1 PC warlocks expend half their warlock level in spell slot
Army Token to the player’s side (player’s choice). Allowed levels; they can count uses of Mystic Arcanum as spell
skills include: slots for this purpose.
The player chooses a significant feature or ability that
Charisma (Deception), though this might impose a -2 recharges on a short or long rest. The PC expends a
penalty to a future morale check if your words are number of uses of that ability equal to half his or her
exposed as lies during the battle. proficiency bonus. Do not actually apply the effects of the
Wisdom (Insight) ability; it is simply expended. Draw from multiple abilities
Charisma (Intimidation), though this imposes a -2 if necessary or desired to satisfy the required number of
penalty on the Battle Commander’s morale roll if your expenditures.
check result is 9 or less.
Wisdom (Medicine)
Charisma (Performance)
Charisma (Persuasion)

Player Characters in Mass Combat 3


Special Missions Between Engagements
If appropriate, some or all of the player characters may With Engagements that last one hour, there is generally
embark on a special mission during an Engagement, acting enough time between Engagements for the player characters
to achieve a particular goal that will have a major effect on to regroup and talk, and to cast any spells with a casting time
the battle. If the PCs take up such a mission, run it like a of 10 minutes or less. There is normally not enough time to
normal adventure or encounter. take a short rest without sitting out an Engagement.
This is often the best way to integrate PCs into a mass
battle, as it allows them to use their class abilities and pursue Credits
concrete goals. Special missions take up one full To Shane Lacy Hensley and Clint Black, whose mass
Engagement, accounting for planning, logistics, travel across battles system in the Savage Worlds roleplaying game
the battlefield, cleanup, and debriefing. forms the spine of this system.
If the PCs are successful, their success should have a To Kevin Crawford for Starvation Cheap (on which
major effect on the course of the battle. The DM determines Appendix B: Special Missions is based in part), and for
what the effect is. If the special mission is reasonable, then it releasing fantasy art into the public domain at his own
should be at least as helpful as if the PCs had simply spent expense.
the Engagement commanding troops, shoring up morale, or To S. John Ross for his Big List of RPG Plots.
fighting in the fracas individually. To Miguel Santos, for the artwork on page 6.
An appropriate effect for a typical special mission is a -2 To Joyce Maureira, for the artwork on page 8.
penalty per PC on the enemy Battle Commander’s To Luigi Castellani, for the artwork on pages 7 and 11.
Engagement roll this round. Also appropriate would be a To Albrecht Altdorfer, Simon de Vlieger, Jan Snellinck, and
permanent reduction in the opposing army’s Tactical Giorgio Vasari: for the artwork on pages 1 and 4, 2, 5, and
Advantage bonus equal to -1 per PC (or an equivalent 10, respectively.
increase in the friendly army's Tactical Advantage bonus). A Created with The Homebrewery.
particularly brilliant or impactful special mission might
completely destroy 1 opposing Army Token per PC.
Designing Special Missions
Normally special missions should flow naturally from the
story or scenario. If your players have an idea of what they
would like to accomplish on a special mission, and it seems
reasonable to you, then go with it.
Sometimes, however, you may want to allow your players
to undertake a special mission even if they have no clear idea
what to do. In that case, allow the PCs to make a DC 20
Intelligence (Investigation) check. On a success, present them
with a special mission they can undertake.
Whenever possible, integrate existing NPCs into whatever
special mission is in the offing. It will make the mission feel
more meaningful to your players if they are saving beloved
allies or fighting hated enemies rather than dealing with no-
names who exist only for the sake of this one incident.
See Appendix B for a variety of missions the PCs could
undertake and advice for running each one.
Important Enemy NPCs
Important named opposing NPCs can take a similar role in
the battle to a PC. They are not counted in the opposing
army’s value for determining Army Tokens, but instead can
command troops, shore up morale, or wade into the thick of
combat just like a PC. Such NPCs use their challenge rating
in place of character level when fighting in the Engagement.
They act before the PCs.
If the PCs would like to confront an important opposing
NPC, then this should be run as a special mission. This
prevents the enemy NPC from acting this Engagement. The
result of the special mission is typically the removal of the
NPC from the equation for the rest of the battle. If only one
special enemy NPC was taken out, then the special mission
should generally confer some other benefit as well, such as a
-1 penalty per PC on the enemy Battle Commander’s next
Engagement roll.

4 Special Missions
Appendix A: Designing
Mass Battles
Mass battles typically follow naturally from the
circumstances of the campaign. When most DMs reach for
mass battle rules, they already have some idea of how many
soldiers there are, who is leading each army, what the
battlefield looks like, and so forth.
Sometimes, however, you might want to design a balanced
mass battle that could go either way. Or you might have some
idea of how massive the battle should feel for the players, and
you want to work backwards from there to how many troops
each army should have. This section will help you to do that.
Consult the Mass Battle APV Ranges table. The first
column refers to the level of your player characters. The
numbers in the other columns represent the amount of Army
Point Value in the larger army (typically the enemy army).
Small Battles
If the larger army’s APV is in this range, then you can expect
the PCs to spend more time fighting in the Engagement than
commanding troops. They will likely fight until they cannot
afford to lose the hit points anymore. PCs have a decent
chance of killing one enemy Army Token outright, and an
excellent chance of imposing a -2 on the enemy Battle
Commander’s next Engagement roll. At this scale, PCs feel Mass Battle APV Ranges
powerful and will have a major effect on the battle. Each PC
is worth around 1.5 Army Tokens, so all other things being Party Level Small Battle Large Battle
equal, if you want a balanced mass battle, give the good guys 1 280 - 560 560 - 1120
1.5 fewer Army Tokens per PC than the bad guys. 2 560 - 1120 1120 - 2240
If the enemy army is much smaller than this range, the PCs
will be extremely powerful and dominate the battle, possibly 3 840 - 1680 1680 - 3360
outright killing multiple enemy Army Token each 4 1120 - 2240 2240 - 4480
Engagement.
5 2800 - 5600 5600 - 11200
Large Battles 6 3360 - 6720 6720 - 13440
If the larger army’s APV is in this range, then commanding 7 3920 - 7840 7840 - 15680
troops is roughly on par with fighting in the Engagement. It is
likely that characters with a decent Intelligence score or 8 4480 - 8960 8960 - 17920
training in a relevant skill will gravitate towards commanding 9 5040 - 10080 10080 - 20160
troops, while others will fight until they run out of hit points.
In battles of this scale, your players might try harder to come 10 5600 - 11200 11200 - 22400
up with special missions to go on, since those are likely more 11 9240 - 18480 18480 - 36960
efficacious than participating in the battle normally. PCs are 12 10080 - 20160 20160 - 40320
worth around 1 Army Token each, or up to 1.5 Army Tokens
each if there are special missions they can undertake. 13 10920 - 21840 21840 - 43680
If the enemy army is much larger than this range, then 14 11760 - 23520 23520 - 47040
fighting in the Engagement becomes ineffective; the battle is
simply too massive for the PCs’ direct participation to make 15 12600 - 25200 25200 - 50400
much difference. The player characters will have to spend 16 13440 - 26880 26880 - 53760
their time commanding troops or shoring up morale, unless 17 19040 - 38080 38080 - 76160
there is a special mission they can undertake that could have
a major effect on such a titanic clash. 18 20160 - 40320 40320 - 80640
19 21280 - 42560 42560 - 85120
20 22400 - 44800 44800 - 89600

Appendix A: Designing Mass Battles 5


Betrayed: Someone in the allied army who doesn't like the
Appendix B: Special PCs has framed them for a crime or otherwise convinced the
Battle Commander (or the Battle Commander's bosses) that
Missions they should be expelled from the army. The PCs must sneak
This appendix presents seeds for 40 special missions the or muscle their way to the powers-that-be and convince them
PCs might undertake, should they prove able to succeed on a that they need the PCs fighting on their side. Suggested
DC 20 Intelligence (Investigation) check. The DM can select effect: +2 per PC to the allied Battle Commander’s
a special mission that seems appropriate, roll for one using Engagement roll this round.
the table on page 7, or use this list as inspiration. Bothersome Beasties: The battle has stirred up some
A Red Spy Is in the Base: There is an enemy spy among kind of dangerous local wildlife. This could be a swarm of
the allied army's command staff. The PCs must interview insects, some kind of dormant underground creatures or
suspects and ferret him out. Suggested effect: -2 per PC to fungus, a family of owlbears, etc. The PCs must either
the enemy Battle Commander’s Engagement roll this round. destroy the troublesome creatures, or find a way to sic them
Arson: The PCs must sneak in and burn down some key on the enemy. Suggested effect: -2 per PC to the enemy Battle
enemy structures. These might be the enemy’s camp tents, or Commander’s Engagement roll this round.
civilian structures that the enemy has temporarily occupied. Change of Heart: A portion of the enemy army is offering
Either way, the PCs must bring along supplies and fuel to to defect. The PCs must make contact and facilitate the
ensure that the fire does its job. Suggested effect: -1 per PC defection, possibly making promises and concessions that
to the enemy army’s Tactical Advantage bonus. the allied army will have trouble fulfilling after the battle.
Artifact of Power: The enemy is using a powerful magic Suggested effect: The allied army instantly gains 1 Army
item to change the course of the battle. Perhaps it is a Token; the enemy army instantly loses 1 Army Token.
weapon that can devastate a whole battalion, perhaps it is Civilian Shields: Part of the enemy army is using neutral
some kind of banner or horn that strengthens the spines and civilians or POWs as human shields to protect a particular
arms of friendly creatures who see or hear it, or perhaps it is site. The civilians might just be stuck in the wrong place at
something else. The PCs must defeat its wielder and claim it the wrong time, the enemy might be holding them as
for the allied army. Who knows? Maybe the allied Battle hostages, or they might even be friends of the enemy who are
Commander will give it to the PCs as a reward after the willing to risk their lives to deter attacks. The PCs must
battle. Suggested effect: -1 per PC to the enemy army’s intercede and resolve the situation, ideally saving as many
Tactical Advantage bonus. civilian lives as possible, but some innocents might have to be
Bad Weather: A terrible squall or storm has suddenly lost if the overall strategic objective is to be attained…
arisen. It may be rain or snow or wind, its origin may be Suggested effect: -2 per PC to the enemy Battle
natural or unnatural, but either way it is causing chaos on the Commander’s Engagement roll this round. Depending on the
battlefield. The PCs must provide updated intel to officers outcome, the next morale roll of one army or the other may
suddenly blindsided, help lead troops out of flash floods or be affected as well.
mudslides, break down natural dams to flood the enemy-
occupied lowlands with water, destroy the enemy’s shelter,
etc. Suggested effect: variable.
Special Missions Twists
d4 d10 Special Mission d12 Twist
1 1 A Red Spy Is in the Base 1-6 No twist.
2 Arson 7 Time Crunch: The problem is especially dire and the
PCs must act immediately and race to the objective
3 Artifact of Power or risk losing it all. There is no time for planning, and
4 Bad Weather the PCs may have to make difficult choices or give
up on secondary objectives to achieve the primary
5 Betrayed goal.
6 Bothersome Beasties 8 Role Reversal: The enemy is trying to do what's in the
7 Change of Heart special mission description. The PCs must interfere,
stop them, exacerbate the problem, distract them
8 Civilian Shields from fixing the problem, etc.
9 Command Conflict 9 Bad Intel: The situation is not as described when the
PCs get there. The enemies turn out to be allies, the
10 Confused Leadership allies turn out to be enemies, the people involved are
2 1 Control Points uncooperative or have ulterior motives, the PCs were
sent to the wrong location, etc.
2 Counter-Scouting
10 Not What It Seems: Roll twice for special missions.
3 Cruel Commander The first roll is what the situation seems to be at first;
the second is what's really going on.
4 Deserters
11 Two Choices: The PCs have two (or more!) options
5 Disrupt the Supply for special missions. Roll two or more times on the
6 Elite Enemies Special Missions table.
7 Escort Mission 12 Right Choice, Wrong Choice: The PCs have two
options for special missions, but one of them is a
8 Espionage tactical blunder. Roll twice on the Special Missions
9 Ghosts of Warfare Past table. Increase the reward for the "right" choice;
decrease the reward for the "wrong" choice.
10 Go for the Head
3 1 Heart of Darkness
2 Heartbreaker
3 Home Alone
4 Looters
5 Lost Legion
6 Mislead, Misinform, Misdirect
7 Morale Weakness
8 Nasty Opportunists
9 Parley
10 Send in the Reserves
4 1 Sudden Betrayal
2 Supply Problems
3 Surprise Attack
4 Surprise Defense
5 Surrounded
6 Third Party
7 Treacherous Terrain
8 Valuable Resource
9 Vital Extraction
10 We Must Hold Here

Appendix B: Special Missions 7


Command Conflict: There is a conflict among the Cruel Commander: A certain captain in the allied army is
command staff concerning what strategy to pursue. It is acting erratic and cruel with his subordinates: making
getting heated and may soon come to blows. The PCs must strange tactical decisions, taking seemingly unnecessary
intervene and gently try to steer the conversation toward the risks, and executing soldiers for minor offenses. The PCs
correct decision without insulting anyone or getting must interview him and his subordinates and determine if he
themselves thrown out of the room. If the PCs are sent to is crazy and needs to be arrested, or if he is really a hard-
relay orders to the troops on the field, they must decide headed tactical genius who is just doing what is necessary to
whether or how to tweak the orders. Suggested effect: +2 per win. If the latter, the PCs must determine if the human cost is
PC to the allied Battle Commander’s Engagement roll this worth leaving him in command. Suggested effect: +2 per PC
round. to the allied Battle Commander’s Engagement roll this round.
Confused Leadership: Some allied troops on the Or possibly, +3 per PC to the allied Battle Commander’s
battlefield are hopelessly confused. Their officers are acting Engagement roll this round, but -1 per PC to the morale roll
on badly outdated intel, and there is dissention concerning this round.
whether to forge ahead with current orders, sit and do Deserters: A particularly important cadre of combatants
nothing until more instructions arrive, or take initiative and has abandoned the battle for some reason. The PCs must
do something else entirely. The PCs must make contact, figure out why they deserted and where they have gone, track
provide new orders from the Battle Commander, and sort out them down, and intimidate, trick, or cajole them into
the situation. Suggested effect: +2 per PC to the allied Battle returning to the fight. Suggested effect: the allied army
Commander’s Engagement roll this round. immediately regains a number of Army Token equal to half
Control Points: The PCs must take a key tactical position the number of PCs on the special mission, rounded up.
in which the enemy is currently entrenched. The position may Disrupt the Supply: The PCs must sneak around behind
be a choke point, a forward command base, etc. Suggested and attack the enemy's supply wagons or other logistical
effect: -1 per PC to the enemy army's Tactical Advantage infrastructure. This may involve difficult moral choices about
bonus. whether the PCs are willing to slaughter luggage boys and
Counter-Scouting: The enemy's scouts and/or outriders field medics. Suggested effect: -2 per PC to the enemy Battle
are proving troublesome. The PCs must hunt down and kill Commander’s Engagement roll this round, or -3 if the PC are
some of them, thus disrupting the enemy's reconnaissance. willing to be especially brutal and cruel, possible provoking
Suggested effect: -2 per PC to the enemy Battle future ire from enemies or even allies who disapprove of the
Commander’s Engagement roll this round. PCs' dishonorable tactics.

8 Appendix B: Special Missions


Elite Enemies: One of the enemy's most elite squads is Lost Legion: Communication with a part of the army on
causing trouble on the battlefield. The PCs must make their the flank has been lost entirely. The PCs must make contact,
way into the midst of the battle and take out a tough cadre of figure out what's wrong, and help the company either
foes. Suggested effect: the enemy army immediately loses a complete its objective or return to the main body of the army.
number of Army Token equal to half the number of PCs on Suggested effect: the allied army immediately regains a
the special mission, rounded up. number of Army Token equal to half the number of PCs on
Escort Mission: The PCs must escort someone through the special mission, rounded up.
the battlefield. This could be a captain traveling to take Mislead, Misinform, Misdirect: The PCs must feed false
command of some troops across the field, a spellcaster intel to the enemy Battle Commander. This may involve
traveling to a crucial location to perform a ritual, or an sneaking across the battlefield and making contact with the
important neutral party who simply has to cross the enemy command staff, use of forgery and disguise kits, or
battlefield right now. The PCs must deal with threats from even illusions and enchantments. Suggested effect: -2 per PC
the enemy, and perhaps the peevishness of the person being to the enemy Battle Commander’s Engagement roll this
escorted. Suggested effect: +2 per PC to the allied Battle round.
Commander’s Engagement roll this round. Morale Weakness: The PCs have heard rumors that a
Espionage: The PCs must infiltrate the enemy's command particularly important faction in the allied army is thinking of
staff and spy out their plans, then report back to the allied defecting to the enemy. The PCs must make contact, figure
Battle Commander. This may involve elaborate disguises, out what is tempting them to betrayal, and convince them to
intimidating or flipping some enemy officers, or any number remain loyal, perhaps by removing their current leadership
of other ways to hobnob with the enemy and escape and installing someone more trustworthy in its place.
undetected. Suggested effect: -2 per PC to the enemy Battle Suggested effect: +1 per PC to the allied Battle Commander's
Commander’s Engagement roll this round. Engagement roll this round, +2 per PC to the allied Battle
Ghosts of Warfare Past: The undead spirits of those who Commander's morale roll this round.
died on the battlefield centuries ago have arisen, attracted by Nasty Opportunists: Some unaffiliated roguish types are
new blood spilt on the land. The PCs must confront these skulking around the battlefield looting valuables, raiding
new undead warriors and vanquish them so the troops can supply lines, and just generally being jerks. The PCs must
get back to fighting the enemy. Suggested effect: +2 per PC to track them down and confront them, either defeating them or
the allied Battle Commander’s Engagement roll this round. press-ganging them into helping the good guys. Suggested
Go for the Head: A weakness has been discovered in the effect: +2 per PC to the allied Battle Commander’s
enemy camp's defenses. The PCs must travel across the Engagement roll this round.
battlefield, sneak in, assassinate the enemy Battle Parley: The PCs are sent to negotiate a cease-fire with the
Commander, contend with his elite bodyguards, and get out enemy even as the battle rages. They must decide on their
alive. Suggested effect: The enemy Battle Commander is approach: will they negotiate in good faith? Demand major
replaced by a new Battle Commander whose personal bonus concessions? Plan to betray the cease-fire? Simply kill the
to the Engagement roll is less than the old Battle enemy emissaries? With the enemy emissaries simply try to
Commander's by roughly -1 per PC. kill them? Suggested effect: Possibly the end of the battle, or
Heart of Darkness: A company in the allied army has possibly -2 per PC to the enemy Battle Commander’s
begun to act erratically: carrying out strange rituals, eating Engagement roll this round.
the hearts of their slain enemies, etc. The PCs must venture Send in the Reserves: It has become necessary to call up
onto the battlefield and restore sanity, possibly confronting a the army's reserves. The PCs must meet with the reserve
charismatic leader who has been feeding his men strange commanders, deal with any who are insubordinate or
doctrines from a cultic mystery religion or stirring them up reluctant, brace up the reserve troops with some last-minute
into an apocalyptic fervor. Suggested effect: +2 per PC to the training/tactical planning/inspiring speeches, and then lead
allied Battle Commander’s Engagement roll this round. them out onto the battlefield and fight alongside them in their
Heartbreaker: Morale is wavering in the enemy army, and first bout. Suggested effect: +2 per PC to the allied Battle
a sense of panic creeps through the ranks like a disease. The Commander’s Engagement roll this round.
PCs must go undercover among the enemy rank and file, Sudden Betrayal: A part of the allied army has just turned
there to spread frightening rumors and sow seeds of traitor. The PCs must reach them, find out why they made
dissension. Suggested effect: -2 per PC to the enemy Battle this heinous decision, and make an example of them.
Commander's morale roll this round. Suggested effect*: -2 per PC to the enemy Battle
Home Alone: The enemy is planning a major offensive Commander’s Engagement roll this round.
push on a currently-unoccupied part of the battlefield, but Supply Problems: The army's supply lines or other
there is time to prepare. The PCs must set up fortifications, logistical functions are in disarray. The PCs must quickly
lay traps, coordinate ambushes, etc. Suggested effect: -2 per take control, root out any troublemakers, and restore order
PC to the enemy Battle Commander’s Engagement roll this and efficiency. Suggested effect: +2 per PC to the allied Battle
round. Commander’s Engagement roll this round.
Looters: Some troops in the allied army have taken to Surprise Attack: The PCs must lead a surprise attack
looting and hoarding before the battle is even over. The PCs against a weak point in the enemy army. Suggested effect: -2
must punish them, take their stuff, decide how to quickly per PC to the enemy Battle Commander’s Engagement roll
reallocate any useful supplies, and deal with any problems this round.
that have cropped up while the soldiers were neglecting their
duty. Suggested effect: +2 per PC to the allied Battle
Commander’s Engagement roll this round.
Appendix B: Special Missions 9
Surprise Defense: Some part of the army had suffered a Valuable Resource: A valuable resource has been
sudden and vicious surprise attack. The PCs must get there discovered on the battlefield: a cache of weapons and armor,
double-time, restore order, take charge of the defenses, and a valuable natural mineral, a ruin containing treasure, etc.
lead the counter-attack. Suggested effect: -2 per PC to the The PCs must get there, take control of the location, organize
enemy Battle Commander’s Engagement roll this round. defense of the location from future attacks, and deal with any
Surrounded: A group of allies has found itself hopelessly natural guardians or third parties who also covet the newly-
surrounded and in dire need of aid. The PCs cannot hope to discovered wealth. Suggested effect: +2 per PC to the allied
defeat all the enemies in the area, but they can punch a hole Battle Commander’s Engagement roll this round.
in the enemy line and help their friends slip away. Suggested Vital Extraction: The PCs must rescue someone: an
effect: +2 per PC to the allied Battle Commander’s important (perhaps wounded) officer or spellcaster, a
Engagement roll this round. prisoner in the enemy’s clutches who might give in to
Third Party: A standoffish third faction is present near the interrogation soon, etc. The PCs must get to them, fight
battlefield. The PCs must make diplomatic overtures to this anyone holding them, get them out, and transport them safely
third party, figure out what makes them tick, and persuade across the battlefield. Suggested effect: +2 per PC to the
them to join the good guys... or at least not to join the bad allied Battle Commander’s Engagement roll this round.
guys. Suggested effect: the allied army immediately regains a We Must Hold Here: The PCs must venture onto the
number of Army Token equal to half the number of PCs on battlefield and hold a key tactical position against multiple
the special mission, rounded up. waves of enemy assaults. The position may be a choke point,
Treacherous Terrain: The army is dealing with some nasty some kind of high ground, or even the location of some kind
natural terrain on a section of the battlefield: quicksand, of magical field or lodestone. Suggested effect: -2 per PC to
deadly gas escaping from the earth, fields of thorn plants, the enemy Battle Commander’s Engagement roll this round.
deep trenches full of sharp rocks, etc. The PCs must help
guide the troops through the terrain (perhaps providing them
with local guides), fend off any attacks while they are bogged
down, and help the command staff come up with ways of
dealing with the terrain as the battle unfolds. Suggested
effect: +2 per PC to the allied Battle Commander’s
Engagement roll this round.

10 Appendix B: Special Missions


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