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For Forbidden Lands

by Tyler A. Thompson
The art of war is of vital importance to the State. It is a
matter of life and death, a road either to safety or to ruin. Hence
it is a subject of inquiry which can on no account be neglected. –
Sun Tzu

Contingents
A Character or Party in Forbidden Lands may at some
point find themselves at the head of a larger group of fol-
lowers or against a larger group of enemies than can be eas-
ily played individually in combat. The Core rules provide a
simple set of rules to summarily carry out mass combat,
but if more detailed, involved mass combat is desired, the
use of Contingents may provide a useful alternative.

A Contingent is, simply, a group of combatants repre-


sented collectively by one unit, defined by special Attributes
and Traits unique to Contingents.

Scale
Contingents must first be contextualized to a given
Scale – that is, how many individuals a contingent is at-
tempting to represent with each point of Size. The default
Scale is 1 to 1 – each point of Manpower represents 1 mem-
ber of the contingent. Contingent Attributes
Contingents have attributes that are related to but distinct
Changing the Scale can help simulate more individuals
from its members’ Attributes. They function similarly:
without adding additional rolls or mechanical complexity
they provide bonuses to relevant rolls, and are reduced
if doing so better simulates the battle at hand. For exam-
when damage is taken.
ple, if two forces of Contingents each with approximately
100 individuals are fighting, it would be appropriate to
Manpower
change the scale to 1 to 5 – that is, every point of Size rep-
resents 5 individuals. The size of a Contingent, relative to the scale being
used. It represents how many members of the contingent
When to change the Scale is a matter of Game Master are able to act – lost Manpower value indicates slain or in-
discretion. If it makes sense to have several Contingents capacitated members approximate to the Scale. Unlike
engaging separately, keep the Scale at a level where those other Contingent Attributes, Manpower cannot be readily
Contingents remain relevant. If it does not, combine replenished without adding more capable individuals.
those small Contingents into a larger scaled one to reduce
dice rolls. Force
Force generally represents a Contingent’s capacity to
If two Contingents of significantly different sizes are exert strength and inflict and endure direct harm. It is typ-
poised to fight, change the Scale based on the lowest com- ically reflective of the average Strength value of the Con-
mon denominator that gets the smaller force’s Manpower tingent’s members. It provides a bonus to Contingent At-
Stat to around 20. Consider giving the larger Contingent tacks and any other action that would use Strength in an
the Superior Position Trait if the difference is significant. individual, and must be reduced to 0 before a Contingent’s

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Manpower can be reduced through physical attacks, ren- Individual Contingent Members
dering members slain or wounded.
Since Contingents are made up of various individuals
who may differ from one another, there is no inherent rea-
Vigor
son to assume particular Attributes if the Individual be-
Vigor represents a Contingent’s energy for movement and comes relevant for some reason, such as when directly
exertion, as well as their present capacity to use ranged fighting a Player Character. However, it may be helpful to
weapons. It is typically reflective of the average Agility simply assume average Attributes and standard equipment;
value of the Contingent’s members. It provides a bonus to the individual’s Strength is the Contingent’s Force, Agility
Ranged Contingent Attacks and any other action that is Vigor, and Empathy and Wits is Spirit.
would use Agility in an individual, and must be reduced to
0 before a Contingent’s Manpower can be reduced through
exhaustion and similar effects, rendering members physi-
cally unable to fight.
Contingent Skills
Spirit Typically, only three Skills are relevant for a Contin-
Spirit represents a Contingent’s morale and willingness to gent as a mass: Fight, Shoot, and Move. If, for some rea-
fight. It is typically reflective of the average Wits value of son, another Skill becomes relevant, the GM must deter-
the Contingent’s members. Spirit is used to resist the ef- mine what the Contingent’s Skill level is.
fects of shock, fear, and other moral issues, and must be
reduced to 0 before further Spirit damage can reduce Man- Contingent Skills represent a general average of a Con-
power as members flee combat or break down, unable to tingent’s members’ Skill. Like other Characters’ Skills,
fight. Contingents gain a bonus equal to their Skill level when
taking actions or resisting effects related to a given Skill.

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Contingent Equipment
A Contingent will only be as effective as their Equip- Contingent Armor
Notes
ment allow. Contingent Equipment reflects the general Armor Rating
gear available to the individual members – most qualities Clothing 0 -
of specific weapons are ignored for purposes of Contin-
Leather 2 +2
gents, and when applicable are recognized through Traits.
A GM must determine what equipment an individual Studded Leather 4 +2
member of a Contingent has on hand. Armor Rating halved against
Chainmail 8
Arrows
Weapons Full Plate 12 -2 to Move

A Contingent will always have at least Light Melee


Weapons, and may also have Ranged Weapons. If a Con-
tingent has special equipment, such as a siege engine, those Supplies
weapons are described as Traits, such as Engine. Contingents need supplies of food, arrows, and other
gear. While tacking supplies of food are unlikely to be com-
monly relevant to a battle, how a Contingent is being fed
Contingent Weapons Range Bonus Damage
and housed should still be considered and, if necessary, paid
Light Melee Engaged +1 1 for.
Contingents with weapons or other gear that is ex-
Medium Melee Engaged +2 1
pended as used, such as arrows, need to track their relevant
Heavy Melee Engaged +2 2 supply in the same manner individuals track their supply:
Light Short Ranged Near +1 1 track their Supply Die rating for that resource, roll the die
on use, and decrease the rating by 1 tier on rolling a 1 or 2.
Medium Short Ranged Near +2 1
For pricing such supplies, if the Contingent cannot supply
Heavy Short Ranged Near +2 2 itself, multiply the cost of a unit for an individual by the
amount of people making up a Contingent.
Light Long Ranged Far +1 1
1
Medium Long Ranged Far +2

Heavy Long Ranged Far +2 2


Contingent Traits
Contingents will have Traits that serve to describe their
combat roles and training, experience, conditions, and

Armor other special features or equipment they may have. Some


become innate, due to learned abilities. Some are incurred
Contingents will be equipped with Armor, the rating of
due to a hardship, such as starvation, or a boon, such as a
which is reflective of the approximate average of quality of
superior position, and may come and go as conditions
the armor of the members, imparting both the qualities
change. The following list of Traits is non-exhaustive.
and bonus armor die of that armor. This functions the
same as individual armor – armor die are rolled when dam-
Ballista
age is taken, to attempt to nullify damage equal to the num-
ber of successes. Unlike individual armor, Contingent Ar- The Contingent has one or more Ballista. As an addi-

mor does not degrade in the heat of battle. tion to (or as) a Ranged attack, the Ballista provides a +3
gear bonus which cannot be blocked by Armor, only forti-
fications. It requires a turn to reload, and cannot be fired
on the same turn the Contingent Repositions. Run is a

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Slow Action while transporting a Ballista. An attacking
Contingent may elect to target the Ballista with damage,
reducing the gear bonus by 1 for each damage, though not
with ordinary Ranged weapons. Ballista damage can target
and damage fortifications in lieu of reducing Manpower,
reducing the Fortified bonus by 1 for each unblocked point
of damage.

Braced
This Contingent is trained to prepare for charges and
equipped to counter them. When a hostile Contingent
moves into engagement range, this Contingent get a free
attack against them. Damage is doubled against Mounted
Contingents.

Berserk
This Contingent may elect to enter a frenzied state,
which lasts until the end of the battle or day. While Ber-
serk, the Contingent gains +3 to Fight and cannot lose
Manpower due to a loss of Spirit. However, each Turn it
takes any action it must make a Vigor roll or take 1 damage
to Vigor, then Manpower.

Disciplined
This Contingent is steady on the line and gains +3 to
Morale rolls.
Flying
Dread Aura (X) This Contingent may be airborne when they make
This Contingent forces hostile Contingents to make an movement actions, avoiding terrain and hazards.
opposed Morale roll each turn, with X being the die rolled
against them. Fortified (X)
This unit is in fortifications and has +X to their Armor
Exhausted (X) rolls. Ramparts in a Stronghold provide a +3, and a Moat
This Contingent has been pushed to its limits without provides a +1 (only to Melee).
rest, and must make an opposed Vigor roll each turn, with
X being the die rolled against them, or take 1 damage for Healer
each unopposed Success against them to Vigor, then Man- This Contingent has embedded medical staff, who may
power. This Contingent also cannot replenish Vigor. once per turn roll 1 die, replenishing a point of Manpower
on Success.
Expendable
The routing of this Contingent does not force an allied Inadequately Supplied
Morale roll. This Contingent lacks enough food, water, and equip-
ment, and cannot replenish Force.

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Mantlets Onager
This Contingent has mobile cover and gains +1 armor The Contingent has one or more Onagers. As an addi-
against ranged attacks, but Run is a Slow Aciton and they tion to (or as) a Ranged attack, the Ballista provides a +3
cannot move over anything other than open terrain with- gear bonus which cannot be blocked by Armor. The Onager
out dropping the gear. experiences no Range penalties when firing at far range, but
cannot fire at near or arm’s length targets . It requires a
Mindless turn to reload, and cannot be fired on the same turn the

This Contingent is has no Spirit Attribute and cannot Contingent moves. Run is a slow action while carrying the
onager. An attacker may elect to target the Onager with
be harmed through damage to Spirit and need not make
damage, reducing the gear bonus by 1 for each damage. On-
Morale rolls.
ager damage can target and damage fortifications, reducing
the Fortified bonus by 2 for each unblocked point of dam-
Mounted
age.
This Contingent has warmounts, and has doubled
movement in open terrain, and +1 to Melee attacks, while
Overwhelming Odds (X)
Melee attacks against them have -1.
This Contingent is not sure if they can prevail due to
being outnumbered or at another major disadvantage, and
Mutinous
must make a Morale roll each Turn with X number of suc-
This Contingent is unpaid or otherwise displeased with
cesses or take 1 damage to Spirit.
fighting. It must make a Spirit roll each turn, or lose 1
Manpower – perhaps deserting to the other side.
Ram
This Contingent is carrying a ram and can use it to at-
tack adjacent fortifications with a +3 Force roll. Fortifica-
tions get to roll their X value for armor. Unblocked Suc-
cesses reduce the value of fortifications by 1. The carrying
Contingent requires a slow action to Run and cannot travel
anything other than open terrain without dropping the
gear.

Ranger
While dismounted, this Contingent does not suffer
from Rough terrain.

Scaling Gear
This Contingent may use their Turn to scale and move
onto or through tall fortifications or steep terrain.

Shock
If this Contingent makes a Run into a hostile Contin-
gent, they make an Attack with a +3 modifier against them.

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Skirmisher
This Contingent may attack and Run in the same turn.
It still suffers free attacks by any opposing Contingents if
in Melee.

Sorcerous
This Contingent may collectively use magic as a
weapon, substituting Spirit for Force in Melee attacks and
Spirit for Vigor in Ranged attacks.

Superior Position
This Contingent has a flanking or height advantage
against its target and gains a +3 to all rolls against it.

Testudo
If stationary, this Contingent can close formation to
avoid ranged weapons, gaining a +3 to Armor rolls against
them.

Tireless
This Contingent has no Vigor Attribute and cannot be
harmed through damage to Vigor.
condition changes that modify rolls do not take effect until
Unbreakable the next turn.

This Contingent need not make Morale rolls.


Contingent Attacks

Zealous Each turn, all Contingents roll an attack against every


engaged hostile contingent, or against any one hostile con-
This Contingent believes strongly (almost psychoti-
tingent for ranged attacks. They also roll against every in-
cally) in what they are fighting for, and gains +3 to Morale
dependently acting character within or adjacent to the Con-
rolls.
tingent.

Melee Attacks against other Contingents use the Force


Contingents in Combat Attribute and Fight Skill bonuses. Ranged attacks use the
Vigor Attribute and Shoot skill bonuses. Ranged attacks
Pushing Rolls suffer the same Range penalties as with individuals.

As a rule, Contingent Rolls cannot be Pushed unless


some Trait or other rule states otherwise.
Defensive Posture
A Contingent may elect to take on a Defensive Posture
Initiative and forego making Melee attacks during a turn, instead be-
ing given the opportunity to make Move skill rolls against
Contingent actions all take place after all relevant indi-
attacks made against them.
vidual characters have taken their Turns. Contingent ac-
tions take place simultaneously - damage done or other

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Damage to Contingents take its actions; do not have every nearby member of the
Contingent attack individually, as this is already simulated
When a successful attack is made against a Contingent
by Contingent Attacks.
and is not avoided via Move, an armor roll takes place. Any
remaining damage not blocked is applied first to reducing
In the event any of these individuals are defeated, re-
Force, then to reducing Manpower.
duce the Contingent’s Manpower appropriately, propor-
tionate to the Scale of the Contingent; if the Scale is 5, re-
Damage done by Exhaustion or other exertion first
duce Manpower by 1 for each 5 defeated opponents. If the
damages Vigor, then Manpower.
Scale is large, Individual Party members may find them-
selves having a very minimal effect on the overall flow of
Any other sort of damage that may occur is applied as
battle, and may be better to focus on specific goals they may
appropriate, at Game Master Discretion.
have.

Morale
It may be possible for an individual creature to be large
Contingent actions, Traits, or battlefield circum- and powerful enough to fight a Contingent on equal terms.
stances may force Morale rolls. In such an event, simply treat such a creature as a Contin-
gent in its own right, assigning it Attributes, Traits, and
Taunts: A unengaged Contingent may elect to forego attacks as appropriate.
any action or Movement and make war cries, sing battle
songs, or engage in other acts of intimidation, forcing an Individuals Leading Contingents
opposed Morale roll against a hostile Contingent – the
If Player Characters or important NPCs are embedded
taunter’s Force against the targets Spirit. Unopposed Suc-
with a Contingent, they can choose to forego their ordi-
cesses deal 1 damage to Spirit, then Manpower.
nary turns to attempt to provide benefits to the Contin-
gent. They may not make other Actions other than mov-
Fear: The Traits Overwhelming Odds and Dread Aura
ing on pace with the Contingent, and, if they were actively
force Morale rolls each turn. The suffering Contingent
engaged, may still be vulnerable to Melee attacks. They are
rolls their Spirit against the number of die called for by
their own or their enemies’ Traits. 1 Damage to Spirit,
then Manpower, is done for each unopposed Success of the
hostile roll.

Routing: An opposed Morale roll may also be forced


when a friendly Contingent is routed or defeated – the Con-
tingent’s Spirit against die equal to the difference in re-
maining friendly and hostile contingents. 1 Damage to
Spirit, then Manpower, is done for each unopposed Suc-
cess of the hostile roll.

Individuals Fighting Contingents


If an individual or handful of individuals, such as a
Party member, multiple Party members, or a key NPC, is
directly fighting a Contingent, whether with or without
the support of their own Contingent, have individual
members of the Contingent fight them on a 1 to1 basis.
Have these picked-out members of the Contingent fight as
individuals as normal, while still having the Contingent

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always vulnerable to Ranged attacks against their Contin- Movement
gent.
Contingents, as a mass, may make a Run action each
Turn rather than attacking.
Command: A Character may make an Empathy Roll.
Each Success grants a +1 modifier to Fight, Shoot, and
If engaged with a hostile Contingent, doing so invokes
Move Skill Rolls for that Contingent that Turn.
a free attack on the part of the non-movants Contingents.

Rally: A Character may make an Empathy Roll. Each


Success may either increase Spirit by 1 or provide a +1 mod-
ifier to Morale rolls that Turn. Maintaining Contingents
Unless someone else is providing all the necessary sup-
Talent: Commander: A Character may take this Tal-
port for a Contingent, or the Contingent’s existence is
ent up to 3 times, each adding +1 to Command or Rally ac-
ephemeral in nature, someone must be footing the will for
tions.
Contingent wages, equipment, food, lodging, and other ex-
penses. If adequately compensated, they may handle all of
Replenishment in Combat
these things individually. At other times, it may require
Ordinarily, contingents replenish their lost Attributes active effort by a commanding Player Character to ensure
by resting for a quarter day, assuming they are adequately their allies are being taken care of. Failure to do so, espe-
fed, watered, and rested in that time. Manpower cannot cially by way of a lack of pay, will shortly provide the Con-
ordinarily be increased except by the addition of new indi- tingent the Mutinous Trait, and may result in a loss of con-
viduals able to fight. trol of the Contingent.

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