Army Mechanics

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Army mechanics.

The system is designed to scale to be able to fit in all battles from small skirmishes between rival gangs to large scale fights between armies.

Armies are formed by taking a group of teams and stacking them together. HP, ECL both get add together. Morale does not. Morale follows whichever team is the majority of the army.

When two armies fight roll for damage as standard and roll repeatedly until one army is victorious. This is all to happen quickly in the background.

When an army hits 0 HP it routs and is treated as destroyed.

'''Army Marches on its stomach'''

Armies need supplies. When an army marches a veritable city follows them. To represent this, army units require a camp. The system is managed in much the same way as ships function. Each room is functionally a wagon that is following the army.

''Important note: Armies can leave behind their ship and their warcamp. An army that loses their ship or warcamp suffers attrition and rapidly deserts unless a new camp can be established. Undefended warcamps or ships can be stolen/raided/sapped by PCs/enemy. ''

''Design idea: Forces players to think defensively as well, and gives covert and overt options against supply lines. ''

PCs and Armies:

Typically when the PCs are involved Armies are broken up into their individual team components.

The battlefield is drawn up into sections much like a city. Players can reorganize the teams (if they are in charge). It is handled exactly as a city raid. I.e. an abstracted dungeon.

''Important feature: PCs can win their fight but still lose the battle. A flank can crumble, etc. Offers more depth than just one army punched another army harder''.