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Jim's DragonQuest Campaign:
Battles

These rules cover combats that have too many participants for the normal DragonQuest combat rules. The rules assume a medieval combat style, mixing and matching rules from various games and ideas from various history books.

Note that when large bodies of troops are on the move, there's almost no opportunity for surprise. People notice, especially because scouts, foragers, camp followers, and various stragglers generally spread out into the countryside as the army marches. Two armies find out about each other, finally line up in front of each other, and trade jeers and taunts or maybe just nervous stares until one or the other decides to charge.

The Military Scientist skill becomes very important in these rules. For convenience, the relevant computations from the DragonQuest rules are repeated here:

Army Organization

Troops are organized into armies, battalions, and units.

Armies

An army is a collection of troops under a common leader. The leader of an army is called a captain. The captain must have enough Military Scientist skill to lead all the troops in his own battalion, plus the individual leaders of the other battalions in the same army.

The captain's main tasks are to keep the army organized and supplied while on the move, and to position the army as well as possible for battle.

The captain is appointed by a king or great lord.

Battalions

Each army consists of one or more battalions (also known as "battles"). The leader of each battalion is called a commander. The commander must have enough Military Scientist skill to lead all the troops in his battalion. The captain is also the commander of his own battalion.

A commander's main tasks are to be accountable for his troops when not in battle, and to decide when his battalion will advance or withdraw in battle.

The lord who formed the army might choose the commanders, or he might let the captain choose the commanders.

All of a battalion's units are in the same "space" on the battlefield. (See Battlefield Layout below.) If the battalion chooses to split up (e.g. to have some units stay in the battle line to cover a withdrawal by other units), the split-off units become a temporary battalion. If the units join each other in the same space again, they count as a single battalion.

Normally, an army forms into three battalions, but the number could be anywhere from one to five. The naming and usage of the battalions are shown below. In the table, the battalions within each group are listed from most prestigious and important to least, which normally affects who'll be assigned to command which battalion. The captain always has the main battalion, which customarily occupies the center position in the battle line.

# of BattalionsBattalions
1Main Battalion
2Main Battalion
Vanguard
3Main Battalion
Vanguard
Rearguard
4Main Battalion
Vanguard
Right Wing
Rearguard
5Main Battalion
Vanguard
Right Wing
Left Wing
Rearguard

Units

Each unit consists of a leader and the troops that answer to him directly. A unit leader must have enough Military Scientist skill to lead the unit. Captains and commanders each command a unit.

A unit leader's task is to keep his troops alive and together, to lead them in battle, and to have his unit act in concert with the battalion. The leader serves as a rallying point for the unit.

Each unit consists of people with the same social status, usually vassals (or mercenary hires) of the unit leader. They usually have similar weaponry. Otherwise, it would be hard for them to operate as a unit.

The unit leader ordinarily decides who'll be in his unit.

A unit of knights is called a banner, led by a banneret. A unit of foot troops in a feudal army is called a company, led by a sergeant. Units of non-feudal armies would use other terms, such as warbands. In these rules, however, a unit is a unit and a leader is a leader, regardless of knightly status.

Each unit is assigned to a particular battalion, although a few units might be held out as reserves. Reserves stay at the army's camp, waiting to be summoned into battle.

Acting Alone. Certain individuals might operate as units of one, in which case no Military Scientist skill is required. They act alone. This might be the case for spell-casters or the like, who might want to participate in the battle, but without fighting alongside other troops.

Unit Attributes

Units have several attributes that must be determined. Some of them need to be recomputed during battle as the size of the unit changes.

As examples, we'll use a group of 53 knights who charge with lances then switch to broadswords in melee. They carry kite shields and wear chain mail. Their leader has Rank 4 in Military Scientist. We'll find below that this unit has an attack strength of 5.04 when charging with lances or 2.97 in melee using broadswords. Their defense strenth, using shields, is 2.57.

Battlefield Layout

Positions

Each army is laid out on the battlefield as follows (somewhat like the layout found in the game Kingmaker):

Visibility

There are six grades of visibility. The standard range in the table below is for those times when you need to know specifically how far away something is.

ConditionsVisibilityStandard
Range
Same space, or engaged enemy unit Can easily see those immediately around you. Chance of spotting specific individuals = (PC x difficulty factor)%. Difficulty factor = 5 in broad daylight, 4 in shadowy or overcast conditions, 3 in twilight, 2 on a moonlit night, 1 on a moonless night. 10 yards
One space away Can distinguish individuals and their general activities. Chance of spotting specific individuals = the above chance if trying to spot the leader or someone else who'd be prominently visible within the unit, or half the above chance if trying to spot someone else. 100 yards
Two spaces away (e.g. observer in second line looking at enemy's battle line) Can see unit in enough detail to recognize general arms and weapons and plainly displayed banners. No chance to pick out individuals. 500 yards
Three spaces away (e.g. observer in camp looking at enemy's battle line) Can tell horse from foot and other broad distinctions, but that's about it. 1000 yards
Four spaces away (e.g. observer in camp looking at enemy's second line) Can tell whether troops are moving or not, but no other details. 1500 yards
Five spaces away (one camp observing the other) Can't make out any details, possibly not even visible. 2000 yards

Battle Sequence

Beginning of the Battle

The following steps occur only once at the beginning of the battle.

  1. Battlefield Maneuvering [captains]. The captains attempt to maneuver their armies into advantageous positions. To represent this, make a Perceive Tactics roll for each captain. Apply the following modifiers:

    If the Perceive Tactics roll is successful, the battalion commanders receive an initiative bonus equal to the captain's rank with Military Scientist. The captain has positioned his army well.

    If the Perceive Tactics roll results in uncertainty, there is no initiative modifier.

    If the Perceive Tactics fails completely, the battalion commanders will have an initiative modifier equal to [(captain's Military Scientist rank) - 10]. The captain has made a tactical blunder.

  2. Battle Lines [captains]. Roll non-engaged initiative for each captain, applying the modifier from the previous step. The captain with the highest initiative chooses to form his lines first or last. (You'll need to remember this order of deployment for later parts of the battle.) Whoever deploys first assigns battalions to positions on the battle line, the second line, or the camp. Players must state where their characters will deploy, but presumably those attached to particular units will deploy with those units.

    If any battalions find themselves positioned in violation of the battle layout rules (e.g. if the first to deploy puts three battalions into the battle line, but the second deploys only two), reposition them immediately.

  3. Unit Positioning [commanders]. Each commander in the battle line positions his units from left to right as he sees fit. He may make up to three attempts to spot particular individuals in the facing battalion while making these decisions, so that particular units from his battalion will face particular units in the opposing battalion.

Battle Rounds

Each battle round follows this sequence. One battle round represents about 30 minutes.

  1. Battle Line: Engaged Actions [unit leaders]. Roll initiative (by the normal DragonQuest rules for non-engaged initiative) for each unit leader in each engagement. In initiative order, each unit leader takes one of the following actions:

  2. Battle Line: Non-Engaged Actions [commanders]. Roll non-engaged initiative for each commander in the battle line. Apply the modifier from the captain's Perceive Tactics roll. In initiative order, each commander takes one of the following actions:

  3. Second Line and Camp: Non-Engaged Actions [commanders]. Each army's battalions in the second line and at the camp may act. The armies act in the same order as the order of battlefield deployment, according to the captains' initiative at the beginning of the battle. The available actions are:

  4. Rally [unit leaders]. Leaders of disordered or panicked units may attempt to rally them.

  5. Another round? Up to 12 battle rounds can be fought, as long as there are intact units on both sides and as long as either captain wishes to continue the fighting.

After the Battle

There are several customary tasks an army carries out after a battle. Whether, when, and how these are carried out is up to the captain and his commanders and unit leaders. Many of these tasks might be left to the victor; the loser might not want to linger any longer than necessary.

Attacking and Defending

Individual units attack individual units. Each unit can attack no more than once per battle round. Compare the attacker's strength to the defender's strength as a ratio. Refer to the following table.

Attack Odds

RatioDescription
1:2The defender's strength is greater than the attacker's, but by no more than double; attacks at worse than 1:2 odds won't happen unless the attackers are all hoping to die in battle keeping an enemy occupied.
1:1The attacker's strength is at least equal to the defender's, but less than double.
2:1The attacker's strength is at least double the defender's, but less than triple.
3:1The attacker's score is at least triple the defender's. All ratios greater than 3:1 are treated as 3:1.

Attack Results

Roll D10 on the following table.

D10Attack Odds
Below
1:2
1:21:12:13:1
1 A: heavy A: moderate A: moderate A: minor
D: minor
A: minor
D: minor
2 A: heavy A: moderate A: moderate A: minor
D: minor
A: minor
D: minor
3 A: heavy A: moderate A: minor
D: minor
A: minor
D: minor
D: moderate
4 A: heavy A: moderate A: minor
D: minor
A: minor
D: minor
D: moderate
5 A: heavy A: moderate A: minor
D: minor
D: moderate D: moderate
6 A: moderate A: moderate A: minor
D: minor
D: moderate D: heavy
7 A: moderate A: minor
D: minor
A: minor
D: minor
D: moderate D: heavy
8 A: moderate A: minor
D: minor
A: minor
D: minor
D: moderate D: heavy
9 A: minor
D: minor
D: moderate D: moderate D: heavy D: heavy
10 A: minor
D: minor
D: moderate D: moderate D: heavy D: heavy

Casualties

The results from the attack table are explained below.

Exceptions:

If a unit has captured prisoners, the casualty percentage equals the fraction of prisoners freed during the fighting. For noteworthy prisoners, the casualty percentage is the chance of that individual having been rescued. Freed prisoners immediately join the friendly unit that inflicted the casualties, as wounded troops.

The way to apply the results depends on how relevant the individual troops are for the role-playing adventure.

Example results: A unit of 53 troops plus the leader suffers moderate casualties of 15%. Three members of the unit are player characters, but they're not the leader. For the 50 ordinary troops, the casualty breakdown is all we care about. The 15% casualties break down to 7.5% wounded (4 troops), 4.5% captured (2 troops), 3% killed (2 killed). The unit leader's individual case is of some interest, but we don't care how many EN or FT points he loses. With an ad-hoc table of 01-08 wounded, 09-12 captured, 13-15 killed, 16-00 unharmed, a roll of 27 shows that he's not a casualty in this attack. For the three player characters, the rolls are 60, 42, and 06. The first two suffer no harm, but the third one loses 6 EN and 12 FT, The roll of 06 is not greater than the wounded percentage (7.5%), so the character remains uncaptured. The character has a 5% chance of a grievous injury; a roll of 31 spares the character a grievous injury. If the character remains conscious, it's up to the player to decide whether the character is still fit to continue fighting.

This same unit had 6 prisoners, one of them a major NPC. Of the 5 ordinary prisoners, one is freed (15% of 5, rounded). For the NPC, there's a 15% chance of being rescued; a roll of 23 says the NPC remains a prisoner.

Disorder

When a unit is disordered, it has simply lost its formation in the heat of battle. This renders it less effective until the leader can regroup (rally). The unit's attack and defense scores are halved while the unit is disordered. It can't move until it's rallied.

As noted in the battle sequence, the unit leader can regroup the unit by rallying the troops.

Panic

Panic checks must be made each time the following circumstances occur:

The chance of avoiding panic equals a difficulty factor times the unit's overall WP score. The difficulty factor equals 5 times the percentage of the unit remaining. Example: If a unit has accumulated 35% casualties, it has 65% remaining. The difficulty factor is 3.25 (5 x .65). If it has an overall WP of 15, the chance to avoid panic is 49%.

Modifiers:

Panic results:

Magic

The normal DragonQuest magic rules operate at a very tactical level, not at an army level. Few spells affect large areas or large numbers of targets, or last a long time. Few spells will be usable in a mass battle.

For the sake of playability at the army scale, and to spare the GM from tracking individual or partial results for dozens, hundreds, or thousands of NPCs, we'll have to simplify a few things about magic.

At a scale of about 30 minutes per battle round, rituals become a possibility during battle. A typical one-hour ritual would take two battle rounds.

Duration

Spells with immediate effect still have immediate effect.

For spells with durations, the duration in battle rounds is the spell's duration in minutes, divided by 30, rounded down. In effect, a spell with a duration of less than 30 minutes can't be used in battle. It won't last long enough to matter.

Spells Targeted at Units

A spell cast on a unit must affect the entire unit, or it can't be cast in battle. If the spell affects a certain number of targets, then the number of individuals in the unit is the number of targets the spell must affect.

If the spell has an area of effect expressed in square feet, it must cover [15 x (# of troops)] square feet. Double that if the unit is disordered, or quadruple it if the unit is panicked. If the area of effect covers a radius, the radius must be [2.2 x sqrt (# of troops)] feet; for disordered troops use [3.1 x sqrt (# of troops)], and for panicked troops, use [4.4 x sqrt (# of troops)]. Example: Against a unit of 53 troops that aren't disordered or panicked, the spell would need to cover 795 square feet, or a radius of 16 feet.

Wall spells are mostly too short to be usable in battle. If the wall is intended to serve as an obstacle to stop movement from one battle space to another, the wall must be at least 100 yards long. If the wall is intended to obscure or cover a unit, the wall's length must be at least 1 yard per troop. Example: At Rank 20, a Wall of Fire could be up to 40' long; it's useless as a barrier, and it could serve as cover only for units of 13 or fewer troops.

If the unit being targeted is engaged, the spell must cover all units in the engagement, or none of them.

Spells Targeted at Individuals

To be especially nice to the GM, the only individuals targeted should be those that are already being handled as individuals anyway, such as player characters and major NPCs that are part of the story outside of the current battle. Rule of thumb: If you don't know the character's name, the individual might not be a good target for spells in battle.

We'll handle others case by case, but let's keep the number of individual results to be tracked to a minimum.

Multiple Castings of the Same Spell

In some cases, a spell couldn't affect an entire unit in one casting, but multiple castings would handle the situation. We'll handle the series of castings with some calculations and a die roll. This is more trouble for the GM than a single casting, but it would expand the number of spells usable in battle.

  1. Figure out how many successful castings would be needed to cover the entire unit. Example: The Spell of Mass Charming, at Rank 11, affects 11 targets. It would take 5 successful castings to cover a unit of 53 troops.

  2. Divide that number by the cast chance, using the cast chance as a fraction, then round up the result. This gives the number of attempts n that would likely result in the necessary number of successes. Example: If the caster has a 41% cast chance with the Spell of Mass Charming, it would take 13 castings (5/0.41 = 12.2, rounded up to 13).

  3. If the caster doesn't have enough FT points to cover n castings, the spell can't be cast. Example: For 13 castings of a General Knoweldge spell, the caster spends 13 FT.

  4. Compute the backfire threshold, namely the cast chance + 30%. Example: The backfire threshold for a cast chance of 41% is 71%.

  5. Raise the backfire threshold to the nth power. This gives the chance of not having a backfire on any attempt. Example: 71% to the 13th power is about 1% (rounded).

  6. Roll d100 against the resulting percentage. If it's successful, the caster got the necessary number of successful castings. If it fails, the caster suffers a backfire effect, and we assume that all of the castings failed. Example: This isn't a wise spell to use in battle, because there's only a 1% chance it will work. A roll of 51 means the caster suffers a backfire, and all 13 spells failed.

To remove the risk of backfire, any spell to be used multiple times within one round should have a cast chance of 70% or better.

Usable Spells

The spells listed below are the ones most likely to be usable in battle against units.

The spells that aren't listed are either too brief in duration, too short-ranged, too small in area of effect, or too impractical to apply on a large scale (e.g. walking unseen). They might still be usable against individual targets.

College of Celestial Magics

College of Shaping Magics

None of the spells of this college are likely to be usable in battle.

The Spell of Creating Mudslick comes closest, but with a duration of only 30 seconds + 10 seconds/Rank, its best duration is less than 4 minutes. The affected unit would still have most of the battle round to avoid the mudslick or just let it dry up.