Combat Units

Units are the core of every army, and consist of groups of combatants organized by their role in combat. Exact numbers aren't used to describe the size of a unit, as this can vary from army to army, battle to battle, and unit to unit. They normally default to around 100 individuals to a unit, though this is not a strict limitation. A unit of goblins may number in the hundreds, and a dragon unit may only be a single Great Wyrm! Through the course of a battle each unit remains cohesive, and is considered a single entity until destroyed. A unit is considered destroyed when its morale is shattered and it stops operating as a unit, breaking into component individuals that surrender, flee the field, or otherwise cease to contribute meaningfully to the combat.  
 

Unit Attributes

Every unit has the following attributes that it uses through the course of a Strategic Combat.  
Note on Stacking Unit Attribute Bonuses:
Most, if not all unit bonuses have no type, and are thus cumulative with each other
 

Name

The name of a unit can be a simple description of the unit ("Human Heavy Knights"), a company name ("Flint's Rough Riders"), or any other title its owner chooses to give to it. It need not be unique, though you may wish to give it a unique name for the sake of tracking it through the battle, even if it's just "Dwarven Crossbowmen 1".  

Ancestry

The ancestry of a unit is the predominant race of the individuals comprising the unit. Units can be of mixed ancestry, though typically they are broken out along racial lines, as most races have different fighting styles that are not conducive to operating in mixed company. Each ancestry provides different base attributes for the units, and some have modifiers to the tier of the unit. The following table lists many common ancestries that can be found on the field of battle, and the base attributes that each provides.


 

Attack Bonus

A unit's attack bonus is added to attack rolls made by the unit. It represents how good the unit is at overcoming the defenses of their target and getting in damage. Attack rolls are determined slightly differently from regular D&D combat, with degrees of success affecting the damage dealt. Any attack roll that misses the target's defense by 10 or less is considered a glancing blow, and deals half damage (rounded down). Attack rolls that hit but don't beat the target's defense by 10 or more are hits, dealing normal damage. If it does beat it by 10 or more then it is a critical, dealing 50% more damage (rounded down). Attacks that roll a natural 20 are natural criticals, and deal double damage regardless of the enemy's defense (no confirmation roll is needed).  

Damage

A unit's damage is the marker of how capable a unit is of inflicting casualties on an enemy unit. If a unit's damage is 1, they deal no damage on a glancing blow. Even if a unit has 0 damage, they still deal 1 point of damage on a critical (though it can still be reduced to 0 by other means).  

Defense

The defense of a unit is how well it can withstand enemy attacks, and is treated like the unit's AC. As stated above, attacks can be glancing blows or criticals based on how much they miss or beat their target's defense by.  

Health

A unit's health is its hit points, and represent how much punishment they can take before breaking. Most units flee the field of battle before they are reduced to 0 hit points, and a unit reduced to 0 hit points is permanently destroyed. A unit at or below half their maximum health gains the diminished modifier due to the losses it has sustained, putting it at increased risk of breaking. A unit's base hit points is determined by its ancestry, then multiplied by it's veterancy.  

Morale

Morale represents how good a unit is at holding together and avoiding a rout. The unit's morale bonus is used for morale checks, which have a constant DC of 20. There are many conditions and modifiers that may impact a unit's morale, for better or worse.  

Movement

How fast a unit can move on the battlefield is represented by it's movement score. Just like with characters, a unit can move up to its movement score each time it takes a move action. Also like characters, a unit can forgo it's attack action to take a second move action, or spend the entire round taking the run action. A unit taking the run action moves 4 times its movement if it has light or medium armor or 3 times its movement if it has heavy armor, gains a -2 penalty to defense for 1 round, and gains the fatigued condition. A unit taking the run action on multiple consecutive rounds does not gain any additional fatigue.  

Unit Type

Each unit is categorized by its capabilities and main function in combat. The following unit types define how a unit behaves in combat.  
  • Infantry: An infantry unit is all about melee combat. They tend to focus on high defense and attack, and are often less mobile than other unit types. Infantry units must be engaged in melee with a unit to attack.  
  • Ranged: A ranged unit attacks from a distance, typically raining down arrows upon a distant enemy. Ranged units typically have lower armor and are more mobile than infantry, but are vulnerable when engaged in melee. Ranged units suffer penalties when attacking targets that are too distant, having a cumulative -2 penalty for each range increment they are away from their target. Additionally, they suffer a -10 penalty to attack and a -5 penalty to morale when engaged in melee.  
  • Hybrid: A hybrid unit is a combination ranged and melee unit. They have the range attack of a ranged unit, but suffer no penalties when engaged in melee. Hybrid units have separate melee and ranged weapon types, and each applies their modifiers only when engaged in their respective form of combat. This versatility comes at a cost, increasing the upkeep of a hybrid unit by 50% relative to an infantry or ranged unit, and doubling the cost of weapon upgrades.  
  • Cavalry: Cavalry are shock troops, typically mounted, and have the ability to perform devastating charges without getting bogged down into melee combat. Whenever a cavalry unit beats an opponent's defense with a melee attack roll, they can take a free disengage action after the hit. This disengage allows for only one square of movement. Cavalry gains additional movement relative to their infantry counterparts, dependent on the mounts they ride (typically double the base movement of their ancestry). Cavalry units have a 50% increased upkeep cost, and all armor costs are doubled.  
  • Artillery: Artillery units are the heavy hitters of ranged units. Catapults, trebuchets, and ballista are all classified as artillery units. Artillery units have the siege attacker special ability, which allows them to attack structures, and allows them to attack a square rather than a unit. While devastating over a distance, artillery have little to no defense or health, and cannot stand up to much punishment. An artillery unit can take a move or attack action each round, not both, and cannot attack when engaged in melee. An artillery unit engaged in melee must leave behind its siege equipment when it withdraws or routs, and must recover that equipment before they can attack again. Artillery calculate their attributes differently from other units, and have much more limited upgrade paths.  
  • Battlefield Equipment: Less unit and more object, battlefield equipment includes things like battering rams, siege towers, mobile fortifications, and the like. All of these units must be manned by an infantry, ranged, or hybrid unit to move, and those units have a -5 to attack and defense while manning battlefield equipment. Battlefield equipment are considered structures, and thus can only be damaged by those with the siege attacker special ability. Battlefield equipment does not have the same attributes as other units, typically only having a health value, movement speed, and possible damage reduction.
 

Melee Weapon Type

Melee units can wield a wide variety of weapon types, but all of them fall into four main categories, each with its own cost and modifiers to the unit's performance.  
  • One-Handed Weapons: swords, maces, short spears, hand axes, and the like all make up one handed weapons. These weapons are considered the default baseline load-out for any unit, and thus wielding them has no added cost to a unit and no effect on their attributes.  
  • Weapon and Shield: adding a shield to the mix increases the defensive capabilities of a unit, but the extra equipment and training comes with an added cost. Equipping a unit with this load-out costs 2,000 gp and grants a +2 bonus to defense.  
  • Two-Handed Weapons: Polearms, Great-axes, Greatswords; these weapons are large and imposing on a battlefield, and can batter an enemy unit better than their one-handed counterparts. Equipping a unit with this load-out costs 3,500 gp and grants a +2 bonus to damage.  
  • Dual-Wielded Weapons: by meeting your enemy with two weapons in hand, you are that much more able to bypass their defenses, and that much more likely to land a successful hit. Equipping a unit with this load-out costs 2,000 gp and grants a +2 bonus to attack.
 

Ranged Weapon Type

Like melee units, ranged units can wield a wide variety of weapon types, but all of them fall into four main categories, each with its own cost and modifiers to the unit's performance.  
  • Thrown Weapons: These are the base weapon a ranged unit has on formation, having no added costs. Thrown weapons deal more damage than most other ranged weapons, providing a +2 bonus to damage. thrown weapons have a range increment of 0 tiles, meaning they must be adjacent to their target to attack.  
  • Shortbows: Shortbows provide a mix of good range and low cost, with a range increment of 1 tile. Shortbows provide no benefit or penalty to attack or damage, and have a load-out cost of 2,000 gp.  
  • Light Crossbows: Light crossbows are slower to reload than shortbows, but improve the penetrating power of their shots, increasing their ability to pierce heavy armor or thick hides. After attacking, a unit wielding light crossbows must spend a move to reload before attacking again. Equipping a unit with this load-out costs 2,500 gp and grants a +2 bonus to attack. Light crossbows have a range increment of 1 tile.  
  • Longbows: Longbows allow ranged units to threaten enemies over large distances, allowing a them unit to cover large areas of the battlefield. Equipping a unit with this load-out costs 6,500gp. Longbows have a range increment of 2 tiles.  
  • Heavy Crossbows: Heavy crossbows are cumbersome to carry and slow to reload, but the size and speed of the bolt can have a devastating impact on their targets. After attacking, a unit wielding heavy crossbows must spend a move to reload before attacking again. Equipping a unit with this load-out costs 4,000 gp and grants a +1 bonus to damage. Heavy crossbows have a range increment of 2 tiles.
 

Armor Type

Just as with weapons, armor types can vary greatly, but fall into one of the four following categories, each with their own bonuses, penalties, and costs.  
  • Unarmored: unarmored units gain no bonuses from armor, but are unencumbered from it as well, having no penalties or added costs.  
  • Light Armor: Light armor typically consists of padded, or leather armor. it provides minimal protection while remaining relatively cheap and unencumbering. Equipping a unit with this load-out costs 1,000 gp and grants a +2 bonus to defense.  
  • Medium Armor: Medium armor is typically hide or scale mail, and provides moderate protection with the trade-off of encumbering the wielder. Medium armor truly shines when it has undergone a few upgrades, removing the impediment it otherwise creates. A unit in medium armor suffers a -2 penalty to movement unless the armor is Tier 3 or higher (see armor tier below). Equipping a unit with this load-out costs 5,000 gp and grants a +4 bonus to defense.  
  • Heavy Armor: Heavy armor is the strongest protection a unit can get, usually banded or splint mail. The added protection comes at the cost of encumbrance. A unit in heavy armor suffers a -2 penalty to movement. Equipping a unit with this load-out costs 25,000gp and grants a +6 bonus to defense.
 

Weapon Tier

The type of weapon a unit wields is often less important than the quality of that weapon. Upgrading a unit's weapons is a costly endeavor, but the results on the battlefield can be decisive. All weapons begin at tier 1, and the upgrade cost of each tier is cumulative (going from tier 1 weapons to tier 3 requires paying the tier 2 and tier 3 costs). Weapon tiers are the same for melee and ranged weapons.  
  • Tier 1 (-): Simple, basic weapons of their type with middling craftsmanship.
  • Tier 2 (5,000gp, +1 attack): Well crafted martial weapons utilizing higher end materials and superior craftsmanship.
  • Tier 3 (25,000gp, +2 attack, +1 damage, Magic): Masterwork weapons made with exotic materials, some even sporting minor enchantments.
  • Tier 4 (100,000gp, +3 attack, +2 damage, Magic): A combination of exotic materials and moderate enchantments.
  • Tier 5 (500,000gp, +5 attack, +4 damage, Epic): Mythical weapons enchanted with powerful magics.
 

Armor Tier

Like weapons, armor can be upgraded at great cost, but great benefits. All armor begins at tier 1, and the upgrade cost of each tier is cumulative (going from tier 1 armor to tier 3 requires paying the tier 2 and tier 3 costs).  
  • Tier 1 (-): Basic armor of cheap craft.
  • Tier 2 (5,000gp, +1 defense): Upgraded in both craftsmanship and type. studded leather, scale mail, and half plate.
  • Tier 3 (25,000gp, +2 defense, DR 1/Magic): The best types of masterwork armor made with exotic materials. Mithral Chain Shirts, Breastplates, and Full plate.
  • Tier 4 (100,000gp, +3 defense, DR 2/Magic): Top end masterwork armor with added moderate enchantments.
  • Tier 5 (500,000gp, +5 defense, DR 4/Epic): Mythical armor enchanted with powerful magics.
 

Veterancy Tier

Veterancy is one of the most impactful aspects of a unit's capabilities on the battlefield. Experienced units fight more cohesively, can take more punishment, dish out more damage, and cost more to maintain than their novice counterparts. Increasing the veterancy of a unit increases all aspects of that unit, but such power is not easy to obtain, requiring extensive training and battlefield experience to achieve. Unit veterancy is the only attribute that has a 0th tier, reserved for the weak, but nonetheless strategically important conscript.  
  • Tier 0 (-4 morale, -2 attack, -1 damage, -2 defense, 1x Hit points): Conscripts. 0 gp base upkeep
  • Tier 1 (+0 morale, +0 attack, +0 damage, +0 defense, 1x Hit points): Recruit. 250 gp base upkeep
  • Tier 2 (+2 morale, +3 attack, +1 damage, +1 defense, 2x Hit points): Regulars. 1,000 gp base upkeep
  • Tier 3 (+4 morale, +6 attack, +2 damage, +2 defense, 3x Hit points): Veterans. 2,500 gp base upkeep
  • Tier 4 (+6 morale, +9 attack, +4 damage, +3 defense, 4x Hit points): Elites. 10,000 gp base upkeep
  • Tier 5 (+10 morale, +15 attack, +6 damage, +5 defense, 5x Hit points): Heroes. 25,000 gp base upkeep
 
Increasing Unit Veterancy
All units begin as either conscripts or recruits. Increasing their rank further requires a combination of training and experience. The requirements for each tier to increase are described below.  
  • Conscripts: Conscripts are peasants, working class citizens, and other non-military personnel conscripted to military service through a levee or some other form of draft. These units are given basic weapons, occasionally armor, and rough instructions on how to fight in a battle. Conscripts have no upkeep cost and cannot be upgraded as they are disbanded immediately following whatever battle they were conscripted to fight in.  
  • Recruits: All units start their career as recruits. These units are presumed to have the basic knowledge of how to fight as a cohesive unit and effectively receive and follow orders in a combat environment.  
  • Regulars: After participating in limited combat, or receiving advanced training, a recruit becomes a regular. These units know what to expect in combat, and have worked out their more novice tendencies. Limited combat consists of 1 victorious combat or 2 defeats. The unit must have seen actual combat in the battle to count.  
  • Veterans: Seasoned combatants, veterans have seen extensive combat, or have limited combat paired with extensive training under martial masters. Veterans are hearty and reliable, and make good use of their experience and training on the battlefield. Extensive combat consists of seeing action in at least 6 combats, with a loss counting for half.  
  • Elites: Locally renowned, and often forming the vanguard of armies, elite units are the pride of a nation. Having both extensive combat experience and extensive training under martial masters, elites are deadly on the battlefield and can cut through lesser units with ease.  
  • Heroes: World famous, heroes are armies unto themselves. Unmatched in battle, they fight like no one else, and can single-handedly turn the tide of a battle. Units obtain heroic tier only under special circumstances, whether it be years of experience in multiple campaigns paired with training under a world renowned master, being chosen by a deific power to gain their blessing, or pulling off multiple miraculous victories in succession. Regardless of how it occurs, a unit acquires this tier only by DM discretion.
 

Special Qualities

Many units have qualities or abilities that set them apart from other units. Whether they can fly, carry specialized equipment that can be placed on the battlefield, have formations that help them defend against charging enemies, or are just able to split their attention between two fronts of combat, special qualities grant bonuses or special actions to a unit. Each special quality has a point value, which can increase the tier of a unit. Most special qualities are inherent to another property of a unit (such as its ancestry or unit type) and cannot be added or removed, but there are some that can be acquired through the right training, experience, and equipment.  

Strength Rating

The strength rating of a unit is the broad representation of its strength on the field. It is derived from the other combat attributes of the unit, and also used to calculate the overall strength rating of an army. The strength rating of a unit is calculated by averaging its weapon, and armor tiers, then adding it's veterancy tier, and finally adding any tier modifiers from its ancestry or special qualities. Strength ratings are typically represented by integer values, rounded up.  

Upkeep

A unit's upkeep represents the cost of keeping them in service, including both material and compensatory costs. This amount is based primarily on the veterancy of the unit, and may be modified by its unit type. Some ancestries and special abilities may also add to the upkeep cost of a unit. The base upkeep for each veterancy tier is provided in the veterancy tier section, above.   The upkeep cost of the unit must be paid each cycle to maintain the unit. Cycles increment at each gaming session, but roughly equate to one week's in-game time. Extended downtime in a session may result in multiple cycles, based on GM discretion. If a unit's cost is not paid in full, the unpaid balance is increased by 50% and added to the next cycle's upkeep cost. Each following cycle the total unpaid balance increases by 50% again, until it is paid in full. If the balance ever exceeds the unit's total cost (including load-outs and tiers), the unit disbands permanently, taking its equipment with it. A unit can be manually disbanded if it's pay is up to date, refunding 80% of the cost of weapon and armor load-outs and tiers (see disbanding units, below). A unit with owed upkeep cannot have its equipment load-out changed until any outstanding debt is covered. Upkeep is paid at the end of a cycle.  

Combat Unit Actions

Each combat unit gets one move and one action on each of its turns. Units cannot split their move before and after their attack. Units cannot hold their action or ready actions to go outside of their turn.   Combat units get one retaliatory attack each turn, which they can use against any unit they are facing that attacks them in melee.   Combat units may make one facing change each turn, which they must use before their action.   If a unit shatters while engaged with other combat units, those units immediately deal damage to it as though they hit it, and they may choose to chase the fleeing enemy down, inflicting heavy casualties but leaving themselves vulnerable. If they choose to do so (chosen immediately when the unit shatters), they immediately move into the shattered unit's square (only one unit moves if multiple units pursue), double the damage they deal to the shattered unit, and gain the Pursuing condition for one round. A unit cannot take this action if engaged in melee with other units.  

Forming Units

Forming a unit cannot be done by an individual character, it must be performed by a kingdom, baron, faction, or organization. Any of the entities may be owned and controlled by an individual character, but the entity itself is charged with paying for and forming units. Additionally, said entity can only recruit ancestries which it has some form of access to, whether that be local populace, alliances with groups of that race, or some other role-playing explanation. The cost of forming a unit includes the upkeep cost of that unit for the cycle in which it is recruited.   The base cost of forming a unit depends on the unit type:
  • Conscripts have a base cost of 1,000 gp to form, and can only be assigned infantry and ranged unit types.
  • Infantry, ranged, and hybrid units have a base cost of 5,000 gp to form.
  • Cavalry units have a base cost of 20,000 gp to form.
  • Artillery unit costs varies by type. The cost to form each is listed in its unit description.
  The cost of forming a unit may be modified by any special abilities that the unit gains on formation.  

Modifying Units

Units owned by a player character or PC controlled entity can make changes to the load-outs of units. Armor and weapons can be upgraded, downgraded, or swapped out. When upgrading the tier of a unit's weapon or armor, the cost of that tier must be paid to do so. Higher tiers may also require access to specialized equipment or artisan craftsmen. Downgrading a weapon or armor tier refunds 80% of the cost of the difference to the owning entity. Changing armor or weapon types resets the tier, refunding 80% of the total cost of the tier and the old weapon or armor type. A downgraded or changed set of armor or weapons can be given to a different unit rather than scrapped or sold, refunding no gold but providing its benefits to a different unit.   A unit whose weapon or armor type is changed temporarily loses one veterancy tier as it learns to master its new load-out. This lost tier is more easily regained, having the requirements of the veterancy tier below it to regain. If that unit is re-equipped with its previous load-out, the lost veterancy tier is immediately regained.   A unit's type cannot be changed once created, nor can its ancestry.  
Example: A martial regiment has a unit of veteran infantry using tier 2 dual wield weapons and tier 1 light armor, and wishes to change their load-out to heavy armor and sword and shield. If scrapping the old load-out, they would regain 5,600 gp for the weapons (1,600 gp for 80% of the dual wield cost + 4,000 gp for 80% of the tier 2 cost) and 800 gp for the armor. Rather than take the refund, the regiment instead chooses to save the tier 2 dual wield weapon and light armor load-outs to give to the next infantry unit they recruit. The infantry's veterancy is downgraded from veterans to regulars due to the new load-out, but they can regain their veteran status by either returning to light armor and dual wield weapons, or fulfilling the experience requirement of the next tier down (participating in limited combat or receiving advanced training with their new equipment).
 

Disbanding Units

When a unit has outlived its usefulness, or its owner can no longer afford to maintain its upkeep, a unit can be disbanded. A unit that is disbanded by its owner regains 80% of the total cost of upgrades and equipment for that unit. Alternatively, its load-out can be saved or given to another unit. A unit's upkeep must be current in order to disband it in this manner. A unit that is behind on upkeep can have it's back-pay covered from the sale of its equipment in order to disband it, but only 50% of the cost is refunded in this case, and it can only be done if the missing upkeep can be covered in full. A unit that disbands due to unpaid upkeep takes its load-out with it, leaving nothing for its owner (see upkeep, above).

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