Types of Units

The counters (or figures) in the BATTLESYSTEMâ„¢ game are organized into Units and PC/NPC individuals. Only figures with a 1:1 ratio can be PC/NPC individuals; all other figures must be part of a unit. There are three kinds of units: Regulars, Skirmishers, and Mobs.

INDIVIDUALS

PC/NPC individuals can be Heroes, Commanders (or both), or simply members of units. The role each individual takes is determined by the owning player at the start of the game. The roles that a PC/NPC individual can take are discussed in [9.0] HEROES AND SPECIAL CHARACTERS.

REGULAR UNITS

Regular units are the backbone of a traditional army. Regular units can be infantry, archers, cavalry, aviation, magical artillery, or anything else that you desire.

Regular units must have a Unit Commander in order to fight and move at full effectiveness. If a regular unit is Out of Command (that is, its commander is missing or dead), it acts with lower effectiveness. It can, however, continue to move and fight at will.

Regular units can move in Closed or Open Formation ([7.2], [7.3]), and will Rout only if the entire unit is in Open Formation and fails a Morale Check.

A regular unit moves and fights as a unit. It can engage in melee combat or use distance weapons against more than one target at the discretion of the owning player, but cannot be broken into sub-units.

A regular unit must be defined at the beginning of the game. It cannot be changed into a skirmish unit, a mob, or a group of individuals during a battle.

A regular unit must start the battle with at least 4 figures and no more than 48 figures. All figures or counters in a regular unit must have ratios of 10:1, 5:1, or 2:1. A regular unit cannot be made of figures with a 1:1 ratio.

SKIRMISH UNITS

Skirmish units are used as scouts, guerilla forces, spies, and ambushers.

A skirmish unit does not have to have a Unit Commander. It does not receive the benefits for being In Command that regular units do, but does not suffer any penalties for being Out of Command.

Each figure in a skirmish unit must make a Morale Check whenever any friendly unit in its base ground movement range Routs. If the Morale Check is failed, the skirmishing figure also routs. A routing skirmisher can be Rallied by a Brigade or Army Commander in its direct chain of command. If the skirmish unit has a Unit Commander, that commander can also rally the routing skirmisher. This is the only function a skirmish Unit Commander can perform.

Each figure in a skirmish unit can act independently, and can perform any legal action the owning player desires.

A skirmish unit is limited in melee combat. No figure in a skirmish unit can ever move into base-to-base contact with an enemy unit. If any figure in a regular enemy unit or a mob moves into base-to-base contact with one or more skirmishing figures, the skirmishing figures must make a Fighting Withdrawal or Flee the melee as soon as possible. A skirmish figure may attack an enemy skirmisher or individual.

Skirmish units always move in Skirmish Formation ([7.4] that is, the bases of the figures in a skirmish unit must always be 1" or more apart.

A skirmish unit must be defined at the beginning of the battle. It cannot be changed into a regular unit, a mob, or a group of individuals during the battle.

A skirmish unit must start the battle with at least 1 and no more than 24 counters or figures in it. All figures in a skirmish unit must have a ratio of 10:1, 5:1, or 2:1. A skirmish unit cannot be made of figures with a 1:1 ratio.

MOBS

A mob is a disordered group that is not in command. Mobs are normally made of peasants or other low-level, untrained, and usually ill-equipped creatures.

Mobs need not have Unit Commanders. However, they suffer all Out of Command penalties whether or not they have a Unit Commander.

A mob must have a designated figure or counter from which its movement is measured.

A mob is disordered by nature. It should be displayed on the battlefield by counters or figures place in an irregular array. The array should be approximately as wide as it is deep (basically square-shaped). If a mob loses figures due to combat, remove losses so that the approximate shape of the mob is maintained. Mobs move and fight in Mob Formation ([7.5]).

The initial placement of a mob is at the. discretion of the owning player (or as defined by the scenario). For the mob to move, fight, or otherwise act, a Unit, Brigade, or Army Commander must Give an Order during the Rally Phase. To Give an Order, the Unit, Brigade, or Army Commander must first make a successful Rally attempt. The following Orders can be given to a mob: Move Forward ([7.7]), Charge ([7.14]), Force March ([7.13]), and Wheel ([7.9]) up to 90 degrees. No more than one order can be given per Rally Phase. A mob continues to follow the last order it was given until a new order is successfully given or until the mob fails a Morale or Discipline Check.

A mob automatically fights when it is in base-to-base contact with an enemy unit. A mob can never use missile weapons, but can use any melee weapon, including magic weapons. A mob can never use spells or devices with spell-like effects.

If a mob Routs, a Unit, Brigade or Army Commander can attempt to Rally it. A mob Rallies in the same way as a regular unit.

When moving, a mob always follows the path of least resistance (e.g., the most favorable terrain type) regardless of orders. It moves in as straight a line as possible within the above restriction.

A mob receives a + 2 bonus to its morale if a friendly regular infantry unit is directly behind it and no more than 6 " away.

A mob must be defined at the beginning of the battle. It cannot be changed into a regular unit, a skirmish unit, or a group of individuals during the battle.

A mob must start the battle with at least 12 and no more than 96 counters or figures in it. All figures in a mob must have a ratio of 10:1, 5:1, or 2:1. A mob cannot be made of figures with a ratio of 1:1.

SPECIAL UNIT TYPES

Occasionally, a scenario will specify a special unit type not listed above. For example, a unit of highly-trained and experienced troops might be designated as an Elite Unit. An Elite Unit would act as a Regular Unit but have a + 2 morale bonus and be able to enter Skirmish Formation. A unit of human berserkers might act like a regular unit but not be able to enter Closed Formation. It would receive a + 3 morale bonus, but have a Discipline rating of 0. Other special unit types are possible. It is important to define such units in detail before using them, and to make sure that they are balanced with other forces in the same scenario.

Special unit types cannot be used unless specifically permitted by the scenario being played.


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