Skirmish Rules
Commander DC: A character's Command DC is equal to 8 + their Proficiency bonus in the Tactics skill + their Charisma modifier. A bard increases this by 1, and a fighter increases this by 1. If you are commanding troops from your own faction or group, you gain an additional +1 when commanding those troops.
- For example, a level 5 Fighter who’s proficient in the Tactics skill with a Charisma of 16 would have a Command DC of 15. While a level 5 Bard, Fighter 1 with expertise in the Tactics skill with a Charisma of 16 would have a Command DC of 19.
Command: Command is a pool of influence that the commanders of an army possess that is used to fuel their armies abilities in skirmish combat. Using command lowers the designated troops Morale equal to the command score of the desired action. A hero starts with 2 Command per character level they possess + their Charisma modifier, a bard increases this by 1, and a fighter increases this by 2. Command is restored on a short rest. Rolling a natural “1” on a Skirmish check reduces your Command Points by four, while rolling a natural “20” on a Skirmish check increases your Command Points by four.
Hero Units
On the battlefield and off, armies are commanded by exceptional heroes, or unscrupulous villains, all above and beyond the strength and skill of the common foot-soldier. In the skirmish system this is represented by the Hero Unit; a character or creature of exceeding skill. Most often this is the role given unto Player Character's as well as named NPCs, and particularly powerful monsters on a battlefield.
A hero unit is unchanged from their base stats; however, they gain additional options using these rules, and are affected differently by troops than all other mobs would.
- A hero unit is considered a commander, regardless if they are commanding any troops or not so long as the hero unit has at least an Intelligence score of 5 or higher.
- A hero unit is not subject to the normal damage dealt by a troops attack, instead they suffer damage by a troops attack as if the troop were attacking as its base mob. The troop gains a +2 bonus on damage rolls for the relevant attack action for every tier above II that you pass on their Skirmish check made to attack, as well as a +1 bonus on damage rolls for every ten creatures within the troop.
- A hero unit is not subject to the morale rules, unlike all other troops.
- A hero unit cannot control other hero units using the Skirmish rules. Each hero acts independently from each other using the normal initiative rules.
- A hero unit can command a number of troops equal to their Charisma modifier + their Prestige + 1, minimum one. A hero unit can spend their own action to gain an additional troop action in the round which can control an additional number of troops equal their Charisma modifier + their Prestige + 1.
- A hero unit gains access to a special ability check known as the Skirmish check, this is described below in more detail. This is the main way that heroes will command troops.
- A hero unit gains two additional actions that they can take every round, the first is the Troop Action, detailed below, and the second is the Commander Action, also detailed below.
Skirmish Check
Commanding troops in the midst of battle is a hectic affair, with the explosive booms of magic, the monstrous roars of beasts, and the clash of steel upon steel flowing all around the commanders, their presence can change the tide of battle, but so to can their underlings aid them in their conflict.
While in combat, a commander can call out to their troops, asking for assistance, as the troops provide aid to the commanders, keeping the action focused on the commanders, but providing a sense that they are not alone on the field of battle.
A skirmish check is an Intimidate, Tactics, or Persuasion check depending on the desired action, and requires at least one allied troop to be in the combat to provide the desired aid. A character with the Inspiring Leader feat has advantage on their respective checks.
Troop Action
A troop action is an action that can only be taken by a hero unit to command troops on and off the battlefield. This action can only be taken on the commanders turn and is used to command troops in battle. A troop action can control a number of troops equal to the commander's Charisma modifier + their Prestige + 1. When you make a Troop Action, make only one Skirmish check per Troop Action made. A commander can use their own action to make an additional Troop action in a round, you must select different troops when using your own action in this way.
The troop action is used to control the actions of troops under your command. When you take the Troop Action, roll a Skirmish check, this is applied to all troops for that troop action, and all troops commanded using this action gain their movement, a bonus action, and an action. All troops regardless if you have taken a troop action in the round or not gain a reaction. Once a troop is commanded in a round, it cannot be commanded again until the start of the commanding heroes next turn.
Command Action
A command action is an action that can only be taken by a hero unit, it can only be taken once per round. This action can only be taken on the commanders turn unless the desired action has the [Reaction] tag, in which case it takes the commanders and troops Reaction but can be used at any point during a round, even interrupting an action.
A command action is a special suite of abilities gained by the troops themselves as well as objects and traps upon the battlefield. Regardless of troops or equipment possessed by the commander and their army, all commanding heroes gain access to the Inspire the Troops command action.
- Whenever you take the command action, reduce your Command pool by the number indicated in parenthesis next to the desired ability, and make a Skirmish check, comparing it to the table under the desired ability.
Base Command Actions
Inspire the Troops [1]
As a command action the commander can call forth to their forces, inspiring them to press on and continue the fight with renewed vigor.
- Tier I (1-4) The command fails, and you lose one additional Command point.
- Tier II (5-10) The command fails.
- Tier III (11-16) The command is headed, all allied troops within 60 feet of you are healed for 2d6 points of morale and hit point damage.
- Tier IV (17-22) The command is headed, all allied troops within 120 feet of you are healed for 5d6 points of morale hit point damage.
- Tier V (23-30) The command is headed, all allied troops within 300 feet of you are healed for 8d6 points of morale hit point damage.
- Tier VI (31+) The command is headed, in addition to the results of Tier V, all allied troops within 100 feet of you are subject to the effects of a potion of heroism, for the next minute, or until you run out of Command points.
Base Equipment Command Actions
Catapult Call [2]
(requires a unit attached to a catapult or similar siege engine on the Commander's Side. The attack must originate from the selected unit.)
As a command action the commander can call forth their forces to loose the catapults, as boulders rain down at the targeted area. Make a Skirmish check to determine how well headed the attack was headed.
- Tier I (1-4) The command fails, and you lose one additional Command point.
- Tier II (5-10) The command fails.
- Tier III (11-16) The command is headed, a 5 ft burst within 200 feet of you suffers 8d6 points of bludgeoning damage as a boulder slams down upon them. A Dexterity saving throw DC equal to your Command DC reduces this damage by half. A creature has advantage on their Dexterity saving throw against this tier.
- Tier IV (17-22) The command is headed, a 5 ft burst within 400 feet of you suffers 8d6 points of bludgeoning damage as a boulder slams down upon them. A Dexterity saving throw DC equal to your Command DC reduces this damage by half. A creature has advantage on their Dexterity saving throw against this tier.
- Tier V (23-30) The command is headed, a 5 ft burst within 600 feet of you suffers 12d6 points of bludgeoning damage as a boulder slams down upon them. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
- Tier VI (31+) The command is headed, in addition to the results of Tier V, creatures who suffered damage from this ability must make a Constitution saving throw or suffer from the stunned condition until the start of your next turn.
Volley [2]
(requires a ranged unit, or unit attached to a ranged siege engine on the Commander's Side. The attack must originate from the selected unit.)
As a command action the commander can call forth their forces to unleash a volley of fire down upon a targeted area. Make a Skirmish check to determine how well headed the attack was.
- Tier I (1-4) The command fails, and you lose one additional Command point.
- Tier II (5-10) The command fails.
- Tier III (11-16) The command is headed, a 10 ft burst within 200 feet of you suffers 4d6 points of piercing damage as arrow fire rains down upon the area. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
- Tier IV (17-22) The command is headed, a 15 ft burst within 400 feet of you suffers 6d6 points of piercing damage as arrow fire rains down upon the area. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
- Tier V (23-30) The command is headed, a 20 ft burst within 600 feet of you suffers 8d6 points of piercing damage as arrow fire rains down upon the area. A Dexterity saving throw DC equal to your Command DC reduces this damage by half.
- Tier VI (31+) The command is headed, in addition to the results of Tier V, you can mark a number of targets in the area of effect equal to your Charisma modifier to be immune to this attack, and each creature that suffers damage from this attack must succeed on a Strength saving throw DC equal to your Command DC or suffer from the restrained condition until the start of your next turn. A creature so restrained can break free as an Action with an Athletics check, DC equal to your Command DC.
Converting Mobs into Troops
When making a troop, take the base mobs stats, these are the combat stats of the troop, any features other than standard attacks that require an action, bonus action, or reaction to activate are drawn instead from the commander’s command pool, with each ability costing between 1 - 10 command points to activate.
Morale and Morale Score
Morale is a troops ability to fight on, to stay and follow orders without panicking from the overwhelming forces that strike out at them.
Whenever something particularly demoralizing occurs, roll a Wisdom saving throw for the troop, if this is less than or equal to the troops Morale Score, the troop routes as they become frightened and must flee combat unless rallied by a hero unit using an Inspire the Troops command action that restored the troops morale above 50% of their maximum Morale. Certain modifiers may apply to this morale test, such as if a commander dies while within 300 feet of a troop, this applies disadvantage on the save, or could even apply disadvantage at -5 if the commander is particularly loved.
- To determine a troops Morale Score, reduce the troops CR and the troops Wisdom modifier, from the base morale of 20. Any ability that grants bonuses against fear applies to a troops morale. Any ability that grants immunity to fear, negates a troops vulnerability to morale damage, and increases their morale by 5.
- To determine a troops Morale, take the Morale Score of the troop and multiply it by the number of creatures in the troop.
- During the heat of battle certain attacks and abilities can affect a troops morale beyond what is represented by a troops hit points. Whenever a troop would suffer damage, fail a saving throw against Fear, witness an allied troops death or route, or witness a heroes death or route, the troop also suffers morale damage equal to the damage suffered to their hit points when suffering damage, the CR of the routing troop, double the CR of a dead troop, the command DC of a hero unit that routes, or double this value from a hero unit that dies.
- When a troop is brought to half morale or lower, their morale score is increased by 4 for the remainder of the battle, and they must immediately make a Morale test or route.
Hit Points
A troops health is represented by the base creatures hit points; however, perhaps unlike the base creature, a troop is exceptionally vulnerable to fear, mind-affecting, and area of effect attacks. A troop is Vulnerable to Psychic damage as well as a to damage caused by an Area-of-Effect attack.
- A troops hit points is equal to the double base creature’s hit point maximum, and is adjusted further through a troop’s size category, and the commander’s skill.
- A fear effect deals morale damage equal to 1d6 points of psychic damage plus an additional 1d6 points of psychic damage per level of the effect. In the case of abilities and features, their level is equal to one-half of the level they are attained, while an item’s level is equal to the earliest level it can be found in play.
Troop Size Categories
Troops come in five size categories
- Medium: A medium troop consists of between four and eight small creatures.
- o A medium troop has no additional benefit beyond the base stats of the mob.
- Large: A large troop consists of between four and eight medium creatures, or between ten and sixteen small creatures.
- o A large troop has no additional benefit beyond the base stats of the mob.
- Huge: A huge troop consists of between two and four large creatures, ten and sixteen medium creatures, or twenty and thirty-two small creatures.
- o A huge troop consisting of medium or smaller creatures gains an additional amount of hit points equal to half of the base creatures hit point maximum. A huge troop deals an additional die of damage on all damaging attacks.
- o A huge troop consisting of large creatures has no additional benefit beyond the base stats of the mob. A huge troop deals an additional die of damage on all damaging attacks.
- Gargantuan: A gargantuan troop consists of between five and ten large creatures, twenty and thirty-two medium creatures, or forty and sixty-four small creatures.
- o A gargantuan troop consisting of medium or smaller creatures gains an additional amount of hit points equal to double the base creatures hit point maximum. A gargantuan troop deals two additional dice of damage on all damaging attacks.
- o A gargantuan troop consisting of large creatures gains an additional amount of hit points equal to half of the base creatures hit point maximum. A gargantuan troop deals two additional dice of damage on all damaging attacks.
- Colossal: A colossal troop consists of between twelve and twenty-four large creatures, forty and sixty-four medium creatures, or seventy and one-hundred-and-forty-four small creatures.
- o A colossal troop consisting of medium or smaller creatures gains an additional amount of hit points equal to triple the base creatures hit point maximum. A colossal troop deals three additional dice of damage on all damaging attacks.
- o A colossal troop consisting of large creatures gains an additional amount of hit points equal to double the base creatures hit point maximum. A colossal troop deals three additional dice of damage on all damaging attacks.
Actions, Bonus Actions, and Reactions
A mob has several actions at their disposal as a base creature, but to organize into a troop and fight as one takes greater training and skill. When determining the actions a commander can take with a mob first you must determine the actions at the base creatures disposal, and which type of action is required.
Core
A troop has access to an action, a bonus action, movement, and a reaction just like any other mob. However, troops do not go in the initiative order like a normal creature, instead their actions are taken from their commander’s Troop Action ability. Most troops will only have basic actions, movement, and perhaps a reaction or bonus action, but nothing beyond this. A troop’s movement is the same as the base creatures. Troops however, enhance a commander's ability to lead, adding additional Commander Actions to a commander's repertoire.
Actions
All troops have the following basic action at their disposal. The number in brackets is the Command point cost of the action.
Melee Attack [0]
As a command action the commander can call forth the troop to move in and strike out at the targeted foe. Make a Skirmish check to determine how well headed the attack was, and then an attack roll using your troops attack bonus against the targets Armor Class. A troop with the extra attack feature, makes an attack roll for each extra attack it receives if it was successfully commanded.
- Tier I (1-4) The command fails, and the troop suffers a critical hit from their target as the enemy forces strike back at the troop.
- Tier II (5-10) The command fails, and the troop suffers a normal hit from their target as the enemy forces strike back at the troop.
- Tier III (11-16) The command is headed, as the troop moves up to 10 feet and attacks a target within reach. Make an attack roll, if successful the troops deal the attacks damage to the target, +1 damage for every point you rolled above 11. The troop suffers a normal hit from their target, but are resistant to the damage, as the enemy forces strike back at the troop.
- Tier IV (17-22) The command is headed, as the troop moves up to 10 feet and attacks 1d2 targets within reach. Make an attack roll, if successful the troops deals double the attacks damage to the target, +1 damage for every point you rolled above 11, up to the troops unit size. The troop suffers two points of damage, as the enemy forces strike back at the troop.
- Tier V (23-30) The command is headed, as the troop moves up to 10 feet and attacks 1d4 targets within reach. Make an attack roll, if successful the troops deals double the attacks damage to the target, +2 damage for every point you rolled above 11, up to the troops unit size. The troop overwhelms the enemy and does not suffer any damage from the enemy.
- Tier VI (31+) The command is headed; in addition to Tier V, the troop forces the target(s) to make a Constitution saving throw or become stunned until the start of your next turn, a creature stunned in this way can be freed from this condition by a successful Skirmish check from an allied commander, the DC is equal to your Commander DC in both cases.
Ranged Attack [0]
As a command action the commander can call forth the troop to light up the targeted foe with a volley of projectiles. Make a Skirmish check to determine how well headed the attack was, and then an attack roll using your troops attack bonus against the targets Armor Class. A troop with the extra attack feature, makes an attack roll for each extra attack it receives if it was successfully commanded.
- Tier I (1-4) The command fails, and the troop suffers a critical hit from their target if they possess a ranged attack, as the enemy forces strike back at the troop, otherwise the troop suffers 4d4 points of morale damage.
- Tier II (5-10) The command fails, and the troop suffers a normal hit from their target if they possess a ranged attack, as the enemy forces strike back at the troop, otherwise the troop suffers 2d4 points of morale damage.
- Tier III (11-16) The command is headed, as the troop moves up to 10 feet and attacks a target within range. Make an attack roll, if successful the troops deal the attacks damage to the target, +1 damage for every point you rolled above 11. A successful Dexterity saving throw, DC equal to your command DC reduces this damage by half. The troop suffers 2 points of morale damage.
- Tier IV (17-22) The command is headed, as the troop moves up to 10 feet and attacks a 5ft radius within range. Make an attack roll and compare it to each creature in the area, if successful the troops deal double the attacks damage to the target, +1 damage for every point you rolled above 11. A successful Dexterity saving throw, DC equal to your command DC reduces this damage by half.
- Tier V (23-30) The command is headed, as the troop moves up to 10 feet and attacks a 15ft radius within range. Make an attack roll and compare it to each creature in the area, if successful the troops deal double the attacks damage to the target, +2 damage for every point you rolled above 11 up to the troops unit size. A successful Dexterity saving throw, DC equal to your command DC reduces this damage by half.
- Tier VI (31+) The command is headed; in addition to Tier V, the troop forces the target(s) to make a Strength saving throw or become grappled by the projectiles until the end of your next turn, a creature grappled in this way can be freed from this condition by a successful Skirmish check from an allied commander, the DC is equal to your Commander DC in both cases.
Defend [1] (Reaction)
As a command reaction the commander can call forth the troop to protect a creature within range. Make a Skirmish check to determine how well headed the command was. A troop must end within 5 feet of their intended target to protect them.
- Tier I (1-4) The command fails, and the troop suffers a critical hit from the aggressor as the enemy forces strike back at the troop.
- Tier II (5-14) The command fails, and the troop suffers a normal hit from the aggressor as the enemy forces strike back at the troop.
- Tier III (11-16) The command is headed, as the troop moves up to 10 feet and protects the desired target, increasing their Armor Class by 2 against the triggering attack or their saving throw by 2 against the triggering ability. The troop suffers a normal hit from the aggressor, but are resistant to the damage, as the enemy forces strike back at the troop.
- Tier IV (17-22) The command is headed, as the troop moves up to their speed and protects the desired target, imposing disadvantage on the attack against their protected ally, and the allies AC is increased by 2 against the triggering attack. The troop suffers two points of damage, as the enemy forces strike back at the troop.
- Tier V (23-30) The command is headed, as the troop moves up to their speed and protects the desired target, the attack goes against this unit instead of the intended target, the commander can choose to take the Tier IV results in place of this result.
- Tier VI (31+) The command is headed, as the troop moves up to their speed and protects the desired target, the attack goes against this unit instead of the intended target and is made at disadvantage, the commander can choose to take the Tier IV results in place of this result.
Spellcasting [1]
As a command action, bonus action, or reaction depending the spell the commander can call forth the troop to gather the magical energies that they control and unleash them in a controlled burst. Make a Skirmish check to determine how well headed the casting was, and then follow the spell as normal, adjusting it with the results of your skirmish check.
- Tier I (1-4) The command fails, and the troop suffers a 2d6 points of psychic damage per spell level they were attempting to cast.
- Tier II (5-10) The command fails, and the troop suffers a 1d6 points of psychic damage per spell level they were attempting to cast.
- Tier III (11-16) The command is headed, as the troop casts the spell successfully, but are drained from the effort. They suffer 1d4 points of psychic damage per spell level they were attempting to cast.
- Tier IV (17-22) The command is headed, as the troop casts the spell successfully, but are drained from the effort. They suffer 1d4 points of morale damage per spell level they were attempting to cast.
- Tier V (23-30) The command is headed, as the troop casts the spell successfully, their magic strong, their mind steel, they do not suffer any morale damage from casting the spell.
- Tier VI (31+) The command is headed; in addition to Tier V, the troop gains advantage on any attacks rolls made using the spell, the target suffers disadvantage on any saves made against the spell, one additional creature is affected by the spell, or the area of effect of the spell increases or decreases by 5 feet.
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